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Sonic the Hedgehog (Classic)

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~ Sonic the Hedgehog

Background

Sonic the Hedgehog is the main protagonist of the eponymous series of video games developed by SEGA. As young teenage anthropomorphic hedgehog, Sonic decided to use his incredible speed for the advantage of those in need, as he regularly combats Doctor Ivo "Eggman" Robotnik, and his evil machinations. Along his multiple journeys, Sonic has regularly collected seven powerful relics known as the Chaos Emeralds, which he uses to become Super Sonic and unlock unmatched power.

This Sonic started out his adventure the same way as the Sonic from the main timeline, until he was suddenly taken from his Classic Era into the events of Sonic Generations by the Time Eater. Here, Classic Timeline Sonic met his older Main Timeline self, and the two teamed up to thwart both the Classic and Main Dr. Eggman's.

After both hedgehog's becoming Super Sonic and destroying the Time Eater, Classic Timeline Sonic was able to return to his own time. Having learned new abilities, and gained more future knowledge from having interacted with his older self, the timeline was suddenly branched, creating the differences between the Main and Classic Timelines.

This Sonic went on to go through the events of Sonic Mania, which is an event that never happened in the Main Timeline. With Dr. Eggman locating a powerful relic known as the Phantom Ruby, it was absorbed by one of his robots known as the Heavy King, who became the Phantom King. Sonic, alongside Tails, Knuckles, Mighty, and Ray, set out to stop Dr. Eggman and the Phantom King. They were able to successfully do so, but miraculously the Phantom Ruby activated and sucked Sonic into another dimension.

Classic Sonic found himself having been pulled back into the Main Timeline, where he was able to reacquaint himself with the Main Tails and Main Sonic, in their quest to stop Dr. Eggman and Infinite. After successfully helping in doing so, Classic Sonic said his final goodbye to Main Sonic, and returned to his own timeline.

Statistics

Key: Base | Super Sonic

Tier: At least 7-C | 5-B

Name: Sonic the Hedgehog

Origin: Sonic Generations

Sex: Male

Age: Around 15 years old

Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive, Sonic from Another Dimension

Dimensionality: 3-D

Attack Potency: At least Town level (Is superior to his mainline self prior to the reset who, alongside Tails and Knuckles, destroyed a base) | Planet level (Is empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet)

Durability: At least Town level, rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill

Striking Strength: At least Town Class | Planet Class

Lifting Strength: Class 10 (Comparable to his main timeline counterpart who can push boulders comparable to his size) | At least Class 10

Travel Speed: Relativistic+ (Can move somewhat relative to lasers), FTL with items (Power-ups like the Power Sneakers can nearly triple Sonic's standard running speed | FTL+ (Comparable to his main timeline counterpart Super Form, (who could travel to Nonaggression Zone in a short timeframe))

Combat Speed: FTL | FTL+

Reaction Speed: FTL (Superior to his mainline self prior to the reset 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+

Stamina: Superhuman (Went through the entire adventure of Sonic Mania, and then immediately fought through the events of Sonic Forces, all without rest), Psuedo-Limitless as Super Sonic (Sonic can maintain his Super form indefinitely so long as he has access to rings)

Range: Standard Melee, Cross-Universal with Chaos abilities

Intelligence: Genius (Has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300)


Powers and Abilities

Superhuman Physical Characteristics, Breaking the Fourth Wall (Leaves the screen if a player is inactive for four minutes), Transformation (Via his Super and Hyper forms), Self-Sustenance (Type 1. Can breathe in space), Limited Acausality (Type 2. The future in Sonic is essentially unwritten and constantly changing with events Sonic and co. do in the present affecting the future), Spin Dash, Vehicular Mastery (Shown driving cars in Sonic Drift), Acrobatics, Limited Toon Force (Able to stay in the air despite Homing Attack not initially working), Martial Arts, Regeneration (Mid; Regenerated from being flattened), Non-Physical Interaction and Soul Manipulation (Can harm Hyudoros), Time Paradox Immunity (Type 0. Can meet his future self without disappearing), Vector Manipulation (Drop Dash has been described as Sonic storing up momentum and then releasing it in one instance), Limited Time Manipulation (Can restore time with his speed), Forcefield Creation and Energy Manipulation (Via Insta-Shield), Energy Manipulation and Forcefield Creation (Via Insta-Shield), Resistance to Heat Manipulation (Shown here), Ice Manipulation (Breaks free of ice when frozen), Poison Manipulation (Can go through Chemical Plant and is unharmed by its toxins)

