The official discord link if you wish to join the discord: https://discord.gg/j5RKwCvAFu
The background art comes from Cherylann1960.
Shadow the Hedgehog: Difference between revisions
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|-|Games={{Tab2|maintext=Shadow the Hedgehog|link1=Shadow the Hedgehog|tab1=Main Timeline|link2=Shadow the Hedgehog (Chronicles)|tab2=Chronicles|link3=Shadow the Hedgehog (Boom)| | |-|Games={{Tab2|maintext=Shadow the Hedgehog|link1=Shadow the Hedgehog|tab1=Main Timeline|link2=Shadow the Hedgehog (Chronicles)|tab2=Chronicles|link3=Sir Lancelot (Black Knight)|tab3=Black Knight|link4=Shadow the Hedgehog (Boom)|tab4=Sonic Boom|link5=Shadow the Hedgehog (Smash Bros.)|tab5=Super Smash Bros.}} | ||
|-|Animation={{Tab2|maintext=Shadow the Hedgehog|link1=Shadow the Hedeghehog (Sonic X)#Animation|tab1=Sonic X}} | |-|Animation={{Tab2|maintext=Shadow the Hedgehog|link1=Shadow the Hedeghehog (Sonic X)#Animation|tab1=Sonic X}} | ||
|-|Comics={{Tab2|maintext=Shadow the Hedgehog|link1=Shadow the Hedgehog (Pre-Genesis Wave)#Comics|tab1=Pre-Genesis Archie|link2=Shadow the Hedgehog (Post-Genesis Wave)#Comics|tab2=Post-Genesis Archie|link3=Shadow the Hedgehog (IDW)#Comics|tab3=IDW Comics}} | |-|Comics={{Tab2|maintext=Shadow the Hedgehog|link1=Shadow the Hedgehog (Pre-Genesis Wave)#Comics|tab1=Pre-Genesis Archie|link2=Shadow the Hedgehog (Post-Genesis Wave)#Comics|tab2=Post-Genesis Archie|link3=Shadow the Hedgehog (IDW)#Comics|tab3=IDW Comics}} |
Revision as of 16:17, 2 February 2022
Shadow the Hedgehog |
![](/images/thumb/7/7e/Sa2_shadow.png/400px-Sa2_shadow.png)
“ | Play time is over. Disappear! | „ |
~ Shadow when he uses Chaos Spear |
“ | That blue hedgehog again, of all places. | „ |
~ SA2 confronting Sonic |
“ | Faker? I think you're the fake hedgehog around here. You're comparing yourself to me? Ha! You're not even good enough to be my fake | „ |
~ Shadow to Sonic |
“ | Where's that DAMN fourth Chaos Emerald!? | „ |
“ | This is like taking candy from a baby. Which is fine by me! | „ |
“ | Disgusting black creatures, get out of my sight! | „ |
![](/images/thumb/b/b7/Modernshadowartwork.png/400px-Modernshadowartwork.png)
“ | You got this, Sonic! | „ |
~ Shadow to Sonic in Sonic Generations |
![](/images/thumb/c/c9/Super_shadow_final.png/400px-Super_shadow_final.png)
“ | Finally... I've got ALL the Chaos Emeralds! I'm Shadow... the Hedgehog. I was created to bring order and justice to the humans. With the power of these Emeralds, I'm going to destroy this damn planet! THIS IS WHO I AM! Hahahahaha... | „ |
~ Shadow during the pure dark ending |
“ | A super dimensional being... heh, this may actually be a fair fight! | „ |
~ Fighting Solaris as Super Shadow in Sonic '06. |
“ | Damn, not here! | „ |
~ Shadow after dying |
Background
Shadow the Hedgehog is a fictional character from the Sonic the Hedgehog series. He is an anthropomorphic hedgehog/Black Arms hybrid and the arch-rival of Sonic the Hedgehog. Shadow was created as the "Ultimate Life Form" by Gerald Robotnik, using the DNA of Black Doom, and is the end result of Project Shadow. His purpose was to provide ways to develop a cure for incurable deadly illnesses, more specifically for Gerald's granddaughter Maria Robotnik, but he was captured and put into stasis by the military when he was deemed as a threat to humanity.
Fifty years later, Shadow was released by Dr. Eggman in order to enlist him in his plan to conquer the world. Initially, Shadow worked with him but secretly sought to destroy the planet in order to avenge Maria, who had been killed by the military, but was persuaded to save it from Gerald's doomsday plans. In the process, Shadow lost his memories and as such, sought to uncover the truth of his past, during which he met Black Doom and the Black Arms; in the end, Shadow regained his memories, uncovered the truth, and thwarted Black Doom's agenda and saved the world. From there, he continued his mission to protect humanity for the sake of Maria.
Shadow is sharp-witted, always on edge, and has a strong sense of purpose, willing to accomplish his goals by any means. Essentially a dark version of Sonic, Shadow can match him in both speed and skill, and can use Chaos Control with a Chaos Emerald. While preferring to work alone, he has helped Sonic and his allies when needed.
