Sonic the Hedgehog |
Main Timeline |
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*'''Boost:''' When performing the Boost, the user surrounds themselves in a projectile-shaped energy shield and propels themselves forward at speeds beyond the sound barrier, thus turning the user into a highly destructive projectile moving at supersonic speeds. The color of the energy field depends on the user: Sonic's is (usually) blue, Shadow's is orange-yellow, Classic Sonic's is light blue, and the Avatar's is white. While using this move, the user is able to barge straight through obstacles at staggering speeds without slowing down. | *'''Boost:''' When performing the Boost, the user surrounds themselves in a projectile-shaped energy shield and propels themselves forward at speeds beyond the sound barrier, thus turning the user into a highly destructive projectile moving at supersonic speeds. The color of the energy field depends on the user: Sonic's is (usually) blue, Shadow's is orange-yellow, Classic Sonic's is light blue, and the Avatar's is white. While using this move, the user is able to barge straight through obstacles at staggering speeds without slowing down. | ||
**'''Air Boost:''' While coming into contact with a Boost Object or a Boost Ring, the Air Boost is executed by pressing | **'''Air Boost:''' While coming into contact with a Boost Object or a Boost Ring, the Air Boost is executed by pressing the "X button" while engaging with the Boost object. The button must be pressed quickly otherwise the opportunity is lost and the character simply vaults over the Boost Object or is released from the Boost Ring. The Air Boost will launch the character vertically into the air, mainly for accessing higher routes that lead into a shortcut or a needed Power-Up. | ||
**'''Boost Mode:''' When entering Boost Mode, the users becomes able to run at extremely fast speeds, usually leaving afterimages in their wake. | **'''Boost Mode:''' When entering Boost Mode, the users becomes able to run at extremely fast speeds, usually leaving afterimages in their wake. | ||
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*'''Green Hover:''' Once absorbing the Green Wisp, Sonic turns into a hovercraft. | *'''Green Hover:''' Once absorbing the Green Wisp, Sonic turns into a hovercraft. | ||
**'''Ring Dash:''' The Ring Dash is very similar to the Light Speed Dash, except it is much slower, can be used on even vertical trails of Rings and requires the Green Hover. When using it, the Green Hover automatically moves along a trail of Rings without interruption though midair while picking up the Rings, until it reaches the end of the trail. | |||
*'''Gray Quake:''' Once absorbing the Gray Wisp, Sonic turns into an iron ball. | *'''Gray Quake:''' Once absorbing the Gray Wisp, Sonic turns into an iron ball. | ||
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|-|With Extreme Gear= | |-|With Extreme Gear= | ||
*'''Air Ride:''' Air Ride, also called Air Riding, is a move that appears in all three games in the Sonic Riders series. It is a racing maneuver used by racers riding on Extreme Gear, where users are able to take flight into mid-air on their Gear and pass through Dash Rings/Accelerators. | |||
*'''Air Slide:''' When performing the Air Slide, the user shoots out a jet of Air from the side on the user's Extreme Gear, resulting in the user making a sharp turn while still moving at high speed. After making the turn, the user will then shoot forward in the direction he/she is facing. In gameplay, this is a useful maneuver for making it through sharp turns on the racing tracks while still maintaining top speed. | *'''Air Slide:''' When performing the Air Slide, the user shoots out a jet of Air from the side on the user's Extreme Gear, resulting in the user making a sharp turn while still moving at high speed. After making the turn, the user will then shoot forward in the direction he/she is facing. In gameplay, this is a useful maneuver for making it through sharp turns on the racing tracks while still maintaining top speed. | ||
Sonic the Hedgehog |
Main Timeline |
“ | I'm outta here! | „ |
~ Classic Era Sonic |
“ | What you see is what you get, just a guy that loves adventure! I'm Sonic the Hedgehog! | „ |
~ Adventure Era Sonic |
“ | Every world has its end. I know that's kinda sad, but... that's why we gotta live life to the fullest in the time we have. At least, that's what I figure. | „ |
~ Modern Era Sonic |
Sonic the Hedgehog is the main protagonist of the eponymous series of video games developed by SEGA. As young teenage anthropomorphic hedgehog, Sonic decided to use his incredible speed for the advantage of those in need, as he regularly combats Doctor Ivo "Eggman" Robotnik, and his evil machinations. Along his multiple journeys, Sonic has regularly collected seven powerful relics known as the Chaos Emeralds, which he uses to become Super Sonic and unlock unmatched power.
