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Amy Rose: Difference between revisions
GiverOfThePeace (talk | contribs) (Created page with "<tabber> |-|Games={{Tab2|maintext=Amy Rose|link1=Amy Rose|tab1=Main Timeline|link2=Amy Rose (The Fighters)|tab2=Sonic the Fighters|link3=Amy Rose (Chronicles)|tab3=Chronicles|...") |
GiverBot (talk | contribs) (clean up, replaced: Transformation ([https://www.youtube.com/watch?v=TIa46XXA4l0 Via his Super] and [https://youtu.be/0sxjYrTWqFg?t=70 Hyper forms]), Healing ([https://youtu.be/JuOZ62XmQww?t=1173 Chaos Emeralds can heal you when you're knocked out]), Empowerment ([https://youtu.be/lJaYX3yIvWA?list=PLXyydvBIXrhMwRHr6E_DZ3S6fQhe6Uqxu&t=778 Chaos Energy is enriched and increased in ability by the heart and its emotions, along with positive/negative thoughts]), Teleportation, [[Po...) m |
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{{Quote|Just wait a minute!}} | {{Quote|Just wait a minute!}} | ||
[[File:Yt5s.com- | [[File:Yt5s.com-My Sweet Passion by Nikki Gregoroff (Theme of Amy)(360p).mp4]] | ||
==Background== | ==Background== | ||
'''Amy Rose''', also known as '''Rosy the Rascal''', is a fictional character from the ''Sonic the Hedgehog series''. She is an anthropomorphic hedgehog with a major crush on [[Sonic the Hedgehog]]. Since meeting Sonic on Little Planet, Amy has become his self-proclaimed girlfriend and has attempted to win his heart by any means during their adventures. She wields the Piko Piko Hammer, a powerful melee weapon which she uses with skills second to none and never leaves home without. | '''Amy Rose''', also known as '''Rosy the Rascal''', is a fictional character from the ''Sonic the Hedgehog series''. She is an anthropomorphic hedgehog with a major crush on [[Sonic the Hedgehog]]. Since meeting Sonic on Little Planet, Amy has become his self-proclaimed girlfriend and has attempted to win his heart by any means during their adventures. She wields the Piko Piko Hammer, a powerful melee weapon which she uses with skills second to none and never leaves home without. | ||
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|-|With a Chaos Emerald= | |-|With a Chaos Emerald= | ||
[[File:ChaosEmeralds.png|right|150px]] | [[File:ChaosEmeralds.png|right|150px]] | ||
[[Transformation]] ([https://www.youtube.com/watch?v=TIa46XXA4l0 Via his Super] and [https://youtu.be/0sxjYrTWqFg?t=70 Hyper forms]), [[Healing]] ([https://youtu.be/JuOZ62XmQww?t=1173 Chaos Emeralds can heal you when you're knocked out]), [[Empowerment]] ([https://youtu.be/lJaYX3yIvWA?list=PLXyydvBIXrhMwRHr6E_DZ3S6fQhe6Uqxu&t=778 Chaos Energy is enriched and increased in ability by the heart and its emotions, along with positive/negative thoughts]), [[Teleportation]], [[Portal Creation]], [[Time Manipulation|Time Slow]], and [[Time Stop]] ([https://youtu.be/mJcClMWtFp0?t=187 Chaos Control] [https://youtu.be/Y-08HLvyfhU?t=1344 is typically] [https://youtu.be/Y-08HLvyfhU?t=1360 used for]), Limited [[Magnetism Manipulation]] (Chaos Emeralds [https://youtu.be/mJcClMWtFp0?t=754 attract each other]), [[BFR]] and [[Sealing]] (Chaos Control can be used to [https://youtu.be/y86HtBvIE7Q?t=1908 | [[Transformation]] ([https://www.youtube.com/watch?v=TIa46XXA4l0 Via his Super] and [https://youtu.be/0sxjYrTWqFg?t=70 Hyper forms]), [[Healing]] ([https://youtu.be/JuOZ62XmQww?t=1173 Chaos Emeralds can heal you when you're knocked out]. [https://sonic.fandom.com/wiki/Shadow_Heal Shadow can use chaos control in order to heal himself]), [[Empowerment]] ([https://youtu.be/lJaYX3yIvWA?list=PLXyydvBIXrhMwRHr6E_DZ3S6fQhe6Uqxu&t=778 Chaos Energy is enriched and increased in ability by the heart and its emotions, along with positive/negative thoughts]), [[Intangibility]] (Spatial. [https://sonic.fandom.com/wiki/Chaos_Burst With chaos burst, Shadow himself uses this