Homing Attack (With the Gold Shield), Temporary Invulnerability and Aura (Can render himself invincible with an aura for a limited amount of time), Time Stop (With Time Stop Monitors), Fire Manipulation (Can imbue his spin attacks with fire using the Flame Shield), Spatial Manipulation (With the Teleporter Monitor), Paralysis Inducement and Electricity Manipulation (Can send out Moto-Bugs to zap enemies, stopping them in their tracks momentarily), Resistance to Fire Manipulation (Through Flame Shield), Electricity Manipulation and Energy Manipulation (Through the Lightning Shield)
Transformation (Via his Super and Hyper forms), Healing (Chaos Emeralds can heal you when you're knocked out. Shadow can use chaos control in order to heal himself), Empowerment (Chaos Energy is enriched and increased in ability by the heart and its emotions, along with positive/negative thoughts), Intangibility (Spatial. 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 (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, one can fire multiple bolts with it or charge it to shoot a larger more powerful energy bolt), Explosion Manipulation (With Chaos Blast, is an explosion of highly powerful chaos energy that damages all that is within 10-20 yards), Forcefield Creation & Damage Transferal (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 can control time and space), Spatial Manipulation (Chaos Control can be used to distort space itself and can create an area of distorted space. Shadow can use chaos nightmare and chaos upper to grinds his fists to distort space, to attack and knock opponents away), Teleportation, Portal Creation, Time Slow, and Time Stop (Chaos Control is typically used for, the applciation of quickly dashing and warping through space to appear in areas instantly and stopping time), Limited Magnetism Manipulation (Chaos Emeralds attract each other), BFR and Sealing (Chaos Control can be used to send others into separate dimensions. Chaos Control can also be used to send someone into a distorted space momentarily), Resurrection (Non-Combat Applicable. Granted Elise's wish and brought Sonic back to life), Plant Manipulation (The Chaos Emeralds did this on their own)

All abilities of base form are greatly enhanced, Self-Sustenance (Type 3), Flight, Spaceflight, Invulnerability, Reality Warping, Aura (Can ram enemies with a boosting aura attack), Fire Manipulation, BFR (Warped away the Space Colony Ark and Final Hazard, which had the Chaos Emeralds), Mind Manipulation (By fighting Perfect Chaos he erased his urge to destroy. Could interact with and harm Solaris' conciousness), Holy Manipulation (This form is achieved through miracle), Light Manipulation (Super Sonic can absorb light to become an arrow of light), Forcefield Creation (Super Sonic can create a forcefield to constantly protect himself), Resistance to Space-Time Manipulation (His Mania version who can move in Egg Reverie Zone, which is a place where time itself keeps shifting to different points, back and forth through past, present and future)


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.
  • 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. The Power Sneakers' effects usually last about 15–20 seconds, though the length of the Power Sneakers' effects can differ between certain games; obtaining another Power Sneakers power-up while already under its effects can prolong the status and sometimes reset the jingle related to this power-up as well. After the time runs out, the Power Sneakers will fade out and the playable character's speed and jumping height will go back to normal. Controlling the playable character after getting the Power Sneakers can be tricky or even slippery, since the increased speed requires that the player reacts in better time to the obstacles in the environment. As such, there is a higher chance that the player ends up crashing into enemies or obstacles after having obtained the Power Sneakers. Also, while the Power Sneakers are usually obtained from Item Boxes, there have been cases where they can be obtained through other means, such as opening objects different from Item Boxes or through gameplay features. In certain spin-offs, the Power Sneakers have also been featured in slightly different portrayals. Since Sonic Rush, the Power Sneakers have been absent in several Sonic games, particularly in the titles that make heavy use of the Boost technique, virtually replacing the item as a way to achieve extra speed and acceleration. In certain games. such as Sonic Generations and Sonic Lost World though, the Power Sneakers have been featured in same ways as they were in previous titles.
  • 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