Sonic has dozens of different friends, mainly Tails the Fox, who accompany him on his quests to thwart Dr. Eggman and his machine army. His adventures are separated into three different "eras" that define different chapters of his life; the Classic Era, Adventure Era, and Modern Era.
The Classic Era includes Sonic at his very youngest, during his first-ever adventures alongside his few friends, Tails the Fox and Knuckles the Echidna. The Adventure Era launched the series into a 3D plain, introducing more of Sonic's friends and more complex plots for Sonic to foil. And the Modern Era has Sonic as he is currently, an experienced and matured fighter.
With an extreme attitude and undying will, Sonic has pulled through nearly every adventure that has come his way, no matter the scale. He is noted for being extremely overconfident and snarky, as a defining characteristic of who he is; though nothing is more prevalent about Sonic than his lightning-fast speed, which has earned him the title "The Blue Blur." Sonic has gone on dozens of quests, and successfully saved the day every single time, as Dr. Eggman constantly attempts to turn defenseless forest creatures into robotic minions.
Tier: 7-A | 5-B | 5-B
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog
Sex: Male
Age: 15 years old
Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive
Dimensionality: 3-D
Attack Potency: Mountain level (Destroyed the chain holding Little Planet) | Planet level (Empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet) | Planet level (Far stronger then before)
Durability: Mountain level, rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill | Planet level, Invulnerability makes him difficult to kill
Striking Strength: Mountain Class | Planet Class | Planet Class
Lifting Strength: Class 10 (Can push boulders comparable to his size) | At least Class 10 | At least Class 10
Travel Speed: FTL (Can move faster then Eggrobo's laser) | FTL+ | FTL+ (Faster than his super form)
Combat Speed: FTL | FTL+ | FTL+
Reaction Speed: FTL (Sonic can react to lasers from Eggrobos at close range and lasers from the Hotaru, which travel in straight lines and generate conventional light in the darkness) | FTL+ | FTL+
Stamina: Superhuman (Ran through many different time zones in Sonic CD and managed to beat Eggman without showing signs of tiring. He was said in Forces to have been tortured for months, but could still defeat Zavok with little trouble or signs of fatigue), Psuedo-Limitless as Super Sonic and Hyper Sonic (Sonic can maintain his Super form and hyper form indefinitely so long as he has access to rings)
Range: Standard Melee, Hundreds of Meters with abilities, Cross-Universal with Chaos abilities
Intelligence: Gifted (He has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across his adventures such as various fighting styles, including one which incorporates break dancing abilities, a style he invented himself, often using outside forces such as shockwaves and various vectors of momentum/torque to overwhelm his opponent. He's also used outright martial arts to defeat his opponents and has shown to analyze and adapt to his opponent's fighting style, noticing patterns and openings in the middle of a fight. He also did this to Knuckles the Echidna, who uses martial arts in combat, and said he was "simple to read")
Tier: At least 7-A, higher with Ichikoro Gauge | 5-B
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog
Sex: Male
Age: 15 years old
Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive
Dimensionality: 3-D
Attack Potency: At least Mountain level (Has grown and improved overtime, making him superior to his younger self. Noted to have trained himself between the events of the Classic Era and the Adventure Era to get stronger), higher with Ichikoro Gauge (The Ichikoro Gauge is an energy gauge for powering up Special Moves, when used the user can defeat an opponent in one hit) | Planet level (Empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet)
Durability: At least Mountain level, rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill
Striking Strength: At least Mountain Class | Planet Class
Lifting Strength: Class M (Can topple the Egg Golem with a kick) | At least Class M (Powered by the Chaos Emeralds, the ultimate power of the universe, which would place them above the Hyper-Go-On energy that allows Violet Voids and Indigo Asteroids to support their own weight)
Travel Speed: FTL (Faster than and can dodge Knuckles' blitzing attacks; Knuckles can keep up with) | FTL+
Combat Speed: FTL | FTL+
Reaction Speed: FTL (Dodged Knuckles' blitzing attack) | FTL+
Stamina: Superhuman (Ran through many different time zones in Sonic CD and managed to beat Eggman without showing signs of tiring. He was said in Forces to have been tortured for months, but could still defeat Zavok with little trouble or signs of fatigue), Psuedo-Limitless as Super Sonic (Sonic can maintain his Super form and hyper form indefinitely so long as he has access to rings)
Range: Standard Melee, Hundreds of Meters with abilities, Cross-Universal with Chaos abilities