to hide in distorted space, 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]), [[Energy Manipulation]] & [[Electricity Manipulation]] ([https://youtu.be/WbAlXJ5giUM?t=373 With Chaos Spear, 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], [https://youtu.be/WbAlXJ5giUM?t=425 one can fire multiple bolts with it or charge it to shoot a larger more powerful energy bolt]), [[Explosion Manipulation]] ([https://youtu.be/WbAlXJ5giUM?t=834 With Chaos Blast, is an explosion of highly powerful chaos energy that damages all that is within 10-20 yards]), [[Forcefield Creation]] & [[Damage Transferal]] ([https://sonic.fandom.com/wiki/Shadow_Guard Can power one's guarding through the use of chaos control, creating a spherical field, which is signified by a purple pulse emerging from and moving around the user that can block any incoming attacks]. Half of the received damage is transferred to the Ichikoro Gauge), [[Space-Time Manipulation]] (Chaos Emeralds [https://youtu.be/Y-08HLvyfhU?t=1360 can control time and space]), [[Spatial Manipulation]] ([https://sonic.fandom.com/wiki/Chaos_Magic Chaos Control can] [https://sonic.fandom.com/wiki/Air_C._Magic be used to] [https://sonic.fandom.com/wiki/Air_C._Burst distort space itself] [https://sonic.fandom.com/wiki/Roaming_Chaos and can create] [https://sonic.fandom.com/wiki/Air_R._Chaos an area of distorted space]. [https://sonic.fandom.com/wiki/C._Nightmare Shadow can use chaos nightmare] [https://sonic.fandom.com/wiki/Chaos_Upper and chaos upper] to grinds his fists to distort space, to attack and knock opponents away), [[Teleportation]], [[Portal Creation]], [[Time Manipulation|Time Slow]], and [[Time Stop]] ([https://youtu.be/mJcClMWtFp0?t=187 Chaos Control] [https://youtu.be/Y-08HLvyfhU?t=1344 is typically] [https://youtu.be/Y-08HLvyfhU?t=1360 used for], [https://sonic.fandom.com/wiki/S._Teleport the applciation] [https://sonic.fandom.com/wiki/Shadow_Dash of quickly dashing and warping through space to appear in areas instantly] [https://youtu.be/WbAlXJ5giUM?t=281 and stopping time]), Limited [[Magnetism Manipulation]] (Chaos Emeralds [https://youtu.be/mJcClMWtFp0?t=754 attract each other]), [[BFR]] and [[Sealing]] (Chaos Control can be used to [https://youtu.be/y86HtBvIE7Q?t=1908 send] [https://youtu.be/Wz1QTPdnTdU?t=1198 others into] separate dimensions. [https://sonic.fandom.com/wiki/%3F%3F%3F_(Shadow) Chaos Control can also be used to send someone into a distorted space momentarily]), [[Resurrection]] (Non-Combat Applicable. [https://youtu.be/we0PSbwgwzE?t=531 Granted Elise's wish and brought Sonic back to life]), [[Plant Manipulation]] (The Chaos Emeralds did [https://youtu.be/B1FEHo_RcNw?t=2793 this on their own]) | ||
|-|Optional Equipment ▾= | |-|Optional Equipment ▾= | ||
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|Pink Rose | |Pink Rose | ||
| | |Amy Rose | ||
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|-|Sonic Comic= | |-|Sonic Comic= | ||
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AThrillingFortuneTellingSonicComic.png|A Thrilling Fortune Telling, written in the [[w:c:sonic: | AThrillingFortuneTellingSonicComic.png|A Thrilling Fortune Telling, written in the [[w:c:sonic:Sonic Comic|Sonic Comic]] | ||
</gallery> | </gallery> | ||
</tabber> | </tabber> |
Revision as of 12:10, 1 February 2022
“ | Just wait a minute! | „ |
Background
Amy Rose, also known as Rosy the Rascal, is a fictional character from the Sonic the Hedgehog series. She is an anthropomorphic hedgehog with a major crush on Sonic the Hedgehog. Since meeting Sonic on Little Planet, Amy has become his self-proclaimed girlfriend and has attempted to win his heart by any means during their adventures. She wields the Piko Piko Hammer, a powerful melee weapon which she uses with skills second to none and never leaves home without.