  • Super Emeralds: The Super Emeralds are shaped in a brilliant diamond cut. The color of the Super Emeralds match the colors used in Sonic 3. The only difference between this and current canon colors is that an orange Emerald is used in place of yellow. The Super Emeralds are also much larger than the Chaos Emeralds.
  • 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.
    • Aqua Shield: Item Boxes containing the Aqua Shield usually either contain or display an icon depicting either a blue water droplet or a blue bubble. When the player obtains the Aqua Shield, a protective water 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 Aqua Shield equipped, the Aqua Shield disappears and the playable character is usually knocked slightly backwards without taking damage while gaining temporary invulnerability for a few seconds.
    • Blue Shield: TVs that contain Blue Shield display an icon depicting a blue sphere with a bright center. The Blue Shield itself take the form of a pulsating blue sphere. While wearing it, Sonic will be protected from a single hit that would otherwise inflict normal damage. It also makes him immune to electricity-based hazards, such as the electric flooring in Gene Gadget Zone.
    • Gold Shield: TVs that contain Gold Shield display an icon depicting a golden sphere with a bright center. The Gold Shield itself take the form of a pulsating golden sphere. While wearing it, Sonic will be protected from a single hit that would otherwise inflict normal damage. It also makes him able to perform the Homing Attack.
    • 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.
    • Thunder Shield: Item Boxes containing Thunder Shield usually either contain or display an icon depicting what looks like a white or yellow lightning bolt. When the player obtains the Thunder 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 Thunder Shield equipped, the Thunder Shield disappears and the playable character is usually knocked slightly backwards without taking damage while gaining temporary invulnerability for a few seconds. However, the Thunder Shield cannot protect the playable character from losing a try when falling into a bottomless pit, being crushed, drowning, or in case they get a Time Over.

Notable Techniques

*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.

  • 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.
  • 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 PSXButton.png 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.

Cartwheel: As its name suggests, the Cartwheel allows the user to make swift movements to the left or right while at a standstill, similar to the Quick Step used while running. When using this move, the user performs a typical gymnastic cartwheel where they tilt their body to the designated side, place one hand on the ground followed by the other, kick their legs over their body into a brief handstand, and bring them back to the ground, returning to a standing position.

  • Charge Jump: When performing the Charge Jump, Sonic crouches slightly down and gathers up his strength, which is signified by a small red aura surrounding him. This can be done when he is running, though it will cause him to slide along the ground and slow down, or when he is standing still. When releasing his charge, Sonic will then execute a jump that is much higher than his regular jump, allowing him to reach higher places. In order to use the Charge Jump, this Skill must be equipped to the Skill ring that Sonic is chosen to use during the mission. It costs five Skill Points to equip.
  • 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.
  • 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.
  • Drop Dash: When performing the Drop Dash, Sonic curls into a ball (if he is not yet already in one) and begins rapidly spinning his body as he drops down to the ground, upon where he will be given an instant burst of speed, similar to a Spin Dash, and roll forward.
  • Foot Sweep: When performing the Foot Sweep, Sonic 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.
    • 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.
  • Insta-Sheild: When performing Insta-Shield, the user generates enough energy to create a temporary shield for a split-second that can slash enemies and items within their range without the player having to touch them. It can also be useful for defeating more defensive enemies and even avoiding projectiles. The Insta-Shield is usually performed by tapping one of the jump buttons while the playable character is in mid-air after already performing a Spin Jump.
  • Jump Dash: When performing the Jump Dash, the user launches themselves straight forward in midair with a burst of speed, usually leaving a colored trail in their wake. In gameplay, this move is useful in cases like getting a burst of speed, crossing gaps, and accurate platforming.
  • 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.
  • Light Chip: The Light Chip is an unseen object that can be equipped to Sonic's Custom Shoes. Once obtained, it allows Sonic 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 Shadow's Air Chip Level Up Item from the same game. The Light Chip is required to reach Wave Ocean.
  • 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.
  • Magic Hands: When performing Magic Hands, Sonic targets an enemy that is in close proximity. Sonic then, in small explosion which consumes the targets, shrinks the enemy down to roughly the size of a basketball and traps them in a transparent sphere he holds. Sonic can then walk around with and throw these spheres as grenades at either walls or other enemies to destroy them. He can only carry one sphere at a time, however.
  • 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.
  • 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 Sonic 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.
  • Super Peel Out: When performing this move, the user bends down slightly in a standing position and begins moving their legs in a specific pattern to build up speed, all while remaining still in one spot. Once they have built up enough speed, the user blasts forwards at extreme speeds. The main disadvantage of the Super Peel Out is that, unlike a Spin Dash, the user does not perform a Spin Attack while performing this move and it cannot damage enemies.
  • 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.
  • Sonic Wind: When performing Sonic Wind, Sonic raises his right fist and calls out the move's name. He will then create a small cyclone made of sharp, sky blue winds, which ensnare his opponent. In gameplay, Sonic Wind wraps around the opponent wherever they are, and when it hits it both causes damage and impedes the opponent's movements.
  • Soul Surge: When using Soul Surge, the user performs a special attack that allows the user to either attack enemies, launching a kick to bump objects or to advance quicker through the stages in Adventure Mode. The Soul Surge's performance and effects differs between each user as it utilizes the user's special attributes and skills (Sonic's super speed, Percival/Blaze's pyrokinesis, Lancelot/Shadow's chaos powers etc.) in its performance.
  • 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.
    • Blue Tornado: When performing the Blue Tornado, Sonic uses the Spin Dash to circle around an opponent in midair at high speed while leaving a blue trail. The resulting slipstream creates a cyclone effect that forms a blue cyclonic vortex of air around the opponent. The effect of the Blue Tornado depends on the type of enemy it is used on. If used on unprotected Egg Pawns, Egg Knights or opposing playable teams, the Blue 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 Blue Tornado will permanently blow off their shields, thus leaving them with a weaker defense. If used on larger or airborne enemies, the Blue 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.
  • Wall Shuffle: The Wall Shuffle is a move only used on certain occasions. Typically, if the player, who controls Sonic the Hedgehog, runs to a wall ledge, the Wall Shuffle will activate. To control the Wall Shuffle technique, the player must tilt the Wii Remote control whilst being sideways (Sonic and the Secret Rings), move the analog stick (Sonic Unleashed) or move the Nunchuk analog stick left or right (Sonic and the Black Knight).
  • Wall Slide: When performing Wall Slide, the users grab a hold of their personal sword and thrust it into a vertical surface. They then let their weight and gravity pull them down while their sword is embedded in the surface, allowing for a slow descend.
  • Whirl Attack: When performing the Whirl Attack, the user sticks one of their feet downwards while on a fan tile, and spins on it, causing them to spin around like a top.