Intelligence: Gifted (He has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across his adventures such as various fighting styles, including one which incorporates break dancing abilities, a style he invented himself, often using outside forces such as shockwaves and various vectors of momentum/torque to overwhelm his opponent. He's also used outright martial arts to defeat his opponents and has shown to analyze and adapt to his opponent's fighting style, noticing patterns and openings in the middle of a fight. He also did this to Knuckles the Echidna, who uses martial arts in combat, and said he was "simple to read")
Tier: At least 7-A | At least 7-A | At least 7-A | At least 7-A | 5-B
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog
Sex: Male
Age: 15 years old, 16 by Generations (The entire plot of the game is it being Sonic's birthday)
Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive, Knight of the Wind
Dimensionality: 3-D
Attack Potency: At least Mountain level (Has grown and improved overtime, making him superior to his younger self) | At least Mountain level (Empowered by the dark energy of Dark Gaia making him far more powerful) | At least Mountain level (Far more powerful then before, can cut through the shields of someone he previously couldn't) | At least Mountain level (Absorbed three of the seven world rings within himself, making him far powerful then before) | Planet level (Empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet) | Planet level (Far stronger then before)
Durability: At least Mountain level, rings make him incredibly difficult to kill | At least Mountain level, rings make him incredibly difficult to kill | At least Mountain level, rings make him incredibly difficult to kill | At least Mountain level, rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill
Striking Strength: At least Mountain Class | At least Mountain Class | At least Mountain Class | At least Mountain Class | Planet Class
Lifting Strength: Class M (Can topple the Egg Golem with a kick) | Class M | Class M | Class M | At least Class M
Travel Speed: FTL (Should be faster than previously) | FTL | FTL | FTL | FTL+ (Could travel to Nonaggression Zone in a short timeframe)
Combat Speed: FTL | FTL | FTL | FTL | FTL+
Reaction Speed: FTL | FTL | FTL | FTL | FTL+ (Able to react to laser attacks that stem from Solaris' body. Far superior to his base state, who has grown and improved overtime, making his speed far higher then it was originally)
Stamina: Superhuman (Ran through many different time zones in Sonic CD and managed to beat Eggman without showing signs of tiring. He was said in Forces to have been tortured for months, but could still defeat Zavok with little trouble or signs of fatigue), Psuedo-Limitless as Super Sonic (Sonic can maintain his Super form and hyper form indefinitely so long as he has access to rings)
Range: Standard Melee, Extended Melee with Excalibur, Hundreds of Meters with abilities and Color Powers, Cross-Universal with Chaos abilities
Intelligence: Gifted (He has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across his adventures such as various fighting styles, including one which incorporates break dancing abilities, a style he invented himself, often using outside forces such as shockwaves and various vectors of momentum/torque to overwhelm his opponent. He's also used outright martial arts to defeat his opponents and has shown to analyze and adapt to his opponent's fighting style, noticing patterns and openings in the middle of a fight. He also did this to Knuckles the Echidna, who uses martial arts in combat, and said he was "simple to read")All previous abilities to a greater extent, Enhanced Acrobatics (With bounce bracelet, allows him to repeatedly bounce to jump higher), Enhanced Aura (With light speed dash and light speed attack, covers himself in a defensive aura that deals double damage from his regular attacks. Sonic's boost surrounds him in a protective aura), Healing (Sonic Heal heals damage with supersonic speed), Damage Reduction (With Strength Support 8, a special skill that enhances the defensive mechanism of the body), Accelerated Development (Training;Physical Stats and Skills; Has been training to grow faster and stronger. Has grown and improved overtime), Statistics Amplification (With Attack Support 5, a special skill that reinforces and increases internal defensive power. With Speed Up Lv 1, can increase her speed), Afterimage Creation (Can move so fast, he can create afterimages), Homing Attack (With the homing attack. He can also throw out Rings and perform a homing spin attack toward them), Spin Dash (With Somersault), Power Mimicry (Can mimic Shadow's chaos control), Energy Manipulation (Can imbue his spin dash with energy to make his attacks stronger), Statistics Amplification (Increases his strength with Attack Support 6 his defense with Strength Support 8, and his speed with Acceleration Up Lv 2 and Speed Up), Healing (Can naturally heal himself via Sonic Heal), Barrier Creation (Pulses a purple barrier in front of his arms to block oncoming attacks with Sonic Guard), Reactive Adaptation (When Sonic was inflicted with Dark Gaia's evil energy, unlike others who were corrupted, he instead gained a form that increased his powers), Fire Manipulation (Can imbue his somersault attacks with fire using the Flame Ring), Air