Amy is a cheerful, though slightly erratic girl, with a positive attitude and boundless energy. However, she has a scary temper and her infatuation with Sonic makes her shortsighted and a bit obsessive about him, having followed him everywhere since meeting him. Nevertheless, she has a pure heart and will not let anything stop her.
Statistics
Key: Pre-Reset Era | Post-Reset Era
Tier: 7-A, higher with Ichikoro Gauge | At least 7-A, higher with Ichikoro Gauge
Name: Amy Rose, Rosie the Rascal
Origin: Sonic the Hedgehog
Sex: Female
Age: 8 years old in Sonic CD (Listed as officially 8 in the Japanese version of the Sonic CD manual), 12 currently (Listed officially as 12 years old)
Classification: Animal, Hedgehog
Dimensionality: 3-D
Attack Potency: Mountain level (Could fight and defeat Sonic the Hedgehog while he was holding back, Sonic when younger could destroy the chain holding Little Planet. Can fight alongside Sonic), 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) | At least Mountain level (Easily knocked back Knuckles with a simple push), higher with Ichikoro Gauge
Durability: Mountain level (Can take hits from a casual Sonic), rings makes her incredibly difficult to kill | At least Mountain level, rings makes her incredibly difficult to kill
Striking Strength: Mountain Class | At least Mountain Class
Lifting Strength: Class M (Contributed 1/4th of effort into stopping a train, which weigh around 4000 to 20000 tons. Can overpower an alligator attempting to close their mouth who have a bite force of over 13000 newtons. Can easily lift and throw her hammer around) | Class M
Travel Speed: Unknown normally (Has been consistently portrayed to not be able to catch a casual Sonic), FTL with Amy Dash (Developed a quick dash she uses to chase after Sonic) | Unknown normally, FTL with Amy Dash
Combat Speed: FTL (Can tag Sonic who 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
Reaction Speed: FTL | FTL
Stamina: Superhuman (The entirety of Sonic Heroes takes place in three days team Rose can go through all of their stages and obstacles without showing any signs of tiring)
Range: Standard Melee, Extended Melee with Piko Piko Hammer. Tens of Meters with whirlwind
Intelligence: Gifted (Helped Sonic to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across her adventures such as fighting styles)
Powers and Abilities
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)
Standard Equipment
- Piko Piko Hammer: The Piko Piko Hammer, also called the Magical Hammer and Love Hammer, is a large yellow and red hammer and Amy Rose's signature weapon, which she uses as a melee weapon and to perform special techniques. Despite its colorful and innocent appearance, the Piko Piko Hammer is a powerful melee weapon, capable of dealing incredible damage with seemingly little effort. It can effortlessly smash whole robots with a single swing, yet is graceful enough to be used for high-speed techniques. It can likewise send foes flying with a single hit or crush them with devastating force. As a testament to its might, even fearless individuals like Sonic and Knuckles dread getting a beating from the Piko Piko Hammer. When swung, it tends to leave a trail of pink hearts. Mixed with Amy's abilities, the Piko Piko Hammer can be used for many applications besides combat. When swung around fast enough and with the right amount of force, the Piko Piko Hammer can function as a propeller for flight, launch powerful shockwaves that can stir up miniature tornados, or unleash massive releases of energy, and provide boosts for different acrobatic maneuvers. When not using it, Amy keeps the Piko Piko Hammer in a hiding spot that remains unknown to this day (according to a non-canon trophy in Super Smash Bros. Brawl), but she can pull it out of nowhere on a moment's notice.