Statistics
Tier: 7-A, higher with Inhibitor Rings Removed & Light Speed Attack | 5-B
Name: Shadow the Hedgehog
Origin: Sonic Adventure 2
Sex: Male
Age: Over 50 years old (Sonic describes the black comet as a comet that comes to the planet once every 50 years, which was around the same time Shadow was created)
Classification: Hedgehog, Android, Ultimate Life Form
Dimensionality: 3-D
Attack Potency: Mountain level (Has engaged in combat with Sonic the Hedgehog, dealt with threats that completely beaten down Sonic. Sonic's younger self destroyed the chain holding Little Planet), higher with Inhibitor Rings Removed & Light Speed Attack (The light speed attack is a technique to attack multiple enemies at light speed which deals double damage. With his inhibitor rings removed, he could one-shot multiple Mephiles The Dark clones) | Planet level (Comparable to Super Sonic, who is empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet)
Durability: Mountain level, higher with Limiters Removed | Planet level
Striking Strength: Mountain Class, higher with Inhibitor Rings Removed & Limiters Removed | Planet Class
Lifting Strength: Class M (Comparable to Sonic) | At least Class M
Travel Speed: FTL (Can keep up with Sonic the Hedgehog on foot), higher with Shadow Run (Noted with the help of the air shoes he can run faster then Sonic the Hedgehog) | FTL+ (Can keep up with Sonic the Hedgehog in his super form who could travel to Nonaggression Zone in a short timeframe)
Combat Speed: FTL (Can tag Sonic the Hedgehog, who in his younger days could react to lasers from Eggrobo) | FTL+
Reaction Speed: FTL | FTL+
Tier: 7-A, higher with Inhibitor Rings Removed & Light Speed Attack | 5-B
Name: Shadow the Hedgehog
Origin: Sonic Adventure 2
Sex: Male
Age: Over 50 years old (Sonic describes the black comet as a comet that comes to the planet once every 50 years, which was around the same time Shadow was created)
Classification: Hedgehog, Android, Ultimate Life Form
Dimensionality: 3-D
Attack Potency: Mountain level (Fought Sonic the Hedgehog in Sonic Generations, who has grown and improved overtime, making him superior to his younger self), higher with Inhibitor Rings Removed & Light Speed Attack | Planet level
Durability: Mountain level, higher with Limiters Removed | Planet level
Striking Strength: Mountain Class, higher with Inhibitor Rings Removed & Limiters Removed | Planet Class
Lifting Strength: Class M (Comparable to Sonic) | At least Class M
Travel Speed: FTL (Can keep up with Sonic the Hedgehog on foot), higher with Shadow Run | FTL+ (Can keep up with Sonic the Hedgehog in his super form who could travel to Nonaggression Zone in a short timeframe)
Combat Speed: FTL (Can tag Sonic the Hedgehog, who in his younger days could react to lasers from Eggrobo) | FTL+
Reaction Speed: FTL | FTL+
Stamina: Limitless (Shadow is an android created by Professor Gerald Robotnik to never grow tired, never grow old and be immune to diseases)
Range: Standard Melee Range, Dozens of Meters with Chaos Energy Abilities, Cross-Universal with Chaos Control
Intelligence: Genius (Shadow is the ultimate lifeform, an android designed to manipulate chaos energy and use his own skills of chaos control. Being a proficient enough user of the ability that he is able to defeat enemies such as Silver the Hedgehog, regardless of his telekinesis, while Sonic couldn't. Can utilize hand to hand skills such as Shadow chop, Shadow kick, Shadow back kick, chaos upper, Shadow rocket, Shadow eagle, chaos nightmare, Shadow combo, and Shadow style)
Powers and Abilities
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 (Should be comparable to Sonic's 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)
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)
![](/images/thumb/7/78/ChaosEmeralds.png/150px-ChaosEmeralds.png)
Standard Equipment
- Rings: The Ring, also known as the Gold Ring, is an object that appears in the Sonic the Hedgehog series. Rings serve as a unique health system in gameplay throughout most of the series; in most cases, as long as the players hold even one Ring, it will protect them from losing a life upon taking damage. Instead, the players lose a portion of their Rings, though the amount varies between games. Aside from this, Rings have served many other purposes in different games, and collecting them grants things like extra lives, Continues and points. Though of unknown origin, Rings can be found everywhere on earth and other places beyond time and space. They are most commonly found everywhere in the different games' levels, but can also be obtained from Item Boxes, Badniks and other sources.
- Air Shoes: The Air Shoes (as their name suggests) can expel air from their jets to create a cushion of air, which lets Shadow hover just above the surface of the ground. This allows him to glide just above the surface on seemingly any terrain, much like a hovercraft. For Shadow, the Air Shoes are the primary source of his speed. With them, he can achieve speeds matching, and supposedly even surpassing Sonic the Hedgehog's running speed. The Air Shoes' jets are controlled by Shadow at will. By increasing their intensity, Shadow can produce fire from his Air Shoes' jets to attack opponents or provide extra power to jump. The Air Shoes can also produce strong enough propulsion to let Shadow hover in midair (though they have no flight capabilities) and boost forward at speeds matching the Boost at a hovering height just above the ground.
- Chaos Emeralds: The Chaos Emeralds, also known as the miracle gems or gems of miracles, are objects that appear in the Sonic the Hedgehog series. They are seven ancient emeralds and mystical relics tied to the Master Emerald that possess powerful properties and abilities. Those that hold the Chaos Emeralds can use them for a variety of things, such as warping time and space, powering machines, and initiating super transformations. Anyone who combines all seven Chaos Emeralds can control unimaginable power. Even when not including their mystical powers, the Chaos Emeralds' monetary value and beauty make them prime targets of treasure hunters who seek to make a mint.
Optional Equipment
- Wisps: Wisps are creatures that appear in the Sonic the Hedgehog series. They are a diminutive, yet powerful alien species from Planet Wisp, although they can be found on many other planets across the universe. During one of Dr. Eggman's plots, the Wisps were kidnapped and enslaved by the doctor until Sonic the Hedgehog freed them. While most of the Wisps went home after that, some of them decided to stay on Sonic's world after taking a liking to it, and they have been living happily on Sonic's world ever since. Now, in remembrance of Sonic's deeds, the Wisps are ready to offer him and his allies help whenever needed. There are numerous breeds of Wisps, each with its own special ability. When a Wisp enters a person, they bestow upon them a certain Color Power that grant them new and powerful abilities, but only if that person is someone they can trust.
- Item Boxes: The Item Box, also referred to as the Video Monitor, Monitor, Item Capsule and TV, is an object that appears in the Sonic the Hedgehog series. Having been featured frequently in the series since the very beginning, Item Boxes contain various kinds of power-ups or bonuses which can be used by the player. Placed on the ground, in mid-air or even hidden in different places in the various levels, the player can open Item Boxes in order to obtain their power-ups.