Manipulation, Homing Attack and Curtain Fire (Can create tornadoes with Blue Tornado and Tornado Jump, and also create homing wind bullets with Sonic Wind), Sound Manipulation and Status Effect Inducement (Can shock opponents with shouts), Paralysis Inducement (Can temporarily paralyze enemies with powerful spin attacks), Explosion Manipulation (Sets volatile landmines with Sonic Air Cracker and Sonic Cracker. He can also use bombs on enemies with Explosion and Bomb), Vibration Manipulation (Attacks with shockwaves during Sonic Storm and Sonic Wave), Vector Manipulation (Increases his torque by spinning with Sonic Ballet), Limited Power Modification (With Crystal Ring, reduces time required to store energy for lightspeed dash), Sealing (With Magic Hands, can trap enemies within bubbles), Resistance to Curse Manipulation (Unaffected by curses), Spatial Manipulation (Can take attacks from Chaos Magic, which distort space with its attacks), Vacuum Manipulation (Resisted being pulled into a mysterious hole causing a massively powerful vacuum)
All previous abilities to a greater extent, Weapon Mastery (Sonic became a legendary swordsman with Excalibur), Invulnerability (With Sonic Boom, gives Sonic increased speed and invulnerability, allowing him to damage enemies and opponents simply by running into them), Hacking (Sonic can hack into Dr. Eggman's base), Limited Time Manipulation (Can restore time with his speed), Resistance to Madness Manipulation and Mind Manipulation (The World Rings drove the resurrected Genies mad and put them under Erazor Djinn's control, which Sonic was unaffected by when collecting the Seven World Rings)
All abilities of base form are greatly enhanced, Body Control and Elasticity (Werehog Sonic can stretch his limbs long distances), Size Manipulation (He can increase the size of his hands to increase the power of his attacks), Darkness Manipulation and Energy Manipulation (Is inflicted with the dark energy of Dark Gaia, inflicting punches of darkness), Statistics Amplification (Dark Gaia's power greatly strengthens his attacks), Forcefield Creation (Dark Gaia's power can create forcefields), Vibration Manipulation (Werehog Sonic's strikes can create tremors), Status Effect Inducement (Werehog Sonic's attacks can cause dizziness), Berserk Mode, Aura and Limited Invulnerability (Unleashed Mode puts him in an uncontrollable rage, that grants a blue aura and temporary invulnerability)
All abilities of base form are greatly enhanced, Flight (Flies around in the final boss fight), Immortality Negation (Type 1 & 8; Absorbed the Sacred Swords, which counteracted the immortality of King Arthur, who stayed alive so long as the Scabbard of Excalibur existed), Body Control (Excalibur can greatly expand itself), Attack Reflection (Reflects magical attacks with Excalibur), Power Nullification (Excalibur's strikes can destroy magic barriers), Light Manipulation (Excalibur is formed out of light), Transmutation (Excalibur Sonic transformed the shape of the Excalibur sword), Aura (Both Excalibur, and Excalibur Sonic, give off a golden aura)
All abilities of base form are greatly enhanced, Flight, Spaceflight, Aura (Darkspine Sonic gives off an aura), Fire Manipulation (Secret Rings Sonic can wield fire, and Darkspine enhances his abilities), Rage Power and Empathic Manipulation (Empowered by three World Rings, which each control specific emotions), Energy Manipulation (Sonic can create Soul Energy), Attack Reflection (Darkspine Sonic can reflect gigantic magical attacks)
All abilities of base form are greatly enhanced, Self-Sustenance (Type 3), Flight, Spaceflight, Invulnerability, Reality Warping, Aura (Can ram enemies with a boosting aura attack), Fire Manipulation, BFR (Warped away the Space Colony Ark and Final Hazard, which had the Chaos Emeralds), Mind Manipulation (By fighting Perfect Chaos he erased his urge to destroy. Could interact with and harm Solaris' conciousness), Holy Manipulation (This form is achieved through miracle), Light Manipulation (Super Sonic can absorb light to become an arrow of light), Forcefield Creation (Super Sonic can create a forcefield to constantly protect himself), Resistance to Space-Time Manipulation (His Mania version who can move in Egg Reverie Zone, which is a place where time itself keeps shifting to different points, back and forth through past, present and future)
All abilities of base form are greatly enhanced, Light Manipulation (With Hyper Flash)
Added Invulnerability, Energy Boost, Statistics Amplification, Healing, and Energy Absorption (They can restore your energy for your abilities and Super/Hyper form. They allow one to survive lethal attacks from far stronger foes)
This dropdown contains Sonic's equippable extreme gear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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*Back Star: The Back Star is an acrobatic maneuver used in midair. Its execution depends on the user; Sonic does a back-flip while Amy pushes her body backwards in a flip (similar to the Milky Turn). Regardless of performance, the Back Star causes the user stop and lurk backwards a few feet, thereby rapidly changing their flight direction. Amy notably gains much less distance than Sonic.