- 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.
- 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
Gear No. | Name | Users |
---|---|---|
1 | Pink Rose | Amy Rose |
2 | Auto-Slider |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
3 | Powerful Gear |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
4 | Fastest |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
5 | Turbo Star |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
6 | Speed Balancer |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
7 | Access |
Sonic the Hedgehog, Knuckles the Echidna, Amy Rose, Jet the Hawk, |
8 | Beginner |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
9 | Accelerator |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
10 | Trap Gear |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
11 | Light Board |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
12 | Slide Booster |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
13 | Legend |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
14 | Magic Carpet |
Sonic the Hedgehog, Knuckles the Echidna, Amy Rose, Jet the Hawk, |
15 | Hovercraft (Extreme Gear) |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
16 | Faster |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
17 | Gambler |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
18 | Power Gear |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
19 | Opa Opa |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
20 | The Crazy |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
21 | Berserker |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
22 | E-Rider |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
23 | Air Tank |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
24 | Heavy Bike |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
25 | Destroyer |
Sonic the Hedgehog, Miles "Tails" Prower, Amy Rose Jet the Hawk, |
26 | Omnipotence |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
27 | Cover-S | Sonic the Hedgehog, Amy Rose, Jet the Hawk, Shadow the Hedgehog |
28 | Hang-On |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
29 | Super Hang-On |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
30 | Darkness |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
31 | Advantage S | Sonic the Hedgehog, Amy Rose, Jet the Hawk, Shadow the Hedgehog, Ulala |
32 | Cannonball |
Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, |
Notable Techniques
*Amy Dash: The Amy Dash is a technique used by Amy Rose. It first appeared in Sonic Advance 2 and later reappeared in Sonic Advance 3. When performing this move, Amy builds up speed by running in one spot and then shoots off forward with a high-speed dash. It serves as Amy's variant of the standard Spin Dash. In Sonic Battle it is a quick dash that she uses, in order to chase after Sonic.
- 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.
- 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.
- 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.
- Dash Boost: When performing the Dash Boost, the user envelops themselves in an aura and blasts forward at high speed, plowing through and across any obstacles. The move's aura varies between users (Sonic, Tails, Amy and Knuckles' are blue, Shadow's red, Blaze's is orange-yellow, Silver's is cyan, Rouge's is pink, Cream's is light yellow, and Espio's is purple). Additionally, the users' means of dashing varies as well: Sonic, Amy, Knuckles, Blaze, Cream, Espio run, Tails, Rouge and Silver fly, and Shadow propels himself forward with his Air Shoes. While performing it, the user automatically crosses bottomless pits and destroys all obstacles and enemies in their path, but the player cannot jump manually. In addition, the score multiplier doubles while the move is active. The Dash Meter steadily empties while the Dash Boost is used, and once it runs out, the move ends. There are upgrades in Sonic Dash that lets the player enhance the Dash Boost. In addition, the Dash Boost Item Box power-up will boost the Dash Meter so it lasts longer.
- Double Jump: Double Jump is a special move used after performing a jump. When performing it, the user does an additional jump in midair without using any solid surfaces to set off from. In gameplay, this allows the player to get higher into the air to accomplish different feats, such as crossing gaps too wide for a regular jump or reach targets that cannot be reached otherwise.
