The official discord link if you wish to join the discord: https://discord.gg/j5RKwCvAFu
Support the wiki on our official Ko-Fi page or Patreon page!
Amy Rose: Difference between revisions
![]() m |
![]() m |
||
Line 827: | Line 827: | ||
[[Category:Social Influencers]] | [[Category:Social Influencers]] | ||
[[Category:Acrobats]] | [[Category:Acrobats]] | ||
[[Category:Acrobatics Users]] | |||
[[Category:Multiple Jumps Users]] | [[Category:Multiple Jumps Users]] | ||
[[Category:Regeneration Users]] | [[Category:Regeneration Users]] |
Revision as of 12:30, 8 October 2024
Articles About Amy Rose
| |
---|---|
Main Continuity | Main Timeline |
Alternate Continuity | Chronicles - Sonic Boom - Sonic X - Sonic the Comic - Pre-Genesis Archie Comics - Post-Genesis Archie Comics |
“ | Just wait a minute! | „ |
“ | Hehe... How does it feel to see Amy Rose in all her splendor? | „ |
~ Amy to Sonic in Sonic Adventure 2 |
“ | There you are, my darlin'! Sonic! Today's the day I'll get you to marry me!! | „ |
~ Amy to Sonic in Sonic Heroes |
“ | We can get things done when we need to!! Just you watch, you mustached old fool!! | „ |
~ Amy to Doctor Eggman in Sonic Heroes |
“ | If I had to choose between the world and Sonic, I would choose Sonic! | „ |
~ Amy to Silver in Sonic 06 |
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.
This dropdown contains the synopsis of Amy Rose’s story. Read at your own risk as you may be spoiled otherwise! |
---|
General Information
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)
Classification: Animal
Species: Hedgehog
Occupation: None
Status: Alive
Alignment: Chaotic Good (Is a member of The Resistance, a group of rebels that fight to prevent the tyrannical rule of Eggman, has similar ideologies to Sonic the Hedgehog)
Codex Statistics
Tier: Low 8-C | At least 6-B | At least 6-B, High 6-A as Hyper Amy
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: Small Building level (Shown in Sonic Origins cutscenes to be comparable to Classic Sonic, Classic Tails, and Classic Knuckles. Classic Sonic who threw a rock hard enough to destroy Eggman's ship) | At least Country level (Amplifies herself with the power of the chaos emeralds, which should make her comparable to Classic Super Sonic, where they're empowered by the seven chaos emeralds, though does not exert the full power of the Emeralds to reach planetary levels of destruction. However Super Sonic should be superior to the moon fracture done by six Chaos Emeralds) | At least Country level (Able to use the chaos emeralds to transform into a super form to be comparable to Classic Super Sonic, where they're empowered by the seven chaos emeralds, though does not exert the full power of the Emeralds to reach planetary levels of destruction. However Super Sonic should be superior to the moon fracture done by six Chaos Emeralds), Multi-Continent level as Hyper Amy (In her Hyper Form she is superior to her Super Form. Is empowered by the Chaos Emeralds amplified by the Master Emerald which makes them far greater than their standard power output. The Chaos Emeralds were directly stated by Dr. Gerald himself to be capable of destroying the planet and later shown to be capable of splitting continents with all their energy which would be this powerful)
Durability: Small Building level (Is implied to be comparable to Sonic and co, and should be superior to Dr.Eggman), rings makes her incredibly difficult to kill | At least Country level | At least Country level, Multi-Continent level as Hyper Amy. Invulnerability makes her difficult to kill
Striking Strength: Small Building Class | At least Country Class | At least Country Class, Multi-Continent Class as Hyper Amy
Lifting Strength: Class 10 (Should be comparable to Classic Era Sonic who can push boulders comparable to his size) | Class M (Comparable to Classic Super Sonic, who 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 (Comparable to Classic Super Sonic, who 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), Higher as Hyper Amy
Travel Speed: Unknown | Faster Than Light (Comparable to Classic Super Sonic, who is capable of breaking physics and moving in places where linear time does not exist which is hypothesized to only be scientifically possible by tachyons moving faster than the speed of light) | Faster Than Light, Higher as Hyper Amy
Attack Speed: Relativistic (Can tag Sonic who can can somewhat dodge pseudo-lasers from Eggrobos and pseudo-lasers from the Hotaru, which travel in straight lines and generate conventional light in the darkness) | Faster Than Light | Faster Than Light, Higher as Hyper Amy
Reaction Speed: Relativistic | Faster Than Light | Faster Than Light, Higher as Hyper Amy
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, Hundreds of Meters with abilities and Color Powers, Cross-Universal with Chaos abilities
Intelligence: At least Gifted Intelligence (Helped Sonic to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various move sets across her adventures such as fighting styles)
Knowledge: Expert level (Successfully formed and ran the Restoration during the Metal Virus crisis, managing various squadrons, materials, communications, and HQ to help save the world)
Powers and Techniques
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.
- Barrier: A force field all characters set up to block from attacks. They can hold it for several hits before it eventually breaks, after it breaks they cannot use it for the rest of the round.
- 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.
- Double Hammer: Amy hits the opponent with her hammer twice.
- Triple Hammer: Amy hits the opponent with her hammer thrice.
- 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.
- Hyper Mode: Hyper Mode is a special move that appears in Sonic the Fighters. It can be activated in any fight by all fighters in order to increase the speed of their moves and unlock access to special Hyper Moves. However, the fighters lose some of their shields in the process of doing so. For the final fight against Eggman, the characters toss the Chaos Emeralds into the air right before fighting him. They activate it in order to beat Eggman in less than fifteen seconds and escape the destruction of the Death Egg II.
- 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.
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. More skilled fighters have shown to be able to take her hammer from her during combat.
Gallery
Battle Records
None.