Cartwheel: As its name suggests, the Cartwheel allows the user to make swift movements to the left or right while at a standstill, similar to the Quick Step used while running. When using this move, the user performs a typical gymnastic cartwheel where they tilt their body to the designated side, place one hand on the ground followed by the other, kick their legs over their body into a brief handstand, and bring them back to the ground, returning to a standing position.
Soul Gauge Skills | |||||
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Nr. | Name | Description | Category | Element | Skill Points required |
001 | Charge Jump | When sliding, your speed will drop, but you will jump higher. | N/A | N/A | 10 |
002 | Short Jump | You can jump without losing acceleration. | N/A | N/A | 10 |
003 | Homing Attack | Quickly move the Wii Remote forward to do a Homing Attack when lock-on. | N/A | N/A | 10 |
004 | Homing Dash |
After hitting with the Homing Attack you can jump and attack again! |
N/A | N/A | 10 |
005 | Soul Gauge | Soul is depleted in order to use Speed Break and Time Break. | N/A | N/A | 10 |
006 | Jump Cancel | Press the 2 Button while in mid-jump to land. | N/A | N/A | 10 |
007 | Jump Dash | Quickly move the Wii Remote forward while in mid-jump to launch forward. | N/A | N/A | 10 |
008 | Homing Cancel |
Allows Homing Attack to be cancelled by Jump Cancel. | N/A | N/A | 5 |
009 | Charger | Forward acceleration increases. | Assist | Wind | 12 |
010 | All-Rounder | Reduces speed loss caused by rugged terrain. | Assist | Wind | 6 |
011 | Quick Step | Ground movement to the left and right becomes smoother. | Ground Action | Wind | 4 |
012 | Quick High Step |
Allows you to move more smoothly than with Quick Step. | Ground Action | Wind | 12 |
013 | Quick Mega Step |
Allows you to move more smoothly than with Quick High-Step. | Ground Action | Wind | 20 |
014 | Quick Air | Aerial movement to the left and right becomes smoother. | Aerial Action | Wind | 4 |
015 | Super Quick Air |
Allows you to fly more smoothly than with Quick Air. | Aerial Action | Wind | 12 |
016 | Hyper Quick Air |
Aerial you to fly more smoothly than with Super Quick Air. | Aerial Action | Wind | 20 |
017 | Turbo Boost | Acceleration rate to top speed increases. | Ground Action | Wind | 3 |
018 | Rocket Boost | Acceleration increases more than with Turbo Boost. | Ground Action | Wind | 15 |
019 | Warp Boost | Acceleration increases more than with Rocket Boost. | Ground Action | Wind | 25 |
020 | Sub W-Boost | Acceleration to top speed increases but defense is greatly reduced. | Hidden | Wind | 20 |
021 | Speed-Up | Maximum speed increases. | Ground Action | Wind | 10 |
022 | Super Speed-Up |
Increases your maximum more than with Speed-Up. | Ground Action | Wind | 25 |
023 | Hyper Speed-Up |
Increases your maximum more than with Super Speed-Up. | Ground Action | Wind | 40 |
024 | Sub HS-Up | Maximum speed increases but defense is greatly reduced. | Hidden | Wind | 30 |
025 | Landing Dash | Initial speed increases when landing. | Ground Action | Wind | 8 |
026 | Landing Turbo | Initial speed increases more than with Landing Dash. | Ground Action | Wind | 20 |
027 | Landing Boost | Initial speed increases more than with Landing Turbo. | Ground Action | Wind | 38 |
028 | Soul Absorber | Gives a Soul Gauge boost when you land. | Aerial Action | Dark | 4 |
029 | Soul Assimilator |
Soul Gauge increases more than with Soul Absorber. | Aerial Action | Dark | 12 |
030 | Soul Devourer | Improves your Gauge's rate of increase more than with Soul Assimilator. | Aerial Action | Dark | 20 |
031 | Sub S Devourer |
Soul Gauge increases when landing but Rings are consumed. | Hidden | Dark | 15 |
032 | Fire Tackle | Increased attack power when performing a Short Jump. | Aerial Action | Fire | 8 |
033 | Sub-F Tackle | Attack power increased during a Short Jump but defense is greatly reduced. | Hidden | Fire | 5 |
034 | Cancel Dash | When landing off a Jump Cancel, your initial speed increases. |
Aerial Action | Wind | 6 |