- 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.
- Hammer Attack: Unlike most other characters in the Sonic series, Amy often lacks the ability to perform the Spin Attack and its variations. To compensate for this, Amy instead uses her skills with her personal weapon, the Piko Piko Hammer, to attack her enemies. In the Sonic the Hedgehog series, the basic Hammer Attack is where Amy calls out her Piko Piko Hammer and whacks the opponent in front of her while sometimes leaving a trail of pink hearts.
- Hammer Jump: When using the Hammer Jump, Amy pulls out her Piko Piko Hammer and smacks it into the ground. The force from the smash will then catapult Amy high into the air, allowing her to jump much higher than what she or any other character in the series can reach with a normal jump. When performing the hammer Jump, the Piko Piko Hammer leaves a trail of pink hearts.
- Jump Attack: When using the Jump Attack, Amy jumps into air and pulls out her Piko Piko Hammer where she swings it around while doing a body flip, thus damaging all enemies her hammer comes in contact with. This move is similar to the Spin Jump, although due to her hammer, Amy gains a much greater attack range. When performing the Jump Attack, the Piko Piko Hammer leaves a trail of pink hearts.
- Spin Hammer Attack: When performing the Spin Hammer Attack, Amy stays in one spot and begins twirling around with her Piko Piko Hammer outstretched at high speeds, like a spinning top, allowing her to destroy any enemies that enter her attack radius. While whirling, Amy's Piko Piko Hammer leaves a trail of pink hearts and afterimages.
- Spinning Hammer Attack: The Spinning Hammer Attack is very similarly to the Spin Hammer Attack, but without the dizziness drawback. When performing this move, Amy pulls out her Piko Piko Hammer while in midair and swirls it around while falling straight downward to destroy any target below her. In gameplay, this move is useful for reaching targets that appear below Amy with an attack just as she flies/jumps over them while allowing the player to damage enemies, break weak obstacles and certain platforms, and open Item Boxes in Amy's path. If Amy hits an enemy with this move, she will bounce higher into the air while continuing the attack.
- Swinging Hammer Attack: The Swinging Hammer Attack is a Speed Formation maneuver and a Solo Attack used by Amy Rose on Team Rose in Sonic Heroes. When performing the Swinging Hammer Attack, Amy pulls out her Piko Piko Hammer and spins it around, damaging all enemies within range. While using this technique, Amy leaves a trail of pink hearts. The move is so powerful that it can (at most times) even block the kick. However, performing the Swinging Hammer Attack will bring Amy to a halt should it be used while she is running.
- Head Slide: When using the Head Slide, the users move forward at moderately high speed before falling down on the ground on their stomach, and slide along the ground for a short while, before coming to a standstill. Any enemy they come into contact with while sliding are then either damaged or destroyed. In most cases, performing the Head Slide will cause the user to be enveloped in an energy field. For users such as Amy, however, the Head Slide will leave her briefly dazed.
- Hip Attack: When performing the Hip Attack, the user lunges forward the opponent before turning around and jumping. As the user moves forward, they strike their opponents with their rear. In gameplay, the Hip Attack is a combat move that generally deals damage and knockback to opponents.
- 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.
- 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. In gameplay, the Hop Jump 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 user receives from the Boost Mode.
- 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. In gameplay, the Humming Top is useful for crossing larger areas when sent flying into the air or preserving the playable characters' momentum when falling to the ground, all while allowing the playable characters to damage any foe in their flight path. Additionally, the move will not cancel the momentum the user receives from the Boost Mode.
- Invisibility: Invisibility is a special move used by Amy Rose in Sonic the Hedgehog (2006). When using Invisibility, Amy concentrates a pink energy, which begins to envelop her. Once the energy has been focused, several transparent rings move up and down her body which turn her completely invisible for fifteen seconds. While using invisible in gameplay, Amy cannot be detected by enemies, though she can still take damage.