- Flame Shield: Item Boxes containing Flame Shield usually either contain or display an icon depicting what looks like a red flame. When the player obtains the Flame Shield, a protective bubble will appear around the playable character. This bubble will prevent the playable character from losing Rings, or even a life if they hold no Rings, when they get hit by an enemy attack, touches an enemy, or runs into a damage-inducing hazard. When taking a damage-dealing blow with the Flame Shield equipped, the Flame Shield disappears and the playable character is usually knocked slightly backwards without taking damage while gaining temporary invulnerability for a few seconds. However, the Flame Shield cannot protect the playable character from losing a try when falling into a bottomless pit, being crushed, or in case they get a Time Over.
- Invincible: Item Boxes containing Invincible usually either contain or display an icon depicting four-pointed white stars or a colorful, sparkling shield. When the player obtains Invincible, the playable character can destroy or damage enemies upon physical contact, even when not attacking. In addition, the playable character cannot take damage when touching enemies and obstacles. This allow, for example, the playable character to walk on spikes without any ill effects.
- Magnetic Shield: Item Boxes containing Magnetic Shield usually either contain or display an icon depicting what looks like a white and blue plasma globe. When the player obtains the Magnetic Shield, a protective bubble will appear around the playable character. This bubble will prevent the playable character from losing Rings, or even a life if they hold no Rings, when they get hit by an enemy attack, touches an enemy, or runs into a damage-inducing hazard. When taking a damage-dealing blow with the Magnetic Shield equipped, the Magnetic Shield disappears and the playable character is usually knocked slightly backwards without taking damage while gaining temporary invulnerability for a few seconds.
- Power Sneakers: Item Boxes containing Power Sneakers typically contain or display an icon depicting a singular shoe, which is identical to Sonic the Hedgehog's iconic footwear. When the player obtains the Power Sneakers, the playable character will automatically be able to accelerate and move around (both by walking or running) at a much faster pace and leap higher than normal. Also, whilst the Power Sneakers are in effect, the background music for the level usually changes to either a more fast-paced version of itself or a dedicated jingle. The latter sound effect is generally heard on platforms where increasing the speed of the music is not possible due to technical reasons.
- Shield: Item Boxes containing Shield usually either contain or display an icon depicting a sphere that is colored either green or blue. When the player obtains the Shield, a protective bubble will typically appear around the playable character. This bubble will prevent the playable character from losing Rings, or even a life if they hold no Rings, when they get hit by an enemy attack, touches an enemy, or runs into a damage-inducing hazard. When taking a damage-dealing blow with the Shield equipped, the Shield disappears and the playable character is usually knocked slightly backwards without taking damage while gaining temporary invulnerability for a few seconds.
- Light Speed Shoes: The Light Speed Shoes' appearance differ greatly between the games, but share the trait of being based on Sonic's footwear. In Sonic Adventure and Sonic Adventure: DX, the Light Speed Shoes look like Sonic's shoes, but are adorned with circular attachments on the sides of the heels. In Sonic Adventure 2 and Sonic Adventure 2: Battle, the Light Speed Shoes are attachments to the heels on Shadow's 2G Hi-Speed Shoes. They allow Shadow to perform the Light Speed Dash and travel along trails of Rings.
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Notable Techniques
*Air Chip: The Air Chip is an unseen object that can be equipped to Shadow's Custom Shoes. Once obtained, it allows Shadow to use the Light Dash. It replaces the Light Speed Shoes from previous games in the Sonic the Hedgehog series and is the equivalent of Sonic's Light Chip.
- Back Star: The Back Star is an acrobatic maneuver used in midair. Its execution depends on the user; Shadow 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.
- Back Step: When performing the Back Step, the move allows the user to perform a back flip. In gameplay, this lets the player move backwards faster in the stages than simply walking backwards. This technique is effective in picking up any items that may have been missed recently. It is also effective in better orienting oneself in order to battle enemies.
- Big Air: When performing the Big Air, the user performs an acrobatic maneuver in midair that lets them spring upward to gain extra height. How this acrobatic maneuver is executed depends on the user. In gameplay, this move is useful for reaching areas above that are otherwise difficult to get to and avoiding falling into gaps. In addition, it will not cancel the momentum the player receives from the Boost Mode.
- Bound Jump: When performing the Bound Jump, the user stops in midair, where they curl into a ball and Spin Attack straight downwards to slam down on any target below them with great force. When the Bound Jump impacts the ground, it will often bounce the user back into the air and occasionally create a shockwave.
- 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 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. In gameplay, there are two ways to enter Boost Mode: the first one is by running at full speed for a while, and the other is by utilizing Dash Panels or horizontal Springs.
- Crouch: When performing the Crouch, the user assumes a low position by lowering their head and upper body. In gameplay, Crouching is useful for dodging attacks or obstacles that would otherwise hit the player while standing up.
- Crouch (Grinding): When performing the crouch, the user assumes a lower position while grinding along a Grind Rail to gain a small boost of speed. How this position is assumed differs between games. In gameplay, the crouch is useful for maximizing the player's grinding speed when their acceleration starts to falter at any time while grinding.
- Drift: When performing the Drift, the user creates friction to one of their sides while either sliding or spinning at high speed, causing their direction to shift rapidly in a smooth curve without losing much momentum.
- Foot Sweep: When performing the Foot Sweep, Shadow falls down and presses his left hand against the ground and then sweeps one of his legs around in a 360 degree circle that resembles break-dancing, damaging anything he comes into contact with.
- Grab: When performing Grab, the users grasp an object with their hands and start carrying it around or holding onto it. In gameplay, unlike conventional items akin to the Rings, objects picked up with Grab do not disappear from the field and enter the in-game inventory when touched, but remains in the playable characters' hands. As such, Grab can under normal circumstances only be used on one object at the time.
- Grinding: Grinding is the act of balancing on a Grind Rail and then moving down such rails at high speeds. Most practitioners grind with their feet on the Grind Rails while others grind using other parts of their bodies, like their rear. Extreme Gear practitioners on the other hand always grind with their Extreme Gears on the Grind Rails.