035 | Cancel Turbo | Initial speed increases after landing more than with Cancel Dash. | Aerial Action | Wind | 15 |
036 | Cancel Burst | Initial speed increases after landing more than with Cancel Turbo. | Aerial Action | Wind | 25 |
037 | Cancel Absorber |
When landing off a Jump Cancel, experience is gained. | Experience | Dark | 3 |
038 | Cancel Assimilator |
More experience is gained than with Cancel Absorber. | Experience | Dark | 8 |
039 | Cancel Devourer |
More experience is gained than with Cancel Assimilator. | Experience | Dark | 18 |
040 | Sub C Devourer |
When landing off a Jump Cancel, exp is gained but Rings are used. | Hidden | Dark | 12 |
041 | Fire Gaze | Increased attack power when performing Jump Cancel. | Aerial Action | Fire | 5 |
042 | Sub F-Gaze | Attack power increased during a Jump Cancel but defense is greatly reduced. | Hidden | Fire | 3 |
043 | Splash Jump | Allows you to jump when you strike an obstacle in midair. | Aerial Action | Wind | 20 |
044 | Turbo Jump | Increases flight speed while using Jump Dash. | Aerial Action | Fire | 6 |
045 | Boost Jump | Jump distance improved over Turbo Jump. | Aerial Action | Fire | 15 |
046 | Rocket Jump | Jump distance improved over Boost Jump. | Aerial Action | Fire | 25 |
047 | H-Expand | Extends the range of Homing Attacks. | Aerial Action | Fire | 5 |
048 | H-High Expand |
Extends attack range further than H-Expand. | Aerial Action | Fire | 18 |
049 | H-Mega Expand |
Extends attack range further than H-High Expand. | Aerial Action | Fire | 28 |
050 | Fire Lock-On | Allows Homing Attack when locked-on to Fire Soul. | Aerial Action | Fire | 10 |
051 | Homing Stability |
Decreases recovery time after performing Homing Attack. | Aerial Action | Fire | 6 |
052 | Homing Balance |
Decreases recovery time more than with Homing Stability. | Aerial Action | Fire | 15 |
053 | Homing Recovery |
Decreases recovery time more than with Homing Balance. | Aerial Action | Fire | 25 |
054 | Expert Attack | Experience is gained with each Homing Attack. | Experience | Dark | 10 |
055 | Quick Jump | Decreases charge time required for Charge Jump. | Ground Action | Wind | 10 |
056 | Sub Q-Jump | Decreases time required for Charge Jump but defense is greatly reduced. | Hidden | Wind | 6 |
057 | Aegis Slider | Increases defense power while sliding. | Ground Action | Wind | 10 |
058 | Volcano Slider | Increases attack power while sliding. | Ground Action | Fire | 5 |
059 | Soul Slider | Gradually gain experience points while sliding. | Experience | Dark | 5 |
060 | Ouick Slide | Movement to the left and right during sliding is smoother. | Ground Action | Wind | 4 |
061 | Quick High Slide |
Makes right-left movement smoother than with Quick Slide. | Ground Action | Wind | 12 |
062 | Quick Mega Slide |
Makes right-left movement smoother than with Quick High Slide. | Ground Action | Wind | 20 |
063 | Skimmer | Decreases drop in speed when sliding. | Ground Action | Wind | 5 |
064 | Super Skimmer |
Decreases your rate of deceleration more than with Skimmer. | Ground Action | Wind | 15 |
065 | Hyper Skimmer |
Decreases your rate of deceleration more than with Super Skimmer. | Ground Action | Wind | 25 |
066 | Slowed Search |
Enables lock-on to certain objects while in Time Break. | Assist | Dark | 4 |
067 | Sub S-Search | Enabled lock-on to objects while in Time Break but increases Soul use. |
Hidden | Dark | 2 |
068 | Surge | Sonic's automatic acceleration during Time Break increases. | Assist | Wind | 6 |
069 | Super Surge | Increases movement speed more than with Surge. | Assist | Wind | 15 |
070 | Hyper Surge | Increases movement speed more than with Super Surge. | Assist | Wind | 25 |
071 | Sub H Surge | Sonic's acceleration during Time Break increases but Soul use increases. | Hidden | Wind | 20 |
072 | Hard Break | Allows for more effective braking. | Ground Action | Wind | 4 |
073 | Back Step | Press the 2 Button while moving back to Back Step. | Ground Action | Wind | 2 |
074 | Fire Step | Increased attack power granted to Back Step. | Ground Action | Fire | 5 |