- Leap: When performing this move, Amy Rose crouches down before taking a giant leap forward. In gameplay, the Leap lets Amy step a small distance forward. However, this move has no offensive capabilities when executed, unlike the Spin Dash.
- 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. In gameplay, the Long Wind Jump is useful for crossing larger areas when sent flying into the air or preserving the player's momentum when falling to the ground. In most cases, the Long Wind Jumps allow the playable characters to damage any foe in their flight path. Additionally, the move will not cancel the momentum received from the Boost Mode. Depending on the user, the Long Wind Jump may have other traits to it.
- Propeller Hammer: When using the Propeller Hammer, Amy pulls out her Piko Piko Hammer and begins swirling around with it in a manner similar to a propeller. This creates an updraft that allows her to momentarily sustain flight through the air for a short time. In Sonic Generations it appears that Amy has perfected this move as she can use it to fly through the air more freely and change her height at will. When using it in this game, Amy resembles a small pink tornado.
- 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.
- 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.
- Slide: 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. In gameplay, while sliding along the ground, the user can damage any enemies or smaller obstructions caught in their path. The Slide also allows the user to squeeze through narrow entrances, cracks, or doors. In some games however, using the Slide causes the playable character to slow down. How long the Slide lasts depends on the game; on its own, the move usually automatically lasts until the user gets hit, slows down from the Slide's friction, hits a wall, or goes off a ledge. If chosen though, the user can break the Slide at any time before coming to a halt, and resume their running nearly undisturbed. Therefore, if the player wants to keep their playable character's momentum when forced to do a Slide, it is advisable to time the Slide so that it is only performed briefly. The attack range, or rather, the distance and speed the user can slide, is determined by how fast the user was moving prior to performing the Slide. In other words, the faster the user is running when executing the Slide, the greater the distance the user of the Slide will travel.
- 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. In gameplay, the Spin Attack is the most basic maneuvers in the Sonic the Hedgehog games that the player can utilize after gaining enough running speed. Once activated, the playable character curls tightly into a ball that keeps moving forward, with the rotation speed increasing depending on how fast they are going. The functionality of the Spin Attack is variable despite its simplicity. While in motion with the Spin Attack, the playable character can dash through Badniks on the ground, break Item Boxes or breakable obstacles, such as rarefied walls and breakable blocks in the different Zones.
- 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. While performing the Spin Jump, the user can deal damage to any enemies that they make successful and undisturbed physical contact with, and also break breakable objects in the Zones, such as Item Boxes, barriers and certain floors.
- 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. In gameplay, this move is useful for reaching targets that appear below the playable characters just as they fly over them while often allowing the player to damage enemies, break weak obstacles and certain platforms, and open Item Boxes in the user's path. In addition, the move will not cancel the momentum the player receives from the Boost Mode. Depending on the user, the Stop 'n' Slam may have other traits to it or be incorporated as another of the user's attacks.
- Tornado Jump: 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. Amy forms a pink tornado with her Piko Piko Hammer and throws it forward at the opponents. This is called the Tornado Hammer. The common effects of each Tornado Jump depend on the type of enemy it is used on. If used on unprotected Egg Pawns, Egg Knights, or opposing playable teams, the Tornado Jump 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 Tornado Jump will permanently blow off their shields, thus leaving them with a weaker defense. If used on larger or airborne enemies, the Tornado Jump will make them disoriented at most, but will deal no damage; in fact, it will causes such enemies to become temporarily invulnerable as they try to stabilize themselves. Each Tornado Jump also possesses an additional effect; the Blue Tornado and Black Tornado home in on foes, the Leaf Swirl turns Espio invisible, and the Tornado Hammer's vortex can be launched at foes from afar. Aside from affecting enemies, the Tornado Jump can be used in conjunction with some of the gimmicks in Sonic Heroes, such as scaling Poles or activating propellers.
- 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.