- Grind Step: When performing the Grind Step, the user, while grinding besides a parallel Grind Rail, does a jump over to the parallel rail at high speed, from where they continue grinding. In gameplay, this move enables the player to quickly and safely switch lanes when grinding in Grind Rail sections. This way, the player can dodge incoming obstacles on the Grind Rails while still maintaining speed or the Boost, as opposed to simply jumping to another rail.
- Homing Attack: When performing the Homing Attack, the user first targets a foe or object from midair. The user then curls into a spinball and launches straight into the target. After hitting, the attack's force will cause the user to bounce off the target. The user will then usually strike a pose. Also, when performing the Homing Attack, the user typically leaves a colored aura trail in their wake. The color of this trail depends on the user.
- Auto-Homing: Auto Homing is a Power Formation maneuver used by Team Sonic, Team Dark, Team Rose and Team Chaotix in Sonic Heroes. When performing this move, the Power type character from each team (Knuckles the Echidna, E-123 Omega, Big the Cat and Vector the Crocodile) approaches nearby enemies while their teammates automatically attack them with Homing Attacks.
- Focused Homing Attack: In gameplay, the Focused Homing Attack is capable of locking-on to multiple enemies; up to six at once. The more enemies Sonic takes out with a single Focused Homing Attack, the more Animals will be rescued than just defeating each enemy individually, with the second enemy destroyed releasing two animals, the third releasing three, and so on. This type of Homing Attack can also work on just one foe; if three layers of reticles appear on a certain enemy, the player can release the Focused Homing Attack to deal even more damage and possibly defeat the foe immediately. No bosses, excluding the first fight with Zazz, will be defeated easily with this method, but it is very effective against them.
- Homing Dash: When performing the Homing Dash, the user jumps into midair and homes directly into a target at high speed while leaving a colored trail, like the Homing Attack. Unlike the Homing Attack though, the users do not curl into a ball; instead, they move through midair like when using the Jump Dash.
- Hop: Hop involves the user jumping with a light leap while running without going into a full Spin Jump. It can be used to quickly cross small gaps and clear low obstacles that would otherwise make the user trip or negate the Boost, without losing speed and/or momentum, which is the downside to using a regular Spin Jump.
- Hop Jump: When performing the Hop Jump, the user assumes a more aerodynamic pose as they fly through midair. The user then does a upward spring in midair to gain extra height.
- Humming Top: When performing the Humming Top, the users thrust their body forward through midair while sticking their legs outward to attack foes (often while spinning), thereby increasing their horizontal speed to gain distance.
- Kick: When performing the Kick, the user does a somersault and attacks forward along the ground while stretching out both his feet in front of them. When doing so, the user is surrounded by their respective aura (blue for Sonic and yellow for Shadow). When using the Kick, the player can inflict damage to enemies or destroy Wooden Containers.
- Kick Boost: When using the kick boost, the user delivers a powerful, charged strike to a Movable Crate with both his legs, causing the crate to slide a small far distance along the ground at high speed. This is useful for quickly pushing a Movable Crate or taking out enemies caught in the Moveable Crate's path.
- Flying Kick: When performing the Flying Kick, the user dashes towards an enemy or projectile and immediately hits it with a midair kick while dealing damage. Enemies or projectiles hit by this attack will then be sent flying away in the direction the player kicked it until they touch a surface. If another enemy is caught in the path of the enemy knocked away by the Flying Kick, they will both be defeated.
- Light Speed Attack: The Light Speed Attack has barely changed from game to another. When using it, the user charges at different opponents at the speed of light with midair Homing Attacks and destroying every lesser enemy in the vicinity (including those far away or above the player), whether in direct or circular succession. The Light Speed Attack is more powerful than the regular Homing Attack and faster than the Maximum Heat Knuckles Attack.
- Lock-On: When performing Lock-on, the user will lock onto a chosen target, with an indicator appearing in front of said target. When the user then performs an attack specifically tailored to the Lock-on, said attack will automatically home in on the target marked by Lock-on without failing, ensuring a virtually perfect hit.
- Long Wind Jump: When performing the Long Wind Jump, the user performs an acrobatic maneuver (or attack) in midair that lets them increase their horizontal speed to gain distance. How this acrobatic maneuver is executed depends on the user.
- Mystic Melody: The Mystic Melody is a floating, white glowing orb that emits transparent notes and small rings. Once obtained, it allows the character to play a "mystical melody" on a transverse flute. When using the Mystic Melody near an Ancient Ruin, it will create new paths through the stage. It create platforms, reveal invisible surfaces and doors, open portals and create rings.
- Punch Attack: When using the Punch Attack, the user stands firmly on the ground where they punch the enemy in front with their fists up to three times in a successive combo attack.
- Quick Reverse: When performing the Quick Reverse, the user performs an acrobatic maneuver in midair that causes them to stop and lurk backwards a few feet, thereby rapidly changing the user's flight direction. How this acrobatic maneuver is executed depends on the user. In gameplay, the Quick Reverse is quite useful when the playable character is heading for obstacles or is about to have an awkward landing. Additionally, the move will not cancel the momentum the player receives from the Boost Mode. However, it normally leaves the users vulnerable to anything behind them.
- Quick Step: Fitting with its name, the Quick Step allows the user to make a swift-strafing movement to the left or right while running at high speeds. When using this move, the user often moves so fast that they appear as a blur.
- Radial Burst: The Radial Burst is a maneuver that can only be pulled off by Speed-Type characters (such as Sonic and Shadow) while they drive a race car. When performing the Radial Burst, the user emanates a blast that will destroy any incoming Wisp attacks from rival car racers.
- Rocket Accel: When performing Rocket Accel, the Speed type member of the team rolls into a ball, while the remaining teammates get up behind the Speed type member. Once gathered, the other teammates push the Speed type member forward with extreme force, propelling the Speed type member forward at high speed as a yellow field forms around them, allowing the player to damage enemies caught in the Speed type member's path. Additionally, Rocket Accel can attract nearby Rings, activate switches, and have the same effects as the Tornado Jump when used near poles and enemies.