075 | Ring Saver | Reduces the number or Rings lost when damage is taken. | Damage | Dark | 15 |
076 | Balance | Automatic recovery after taking damage. | Damage | Wind | 8 |
077 | Down Cancel | Press the 2 Button when taking damage to negate knockdown. | Damage | Wind | 10 |
078 | Soul Resurrection |
Uses Soul Gauge to revive when defeated. | Damage | Dark | 10 |
079 | Soul Armor | Reduces the Soul lost when damage is taken. | Damage | Dark | 10 |
080 | Sub S Armor | Reduces soul amount lost when damaged but defense is greatly reduced. | Hidden | Dark | 6 |
081 | Soul Barrier | Soul Gauge increases when you lose Rings. | Damage | Dark | 25 |
082 | Sub S-Barrier | Increases Soul Gauge as Rings are used but greatly lowers defense. | Hidden | Dark | 16 |
083 | Pearl Collector | Attracts nearby Pearls. | Assist | Dark | 4 |
084 | S-Pearl Collector |
Increases the area in which you can collect Pearls over Pearl Collector. | Assist | Dark | 12 |
085 | H-Pearl Collector |
Increases the area in which you can collect Pearls over S Pearl Collector. | Assist | Dark | 28 |
086 | Ring Bonus | Adds addition Rings to counter at game start. | Assist | Dark | 3 |
087 | Rower Restart | Gives additional Rings when restarting after defeat. | Assist | Dark | 3 |
088 | Mini-Turbo | Quickly move the Wii Remote forward when countdown is at 1 for a boost. | Assist | Wind | 3 |
089 | Rocket Start | Faster speed burst than Mini-Turbo. | Assist | Wind | 15 |
090 | Warp Dash | Faster speed burst than Rocket Start. | Assist | Wind | 25 |
091 | Ring Exchange |
Each Ring collected counts as 2 Pearls. | Assist | Dark | 25 |
092 | Expert Drift | Gain experience by drifting when approaching a corner. | Experience | Dark | 10 |
093 | Homing Bonus | Bonus experience for defeating multiple enemies with Homing Attack. | Experience | Dark | 20 |
094 | Ring of Zero | When Ring Count is 0, the amount of experience gained increases. | Experience | Dark | 10 |
095 | Chain Bonus | Bonus experience is earned when collecting Rings in succession. |
Experience | Dark | 30 |
096 | Collection Present |
Limits the total number of Rings. When Rings reaches 100, experience is gained. |
Experience | Dark | 50 |
097 | Sub C Present | Limits total Rings. When Rings reach 100, Soul is used to gain experience. | Hidden | Dark | 30 |
098 | Quick Grind | Using Grind increases Grind speed. | Ground Action | Wind | 4 |
099 | Fast Grind | Increases acceleration more than with Quick Grind. | Ground Action | Wind | 12 |
100 | Mach Grind | Increases acceleration more than with Fast Grind. | Ground Action | Wind | 20 |
101 | Sub M-Grind | Maximum grind speed increases but gradually consumes Rings when in use. | Hidden | Wind | 10 |
102 | Crest of Fire | Unlocks the power of fire if you equip 6 fire-based skills. | Special | Fire | 25 |
103 | Crest of Wind | Unlocks the power of wind if you equip 10 wind-based skills. | Special | Wind | 25 |
104 | Crest of Darkness |
Unlocks the power of darkness if you equip 8 dark-based skills. | Special | Dark | 25 |
*Fireball Spin Dash: The Fireball Spin Dash is basically an enhanced version of the usual Spin Dash with the Flame Shield added to its performance. When performing it, the user curls into a ball and dashes forward through midair at high speed like a meteor, thanks to the Flame Shield.
*Energy Field: When performing Energy Field, Elise's hidden powers combine with Sonic's which allow them to project a yellow aura in the form of an energy field enclosing them. In gameplay, Energy Field enables Sonic to run on water and shifting sands without sinking into them and as well attack enemies by touching them for a limited time. However, it does not make Sonic invulnerable to damage like a Shield would.
*Bestowal: All wisps bestow Sonic with a different set of powers and abilities upon going inside of him. The most basic white wisps can grant him the power to boost or fill his boost meter allowing him to boost for longer. Other wisps greatly enhance his speed.