*Tag Action: Tag Action is a special ability used in Sonic Advance 3 and Sonic The Hedgehog 4: Episode II. Tag Actions are performed by two characters and give the player a unique ability.
- Sonic: Amy behaves the same way she does in Sonic Advance 2, but with an aerial forward dash added by pressing A while jumping in mid-air.
- Tails: Amy behaves the same way she does in Sonic Advance, except that she can glide slowly down with balloons, and her aerial hammer attack gives her an extra upward boost.
- Floating Fall: The Floating Fall is a move used by Amy Rose with the influence of Miles "Tails" Prower and Cream the Rabbit. The move can only be performed when Amy is partnered with Tails or Cream, or when Cream is partnered with Tails, Amy or Cream must be the player character with Tails and/or, in Amy's case, Cream as the partner. The move is performed by pressing and holding the "a button" whilst in the air. When performing the Floating Fall, the character pulls out an object which they use to slow down their descent, the object differs depending on which character uses the move; Amy uses a pair of balloons, whilst Cream uses an umbrella. The move allows the player to slow their fall, which can be used to reach certain places that might be hard to reach without the move. When performed by Cream, the move gives the player extra height before the player slowly starts descending, and can be used to move over certain obstacles.
- Mid-Air Hammer Jump: The Mid-Air Hammer Jump resembles a combination of the Hammer Jump and the Jump Attack. To perform the Mid Air Hammer Attack, Amy must have Tails as her partner. Here, Amy must be the character the player controls, and Tails serves as the character that follows the controlled character. With Tails' influence, Amy can perform the Mid-Air Hammer Jump. When performing the Mid-Air Hammer Jump, Amy must be in the middle of a jump. She then pulls out her Piko Piko Hammer and performs the Jump Attack, which will damage any enemy near her. Once she brings her hammer down in front of her however, she will launch herself higher into the air in a way similar to the Hammer Jump, except that she does not have to whack into the ground, but rather into the air. When performing this move, Amy leaves a trail of pink hearts. At this point however, Amy is not performing an attack and is therefore vulnerable to damage.
- Knuckles: Amy's standard ground hammer becomes huge. Amy has a forward dash similar to her Spin Dash in Sonic Advance 2, but she does not curl up into a ball when she uses it (resembling the Super Peel Out). In addition, by pressing down and B on the ground, she will do a forward flip with her hammer, and pressing it in the air will use her Spinning Hammer Attack (that she also has with Sonic).
- Big Hammer Attack: The Big Hammer Attack is a move performed by Amy Rose with the influence of Knuckles the Echidna and is a stronger variant of the Hammer Attack. The Big Hammer Attack can only be used when Amy has Knuckles as her partner. With Knuckles's influence, Amy's Hammer Attack is automatically transformed into the Big Hammer Attack. When performing the Big Hammer Attack, Amy pulls out an oversized and massive version of the Piko Piko Hammer and whacks the opponents in front with enough force to create small tremors and break metal barriers that are otherwise invulnerable to Amy's attacks. However, the Big Hammer Attack takes much longer to be executed than a regular Hammer Attack, and also leaves Amy open and immobile for a longer period.
- Cream: Amy behaves the same way she does when partnered with Tails, but her aerial hammer attack gains her no extra air. Instead, she has the aerial tricks from Sonic Advance 2.
- Floating Fall: The Floating Fall is a move used by Amy Rose with the influence of Miles "Tails" Prower and Cream the Rabbit. The move can only be performed when Amy is partnered with Tails or Cream, or when Cream is partnered with Tails, Amy or Cream must be the player character with Tails and/or, in Amy's case, Cream as the partner. The move is performed by pressing and holding the "a button" whilst in the air. When performing the Floating Fall, the character pulls out an object which they use to slow down their descent, the object differs depending on which character uses the move; Amy uses a pair of balloons, whilst Cream uses an umbrella. The move allows the player to slow their fall, which can be used to reach certain places that might be hard to reach without the move. When performed by Cream, the move gives the player extra height before the player slowly starts descending, and can be used to move over certain obstacles.