- Skid Attack: The Skid Attack is very similar in performance to the Somersault and the Slide, but possesses attributes unique to itself. Basically, the move is executed by having Shadow perform a normal somersault and then he slides along the ground while striking his enemy with his feet first before coming to an unstoppable halt. The range of this attack can be increased further by performing it while running at high speeds.
- Skydiving: As the name implies, the skydiving maneuver is for when the user is falling down from high up in the air. When using this maneuver, the user adjusts themselves while falling through midair so their body becomes either more or less aerodynamic. As a result, the user can control whether they will fall faster or slower through midair.
- Slide Attack: The Slide is very similar to the Skid Attack, but better as it possesses greater range and speed. When performing the move, the user falls down while running and slides along the ground with their feet in front of them. Sometimes, this creates an aura field around the user.
- Spin Jump: When performing the Spin Jump, the user first jumps up into midair and then curls into a ball, like when performing the Spin Attack, and starts rolling around in midair at high speed. However, certain characters can have different performances or variants of the Spin Jump.
- Spin Attack: The Spin Attack consists of the user curling into a concussive ball or cutting disk while rolling along the ground at high speed. When used at a very high speed, the user is able to mow down or shred through enemies and breakable obstacles.
- Spin Dash: The Spin Dash, for all intended purposes, is a move that lets the playable characters dash off from a standstill. When performing the Spin Dash, the user first crouches down and curls up into a tight concussive ball or cutting disk. The user then starts charging up the Spin Dash from a stationary position by spinning rapidly on the spot and gaining potential energy before taking off into a high-speed rolling attack, dealing incredible damage to whatever they collide with. The move can be used for both attacking foes and simply travelling at high speeds.
- Somersault: The Somersault is an acrobatic exercise where the user of the technique makes their body rotates 360° around a horizontal axis with the user's feet passing over their head. As this movement is executed, the user strikes out with their legs, thereby adding an offensive dimension to the Somersault. So far, the Somersault can be performed both on the ground and in midair. When used on the ground, the Somersault becomes an offensive roll akin to the Spin Attack. When used in the air on the other hand, the Somersault lets the user launch a wave of compressed air with their feet to hit their targets with.
- Fire Somersault: In order for Sonic and Shadow to use the Fire Somersault, they each must possess the Flame Ring Level Up Item, found in Crazy Gadget and Radical Highway, respectively. The mechanics between the regular Somersault and the Fire Somersault are identical, with the user performing a body flip and attacking with their feet. The difference when performing this move is that the user is enveloped in a fiery aura which amplifies the move's power greatly, thus allowing the user to break the metal containers found throughout the stages and other tough obstacles.
- Stomp: When performing Stomp, the user goes into midair (either by jumping or running off a ledge), for then to slam directly downwards with one of their feet first, creating an aura field around them as they descend. Upon landing on the ground, the user releases a destructive shock-wave which causes damage to objects close to the user. The color of one's aura and the Stomp's shockwave depends on the user: Sonic's is blue, Shadow's is orange, the Avatar's is white, etc.
- Stop n' Slam: When performing the Stop 'n' Slam, the user performs an acrobatic maneuver in midair that stops them in mid-flight and makes them plunge straight down on any target below them. How this acrobatic maneuver is executed depends on the user.
- Strafe: While strafing, the player will remain facing the same direction while they move around. The move allows the player to continue firing at an enemy whilst moving left or right to avoid enemy attacks.
- Tornado Attack: When performing the Tornado Jump, the Speed type character jumps into the air and creates a tornado effect. Each team's Tornado Jump differs between each other in terms of performance.
- Black Tornado: When performing the Black Tornado, Shadow uses the Spin Dash to circle around an opponent in midair at high speed while leaving a black trail. The resulting slipstream creates a cyclone effect that forms a black cyclonic vortex of air around the opponent. The effect of the Black Tornado depends on the type of enemy it is used on. If used on unprotected Egg Pawns, Egg Knights or opposing playable teams, the Black Tornado sucks the opponents off their feet and flings them into the air, before they fall back down to the ground. Upon landing, they will take damage and be potentially stunned for a short time - for some enemies, this can even reveal their weak spots. If used on Egg Pawns or Egg Knights wearing shields, the Black Tornado will permanently blow off their shields, thus leaving them with a weaker defense. If used on larger or airborne enemies, the Black Tornado will make them disoriented at most, but will deal no damage.
- Triangle Jump: This move is similar to the Wall Jump maneuver, except that the user can only move horizontally across the walls. When approaching two walls that are close to one another, the user launches a Homing Attack at the wall to grab onto it. The user can then jump directly horizontally from one wall to another. Depending on the user's inherent abilities, the user can either continuously hang onto the wall or even run along it.
- Trick Action: When performing a Trick Action, the users pull off a certain acrobatic maneuver. Some of these actions include the users thrusting themselves in certain directions, twisting themselves around or doing body flips. These maneuvers are normally executed while the user is thrown into mid-air, although there have been some cases where they can be pulled off while grinding or while setting off gimmicks. Each Trick Action is different in execution and is performed in accordance to the user's own unique style; while using the same Trick Action, Sonic may move his legs around while Knuckles strikes with his fists.
- Wall Jump: When performing the Wall Jump, the user jumps onto a wall and set off from it with their feet, causing them to be send upwards. This move is similar to the Triangle Jump, except the user moves upward when jumping off the walls instead of remaining at the same height.
*Air R. Chaos: When performing Air R. Chaos, the user invokes Chaos Control in midair, creating a spot of distorted space in the shape of a purple and white orb before throwing the orb away in a horizontal swing. The orb of distorted space will then float in midair and try to get back to the user until either an opponent makes contact with it, which will knock the opponent into midair, or the user performs Air R. Chaos again, thus neutralizing the first orb. In gameplay, after having performed Air R. Chaos, the orb of distorted space will follow the player's movements by moving towards the player in an as direct path as possible until it arrives as the player's current position, where it will remain in rest. However, the closer the orb of distorted space gets to the player, the slower it will move.