*Item Box Transfer: The Item Box Transfer is a team action that certain racing cars can pull off. With it, a car racer can request or offer an Item Box power-up to their teammates to help themselves or their teammates out throughout the race.
Custom Action | Gem | Ability |
---|---|---|
Gun Drive | Sky Gem | Allows Sonic to throw an emerald and then quickly dash ahead and catch it. |
Homing Smash | White Gem | Allows Sonic to stop in midair and perform a charged Homing Attack. |
Mach Speed | Blue Gem | Initiates an increased Speed Boost. |
Scale | Purple Gem | Shrinks Sonic to a miniscule size, making him harder to hit and allowing him to jump infinitely. |
Slow | Red Gem | Slows down time when the Action Button is held down. |
Thunder Guard | Yellow Gem | Creates a Magnetic Shield. |
Tornado | Green Gem | Creates a small whirlwind that deals damage to surroundings. |
*Air Ride: Air Ride, also called Air Riding, is a move that appears in all three games in the Sonic Riders series. It is a racing maneuver used by racers riding on Extreme Gear, where users are able to take flight into mid-air on their Gear and pass through Dash Rings/Accelerators.
*Rival Takedown: The Rival Takedown is a maneuver that can only be pulled off while driving in a race car. When performing the Rival Takedown, the user attacks an rival car racer with either a Wisp's Color Power or by shunting.
*Critical Attack: The Critical Attack is a special type of Real-Time Interaction that can be initiated on the enemies in nighttime Action Stages after their health has been reduced to below half. Once a downward arrow appear over the enemy, the player can begin the Critical Attack by pressing XboxB.png/PSObutton.png. During this procedure, Sonic the Werehog strikes the foe with a series of advanced combo attacks, while the player has to press the correct buttons that appear on the screen before time runs out. If done correctly, the enemy will be defeated instantly, but if done incorrectly, the enemy will attack Sonic, thereby halting the Critical Attack, causing Sonic damage, and replenishing the enemy's own health.
*Bolt of Lightning: In the Last Story, when playing as Super Sonic, the player must perform the bolt of lightning to attack Perfect Chaos, or Sonic would simply be ejected out of Chaos' body. Perfect Chaos can be harmed even if Super Sonic has not reached maximum speed, but he still has to be going quite fast. To perform this move, Super Sonic must continuously accelerate until he gains enough speed. Super Sonic accelerates much faster in the air compared to the ground, so jumping will allow the bolt of lighting to occur faster. Dash Panels will also enable Sonic to move at the required high speeds as well. Sonic will then form a glossy light blue and ivory swirling aura around him. This aura will remain so long as Super Sonic is still moving at very high speed. If Super Sonic slows down, the aura will disappear.
*Hyper Flash: The Hyper Flash is an attack exclusively used by Hyper Sonic in Sonic the Hedgehog 3 & Knuckles. It is a blinding flash that destroys all enemies on-screen and launches the user in a specified direction.
*Soul Refill: By curling himself into a ball in a similar manner to him revving up a Spin Dash, Darkspine Sonic can quickly and effectively refill his Soul Gauge for further usage of his abilities.
Standard Tactics: Sonic normally attemps to view his opponent and look for weak points, attacking by jumping onto them, when he later on aquires the homing attack, he uses his speed in conjunction with various fighting styles in order to catch the enemy off guard and normally homing attack them. He will also at times use chaos abilities in fights where he has the chaos emeralds such as when he used chaos control in his fight against Shadow.
Weaknesses: Can be incredibly cocky and overconfident at times, which has gotten him into trouble. Sonic canonically has a hard time swimming and can't breathe underwater. His super/hyper form is under a ring time limit, requiring him to quickly dispose of the foe before his rings run out, bringing him out of his super/hyper form.
Note: There is an argument that Sonic was able to stay in super form for a few days meaning the time limit is a game mechanic, this however isn't correct. Sonic staying in Super Form for a few days does not prove anything when he was off-screen and it's very easy to accept he merely just collected rings. It is already directly stated by the characters themsleves that they need to collect rings during a boss fight where it will take four minutes for the ark to collapse.
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Fun is infinite
“ | Fun is infinite with Sega Enterprises | „ |
~ Majin |
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*Son Goku (Dragon Ball) - Son Goku's profile (Pre-Timeskip Super Sonic & Ginyu Saga Goku were used)
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Discussion threads involving Sonic the Hedgehog |