- Fire Combination: When performing Fire Combination, the Power type member of the team grabs his Speed type and Fly type teammates and carries them around, prepared to use them as boxing gloves or projectiles. Each team's Power type member carries his teammates around in a different manner. Big grabs Amy and Cream with his Fishing Rod as they both curl into spinball form. Once grabbed, Amy and Cream sit on each of Big's shoulders while he walks around.
*Bestowal: All wisps bestow Amy with a different set of powers and abilities upon going inside of him. The most basic white wisps can grant her the power to boost or fill her boost meter allowing her to boost for longer. Other wisps greatly enhance her speed.
- Transformation: Majority of wisps, once entering into Amy have the ability to transform her body into different kinds of objects depending on their power set, like the Indigo Asteroid turning her into a black-hole like object with its own gravitational pull, pink spikes turns her into a pink set of spikes, black bomb turns her into a bomb, etcetera.
- Black Bomb: Once absorbing the Black Wisp, Amy turns into a ticking time bomb that will eventually explode.
- Blue Cube: Once absorbing the Blue Wisp, Amy turns into a blue cube that causes massive shockwaves upon landing.
- Crimson Eagle: Once absorbing the Crimson Wisp, Amy 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, Amy turns into a laser.
- Green Hover: Once absorbing the Green Wisp, Amy 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, Amy 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, Amy 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, Amy turns into a musical note.
- Orange Rocket: Once absorbing the Orange Wisp, Amy turns into a rocket.
- Pink Spikes: Once absorbing the Pink Wisp, Amy turns into pink spikes, being capable of scaling on any surface.
- Purple Frenzy: Once absorbing the Purple Wisp, Amy gains powerful jaws that can chew through any robot’s armor and other durable obstacles that even Sonic 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, Amy turns into a fire ball that can burst.
- Violet Void: Once absorbing the Violet Wisp, Amy 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, Amy gains more boost gauge allowing him to boost even faster.
- Yellow Drill: Once absorbing the Yellow Wisp, Amy 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 making an angry face and shouting "Later!"
- Level 2 Attack: Hits the opponent with the Piko Piko Hammer.
- Level 3 Attack: Flattens the opponent with the Piko Piko Hammer.
- 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.
- 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. In gameplay, the Radial Burst is used by the player to intercept offensive Wisp power-ups from rival racers or push away close rivals. In order to perform the Radial Burst, the player must achieve at least a level 2 boost (this occurs when the charges behind the playable character's car turns purple). This can either be done by hitting two Boost Pads in a row or by charging and releasing a drift boost to at least level two. Afterward, as the boost initiates, the Radial Burst will automatically activate, destroying all incoming Orange Rocket and Crimson Eagle power-ups and pushing away all rivals caught in the blast.
- 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.
Other
Standard Tactics: She normally will use homing attacks and Piko Piko hammer.
Weaknesses: Is extremely obsessed with Sonic to the point that she’ll drop everything just to see him.
Gallery
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CD Amy
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Drift Amy
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Fighters Amy
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Advance Amy
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Heroes Amy
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Riders Amy
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06 Amy
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Runners Amy
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Mario & Sonic at the Olympic Games Tokyo 2020
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Amy Model
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Battle Amy Moods
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Modern Amy Height Chart
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Team Sonic Racing Amy Rose Model
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Sonic Channel
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Wallpaper Amy
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Sonic Channel March 2019
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Sonic Channel February 2013
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Valentines Amy
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Sega Lucky Lottery Online "Sonic the Hedgehog"
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Sega's Sonic the Sketchog
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Sega's Sonic the Sketchog
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Rainy season 2021
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Sonic Channel March 2021
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A Thrilling Fortune Telling, written in the Sonic Comic
Battle Records
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Discussions (Link For Mobile Users):
Discussion threads involving Amy Rose |