- Chaos Attack: It can be executed by pressing XboxA.png/PSXButton.png multiple times after performing a Homing Attack. After landing a Homing Attack on a target, Shadow can consecutively attack with rapid strikes up to five times, dealing additional damage and being able to defeat most enemies. In addition to inflicting more damage, the Chaos Attack has a few advantages as well. While Shadow is performing the move, he temporarily becomes immune to other enemy attacks and avoids damage. This may be because his attacks are blocking whatever attacks are thrown at him. Also, when defeating an enemy with just a Homing Attack, Shadow can defeat another enemy with Chaos Attack if he is close enough to them.
- Chaos Blast: Like its name, it is an explosion of highly powerful chaos energy that damages all that is within 10-20 yards. In most games, Shadow can use it after charging the chaos energy inside his body and firing it outside, which greatly damages, or even destroys, the enemy. Like other chaos powers, it can be powered up with the Chaos Emeralds to become even stronger.
- Chaos Boost: When using the Chaos Boost, Shadow is given a noticeable increase in power, reaching the point where he radiates such intense chaos energy that he can force Mephiles out the shadows he blends into. In this state, Shadow's durability is increased to the point where he is nearly invulnerable, and his basic attacks (such as the Homing Attack and Chaos Spear) are greatly enhanced. With the reserve of chaos energy at his disposal, Shadow is also able to execute highly powerful and advanced chaos powers, such as the Chaos Snap, Chaos Lance and Chaos Blast.
- Chaos Burst: When performing Chaos Burst, the user spins around and uses Chaos Control to hide away in an area of distorted space, disappearing from sight. When emerging from the distorted space, the user briefly creates a small white and purple bubble around himself that damages any opponents that makes contact with it, as well as launching them for multiple hits. When holding the R button, the player's character disappears, though the character's shadow can still be seen. Whilst hiding, the player is immune to harm, and the player will continue moving in the direction he/she was moving towards or facing when the move was executed. When the R button is released, the player will emerge to deliver the attack.
- Air Chaos Burst: When performing Air C. Burst, the user, while in midair, spins around and uses Chaos Control to hide away in an area of distorted space, disappearing from sight. Once fallen back down on the ground, the user emerges from the distorted space, creating a small white and purple bubble around himself that damages any opponent that makes contact with it.
- Chaos Control: Chaos Control is an ability that allows the user to manipulate or warp the fabric of space and time using a Chaos Emerald's chaos energy, and its effects can be molded into affecting reality in a multitude of manners. The power of Chaos Control is enhanced with each Chaos Emerald added to its usage, until reaching full power with all seven, meaning that the more Chaos Emeralds that are used in the process, the greater is the extent that the user can warp space and time. Furthermore, because the power of the Chaos Emeralds can be harnessed without a physical connection to a Chaos Emerald, users only need to be within an unknown proximity to one to use Chaos Control. Chaos Control requires at least one Chaos Emerald nearby to draw power from, and without one, Chaos Control is impossible, with the exception of fake Emeralds with the same wavelength and properties as a real Chaos Emerald. A report for the Biolizard also stated that a specific organ was used by the creature to begin the process of Chaos Control.
- Chaos Magic: When performing Chaos Magic, the user snaps their fingers, invoking Chaos Control. This creates an area of distorted space in front of the user in the form of a violet, purple and white spatial rift that knocks the opponents into the air. The player can also hold down the R button to delay the attack which in turn will make the location of the sphere of space appear further away from the player. The sphere appears in the direction aimed before the R button is pressed.
- Air Chaos Magic: When performing Air C. Magic, the user, while in midair, closes his eyes and snaps one of his fingers. This act invokes Chaos Control, creating an area of distorted space down in front of the user on ground level in the form of a violet, purple and white spacial rift that knocks the opponents into the air. Unlike the ground version, this only summons the sphere at an angle below the character to the ground, and cannot be delayed like the ground version either.
- Chaos Nightmare: When performing C. Nightmare, the user grinds both his fists at his side while briefly ascending into the air. While grinding his fists, the user invokes Chaos Control and distorts space around both his fists, creating small violet and purple pulsating spheres around each fist that repels enemies. In gameplay, the C. Nightmare knocks opponents away when it makes a clean hit and allows the player to case the opponents for a Pursuit Attack. It is among the most powerful Heavy Attacks in Sonic Battle, but is plauged by some slow startup; Shadow however naturally has the Shadow B. Kick to help prop up the attack with a small launch.
- Chaos Snap: The Chaos Snap is an enhanced version of Shadow's Chaos Attack, with his kicks and punches being multiplied in power and speed due to chaos energy. When performing this move, Shadow enters his Chaos Boost state and uses Chaos Control to warp between opponent where he lands several fierce hits on them.
- Chaos Punishment: A variation of Chaos Snap that works the same way, but when attacking, time is stopped. Sir Lancelot was also seen combining this technique with Chaos Blast when using Ddraig Goch.
- Chaos Spear: Chaos Spear is a technique where the user channels raw chaos energy as a form of electricity into a spear-shaped energy construct and then fires it as an energy bolt. Its power-level can be adjusted by the user, making it weak enough to just stun a target or powerful enough to inflict injuries. Users like Sir Lancelot can also channel the Chaos Spear's energy through swords when firing them. Once manifested, the Chaos Spears are substantial enough to be physically grabbed and get embedded in surfaces. The means of firing the Chaos Spear are numerous. The most recognized way is just by swinging the user's hands forward to fire them as arrows. Other methods include hurtling a cascade of spears in an energy burst, manifesting the spears in midair and shooting them at the target, firing them from the palm of the hand, or just grabbing and then throwing them manually like actual spears. Additionally, entering a Super State amplifies the Chaos Spear's power significantly, to the point where a single one can blow up an entire building.
- Chaos Upper: When performing Chaos Upper, the user turns away from the opponent and grinds his fist, invoking Chaos Control to distort the space around the user's fist, creating a small violet and purple pulsating sphere around it (in a similar fashion to C. Nightmare). The user then backhands the opponent with his space-distorted fist, knocking the opponent into the air.