*Fireball Spin Dash: The Fireball Spin Dash is basically an enhanced version of the usual Spin Dash with the Flame Shield added to its performance. When performing it, the user curls into a ball and dashes forward through midair at high speed like a meteor, thanks to the Flame Shield.

*Double Boost: When performing the Double Boost, Sonic the Hedgehog and the Avatar focus power into their left hands and perform a high five. The two then do a midair Spin Jump before dashing away side by side, each one performing a Boost that augment the other, thus greatly amplifying their combined speed. In fact, the speed this move generates at maximum power is great enough to allow one to breach even dimensional barriers, like those of Null Space.

  • Triple Boost: The Triple Boost is a collaboration attack performed by Sonic the Hedgehog, the Avatar, and Classic Sonic. It is a technique where three Boost-users come together to form one unified Boost. It is utilized as the coup de grace against the Death Egg Robot. This move first appeared in Sonic Forces.

*Bolt of Lightning: In the Last Story, when playing as Super Sonic, the player must perform the bolt of lightning to attack Perfect Chaos, or Sonic would simply be ejected out of Chaos' body. Perfect Chaos can be harmed even if Super Sonic has not reached maximum speed, but he still has to be going quite fast. To perform this move, Super Sonic must continuously accelerate until he gains enough speed. Super Sonic accelerates much faster in the air compared to the ground, so jumping will allow the bolt of lighting to occur faster. Dash Panels will also enable Sonic to move at the required high speeds as well. Sonic will then form a glossy light blue and ivory swirling aura around him. This aura will remain so long as Super Sonic is still moving at very high speed. If Super Sonic slows down, the aura will disappear.

*Hyper Flash: The Hyper Flash is an attack exclusively used by Hyper Sonic in Sonic the Hedgehog 3 & Knuckles. It is a blinding flash that destroys all enemies on-screen and launches the user in a specified direction.


Other

Weaknesses: Sonic canonically has a hard time swimming and can't breathe underwater.

Gallery

Concept Art
Dr. Eggman's theme USA version, played during the Fun is Infinite cutscene
Fun is infinite with Sega Enterprises
~ Majin

Battle Records

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