- S. Teleport: When performing S. Teleport, the user invokes Chaos Control in mid-air to warp himself forward through space in mid-air, before appearing again a certain distance ahead of where the warp began. In gameplay, S. Teleport can be performed as many times as desired for as long as the player is in the air, though after each usage the user will lose some altitude due to some slight recovery time by a few frames after a teleport.
- Shadow Dash: When performing Shadow Dash, the user utilizes the Air Shoes to launch himself forward with a quick dash at high speed. While dashing, the user then invokes Chaos Control to warp himself forward across space, before appearing again at a certain distance ahead of where the warp began, while still retaining a bit of momentum, enough to continue moving from it without his braking animation.
- Shadow Heal: When performing Shadow Heal, the user stands firmly in one spot and closes his eyes. The user then invokes Chaos Control, using it to power a procedure that heals any physical damage he may have received.
- Roaming Chaos: When performing Roaming Chaos, the user invokes Chaos Control, creating a spot of distorted space in the shape of a purple and white orb, before throwing the orb away in a horizontal swing. The orb of distorted space will then float in midair and try to get back to the user until either an opponent makes contact with it, which will knock the opponent into midair, or the user performs Roaming Chaos again, thus neutralizing the first orb.
*Bestowal: All wisps bestow Shadow 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.
- Transformation: Majority of wisps, once entering into Shadow have the ability to transform his body into different kinds of objects depending on their power set, like the Indigo Asteroid turning him into a black-hole like object with its own gravitational pull, pink spikes turns him into a pink set of spikes, black bomb turns him into a bomb, etcetera.
- Black Bomb: Once absorbing the Black Wisp, Shadow turns into a ticking time bomb that will eventually explode.
- Blue Cube: Once absorbing the Blue Wisp, Shadow turns into a blue cube that causes massive shockwaves upon landing.
- Crimson Eagle: Once absorbing the Crimson Wisp, Shadow turns into an eagle and can utilize this form's wings to achieve flight and soar through the air unhindered. The Crimson Eagle's only known weakness is that it can only be used for a few seconds and requires more Hyper-go-on from Crimson Wisps to be maintained.
- Cyan Laser: Once absorbing the Cyan Wisp, Shadow turns into a laser.
- Green Hover: Once absorbing the Green Wisp, Shadow 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, Shadow turns into an iron ball.
- Indigo Asteroid: Once absorbing the Indigo Wisp, becomes a miniature planet with a strong gravitational field. The user is as such capable of creating a powerful gravitational pull around themselves, strong enough to tear all kinds of objects to pieces and pull them into the Asteroid Ring. Additionally, the gathered matter can be used to empower the gravitational pull. The Indigo Asteroid also grants the user the ability to levitate through midair.
- Ivory Wing: Once absorbing the Ivory Wisp, Shadow turns into a lightning bolt.
- Jade Ghost: The Ghost Attack is very similar to the Homing Attack, except it is slower and requires the Jade Ghost, among other things. When using the Ghost Attack, the user locks onto a target from a distance and pulls themselves towards it in a straight line. When doing so, a jade light tether line will emit from the Jade Ghost, which will connect straight to the that target. If used on an enemy, the user will pull themselves towards it and then land a damaging impact upon it. Notably, the Ghost Attack can even lock onto targets behind walls and objects, and then pull the user through the aforementioned obstructions until they reach their target.
- Magneta Rhytm: Once absorbing the Magneta Wisp, Shadow turns into a musical note.
- Orange Rocket: Once absorbing the Orange Wisp, Shadow turns into a rocket.
- Pink Spikes: Once absorbing the Pink Wisp, Shadow turns into pink spikes, being capable of scaling on any surface.
- Purple Frenzy: Once absorbing the Purple Wisp, Shadow gains powerful jaws that can chew through any robot’s armor and other durable obstacles that even Shadow cannot smash with a single hit. The Purple Frenzy can also consume any matter the user bites off and add it to their own mass, allowing the Purple Frenzy to grow larger for each bite until reaching maximum size. When reaching maximum size, the Purple Frenzy also gains a suction breath that let the user suck in smaller objects not too heavy or rooted to the ground. The Purple Frenzy is also capable of levitating a small distance above the ground, which is how it travels around without legs.
- Red Burst: Once absorbing the Red Wisp, Shadow turns into a fire ball that can burst.
- Violet Void: Once absorbing the Violet Wisp, Shadow turns into a psuedo-black hole, with a gravitational pull so strong that it bends space and time. This gravitational pull allows the Violet Void to draw objects into themselves from a distance and make them vanish into a void within them.
- White Boost: Once absorbing the White Wisp, Shadow gains more boost gauge allowing him to boost even faster.
- Yellow Drill: Once absorbing the Yellow Wisp, Shadow gains the ability to turn into a drill and burrow underground.
*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.
*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.
- Bowling Strike: Strikes anyone in its way.
- Free Throw: Stuns racer in 1st Place temporarily. Replaces Tee Shot when using a Bike.
- Gravity Control: Story-wise, in order to allow a user to perform Gravity Control, the user must possess an Ark of the Cosmos/Gravity Band which is required due to their gravity-altering properties. In order to perform Gravity Control in gameplay, the user must have accumulated enough Gravity Points (GP) in their GP Gauge. If the user has even a little amount of GP, they can perform Gravity Control. When performing Gravity Control, the user activates their Ark of the Cosmos/Gravity Band, which is signified by a small wave of light and ripples erupting from the Ark of the Cosmos/Gravity Band, followed by the Ark of the Cosmos/Gravity Band itself glowing. This causes the gravity in the user's nearby vicinity to be negated, causing nearby objects and the user itself to enter zero gravity, though the user will still move in the same direction as when the Gravity Control was activated (albeit at a slower pace). Once in mid-air, the user can directly select any new direction to head towards, even when the user were going at full speed on Extreme Gear. Once the direction has been selected, the user propels themselves forward at high speeds with a quick shift in gravity, while other objects caught in the gravity shift are destroyed, allowing the user to resume racing on their Extreme Gear at high speeds. This is sometimes referred to as "Gravity Drift".
- Gravity Dive: Story-wise, in order for the user to perform Gravity Dive, the user must possess an Ark of the Cosmos/Gravity Band which is required due to their gravity-altering properties. In order to perform Gravity Dive in gameplay, the user must have accumulated enough Gravity Points (GP) in their GP Gauge by performing tricks, grinding, opening certain Item boxes etc. If the user has even a little amount of GP, the player can perform Gravity Dive. When performing Gravity Dive, the user activates their Ark of the Cosmos/Gravity Band, which is signified by an brief explosion of light erupting from the Ark of the Cosmos/Gravity Band that turns all colors from the user's perspective monochrome. Once activated, the Ark of the Cosmos/Gravity Band will generate a temporary black hole further down the track, thus creating a powerful gravitational disturbance that makes all objects within a large radius of the user to enter zero-gravity. This results in larger objects along the side of the track, such as trains or tree trunks, to be torn off the ground and to float closer to the center of the track. At the same time, the user slowly gets off their Extreme Gear and starts floating above the ground, holding the minimized Extreme Gear loosely at their side. Once in position, the user usually shouts a personal quote and is, in an instant, pulled through mid-air towards the black hole at maximum speed. While flying through the air, the user has free movement abilities, can plow through most obstacles and can freely control their movements in all directions, though the player will slowly descend back to the ground if the Gravity Dive is used high above. Once the player runs out of Gravity Points or chooses to deactivate Gravity Dive, the user falls back on the ground and gets back on their Extreme Gear and resumes racing at high speeds.
- Kick Dash: When performing the Kick Dash, the user releases a burst of air from the rear of his/her Extreme Gear, resulting in the user and his/her Extreme Gear being propelled forward at high speed.
- Level 1 Attack: Shocks the opponent by shouting "Here I come!"
- Level 2 Attack: Hits the opponent with a Spin Dash.
- Level 3 Attack: Hits the opponent with a stronger Spin Dash.
- Octo-Ink: Distorts an opponent's vision when struck.
- Slide Turn: When performing Slide Turn, the user jumps while leaning towards the side they want to turn on their Extreme Gear, causing it to tilt and make a sharp sliding turn along the ground while still moving at high speed. After making the turn, the user will then shoot forward in the direction they are facing. In gameplay, this is a useful maneuver for making it through sharp turns on the racing tracks without using Gravity Control. It also partially overcomes the Wheel type Extreme Gears' inability to use the aforementioned move to the same extent as other Extreme Gears.
- Soda Rocket: Provides a burst of speed.
- Special Item: Character uses his or her special attack when using the Kick Dash.
- Target Torpedo: Locks onto and strikes an opponent.
- Tee Shot: Stuns racer in 1st place temporarily.
- Tornado: When performing the Tornado, the users spins around once on their Extreme Gear and uses their accumulated Air to release a grey mini-tornado in their wake. These tornados possess strong enough wind currents to knock an Extreme Gear rider off-balance.
*Drift: The Drift is a move that is performed with race cars to get through sharp turns. When performing this move, the user makes a sharp turn while using their accelerator and drifting controls at the same time. This causes the user's direction to shift rapidly in a smooth curve without them losing much of their momentum. At the same time, the user builds up a speed boost that will be triggered once the user finishes drifting. In gameplay, the Drift is useful for the player when they have to get through tight turns at high speeds. In fact, mastering Drift can help the player conquer the most complicated of tracks by making them able to perform 180 degree turns or more. Sometimes, using Drift will be the only way to master tricky corners. In addition, by continuously drifting, the player earns a speed boost which will automatically propel the playable character forward quickly upon ending their drifting maneuver. By using the Drift long enough, the player will build up their boost, allowing it to power through three different boost levels. For each increase in level, the Drift's speed boost will be empowered further, allowing for greater and faster acceleration when triggered.
- 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.
- Skim Boost: The Skim Boost is a maneuver that certain racing cars can pull off. When performing the Skim Boost, a car racer's teammate drives up next to the car racer and skims past them. This will cause yellow rings to appear around the car racer which will then close in around them. Once the rings disappear, the car racer will receive a brief speed boost.
- Slingshot: The Slingshot is a maneuver that certain racing cars can pull off. When performing the Slingshot, a car racers follows the yellow tire tracks of a teammate. By staying on the trail, the car racer's car will build up a speed boost which will come into effect when the user leaves their teammate's trail.
- Start Line Boost: The Start Line Boost is a move that is performed with race cars. When performing this move, the user revs up their car just before a race starts. If done correctly, then the user's race car will take off at high speed when beginning the race. If done incorrectly however, the user will start off with a plodding disadvantage.
- Stunt: The Stunt refers to a form of acrobatic maneuvers that the user performs with a race car. When performing a Stunt, the user uses their car to execute a form of aerial movement while their race car is in midair. By executing a Stunt, the user builds up a speed boost. In some cases, it even lets the user steer their race car through midair.
- Team Ultimate: When performing the Team Ultimate, the user, while riding a racing vehicle, surrounds themselves in a fiery golden aura that grants their vehicle a massive speed boost, thereby turning them into an unstoppable projectile that can plow through any obstacle and rival racer.
*Deflect: When performing this technique, Super Shadow does a swipe with his fists, which covers him in a shield of slate-gray energy that deflects rocks and enemy projectiles back at the enemy.
- Spear of Light: When performing this move, Super Shadow charges up red chaos energy in his hands. Once he has gathered enough, Super Shadow simultaneously releases nine red destructive energy projectiles more powerful than Chaos Lances in a circular pattern, which will home onto Solaris with enough force to penetrate his light shells.
Other
Standard Tactics: Shadow's most consistent opening attack deals with the use of chaos energy such as chaos control for either stopping time or teleporting around his opponent. He will then proceed to use his speed in conjunction with his physical attacks.
Weaknesses: Shadow is confident and cocky, viewing others as inferior to him, though by the end of Adventure 2 the latter is resolved. Shadow originally lost his memories and had no recollection of who he was, but as of Shadow the Hedgehog that has been resolved.
Battle Records
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