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!
Sonic the Hedgehog
“ | I'm outta here! | „ |
~ Classic Era Sonic |
“ | Blows up!? I gotta get out of here and find Amy and Tails right away! | „ |
“ | Ouch no! | „ |
“ | What you see is what you get, just a guy that loves adventure! I'm Sonic the Hedgehog! | „ |
~ Adventure Era Sonic |
“ | Every world has its end. I know that's kinda sad, but... that's why we gotta live life to the fullest in the time we have. At least, that's what I figure. | „ |
~ Modern Era Sonic |
Background
Sonic the Hedgehog is the main protagonist of the Sonic the Hedgehog series of video games developed by SEGA. As young teenage anthropomorphic hedgehog, Sonic decided to use his incredible speed for the advantage of those in need, as he regularly combats Doctor Ivo "Eggman" Robotnik, and his evil machinations. Along his multiple journeys, Sonic has regularly collected seven powerful relics known as the Chaos Emeralds, which he uses to become Super Sonic and unlock unmatched power.
Sonic has dozens of different friends, mainly Tails the Fox, who accompany him on his quests to thwart Dr. Eggman and his machine army. His adventures are separated into three different "eras" that define different chapters of his life; the Classic Era, Adventure Era, and Modern Era.
The Classic Era includes Sonic at his very youngest, during his first-ever adventures alongside his few friends, Tails the Fox and Knuckles the Echidna. The Adventure Era launched the series into a 3D plain, introducing more of Sonic's friends and more complex plots for Sonic to foil. And the Modern Era has Sonic as he is currently, an experienced and matured fighter.
With an extreme attitude and undying will, Sonic has pulled through nearly every adventure that has come his way, no matter the scale. He is noted for being extremely overconfident and snarky, as a defining characteristic of who he is; though nothing is more prevalent about Sonic than his lightning-fast speed, which has earned him the title "The Blue Blur." Sonic has gone on dozens of quests, and successfully saved the day every single time, as Dr. Eggman constantly attempts to turn defenseless forest creatures into robotic minions.
Statistics
Tier: High 8-C | 5-B | 5-B
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog
Sex: Male
Age: 15 years old
Alignment: Chaotic Good (Sonic is someone that does not follow others laws or beliefs but goes by his own form of freedom, always having an altruistic mind and stopping any form of evil in his path)
Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive
Dimensionality: 3-D
Attack Potency: Large Building level (Destroyed the mountain and chain holding Little Planet. Threw a rock hard enough to destroy Eggman's ship) | Planet level (Empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet) | Planet level (Far stronger then before)
Durability: Large Building level (Superior to Dr.Eggman who survived the explosion of his ship), rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill | Planet level, Invulnerability makes him difficult to kill
Striking Strength: Large Building Class | Planet Class | Planet Class
Lifting Strength: Class 10 (Can push boulders comparable to his size) | At least Class 10 | At least Class 10
Travel Speed: 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+ | FTL+ (Faster than his super form)
Combat Speed: FTL | FTL+ | FTL+
Reaction Speed: FTL (Sonic can react to lasers from Eggrobos at close range and lasers from the Hotaru, which travel in straight lines and generate conventional light in the darkness) | FTL+ | FTL+
Stamina: Superhuman (Ran through many different time zones in Sonic CD and managed to beat Eggman without showing signs of tiring. He was said in Forces to have been tortured for months, but could still defeat Zavok with little trouble or signs of fatigue), Psuedo-Limitless as Super Sonic and Hyper Sonic (Sonic can maintain his Super form and hyper form indefinitely so long as he has access to rings)
Range: Standard Melee, Hundreds of Meters with abilities, Cross-Universal with Chaos abilities
Intelligence: Gifted (He has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across his adventures such as various fighting styles, including one which incorporates break dancing abilities, a style he invented himself, often using outside forces such as shockwaves and various vectors of momentum/torque to overwhelm his opponent. He's also used outright martial arts to defeat his opponents and has shown to analyze and adapt to his opponent's fighting style, noticing patterns and openings in the middle of a fight. He also did this to Knuckles the Echidna, who uses martial arts in combat, and said he was "simple to read")
Tier: 8-B, Higher with Ichikoro Gauge | 5-B
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog
Sex: Male
Age: 15 years old
Alignment: Chaotic Good
Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive
Dimensionality: 3-D
Attack Potency: City Block level (Has grown and improved overtime, making him superior to his younger self. Noted to have trained himself between the events of the Classic Era and the Adventure Era to get stronger. Sonic, alongside Tails and Knuckles, destroyed a large base), higher with Ichikoro Gauge (The Ichikoro Gauge is an energy gauge for powering up Special Moves, when used the user can defeat an opponent in one hit) | Planet level (Empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet)
Durability: City Block level (Survived being fired out of a cannon), rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill
Striking Strength: At least City Block Class | Planet Class
Lifting Strength: Class M (Can topple the Egg Golem with a kick) | At least Class M (Powered by the Chaos Emeralds, the ultimate power of the universe, which would place them above the Hyper-Go-On energy that allows Violet Voids and Indigo Asteroids to support their own weight)
Travel Speed: Relativistic+ (Faster than and can dodge Knuckles' blitzing attacks; Knuckles can keep up with), Speed of Light with Light Speed Shoes (Can dash at the speed of light), FTL with items (Power-ups like the Power Sneakers can nearly triple Sonic's standard running speed) | FTL+
Combat Speed: FTL | FTL+
Reaction Speed: FTL (Dodged Knuckles' blitzing attack) | FTL+
Stamina: Superhuman (Ran through many different time zones in Sonic CD and managed to beat Eggman without showing signs of tiring. He was said in Forces to have been tortured for months, but could still defeat Zavok with little trouble or signs of fatigue), Psuedo-Limitless as Super Sonic (Sonic can maintain his Super form and hyper form indefinitely so long as he has access to rings)
Range: Standard Melee, Hundreds of Meters with abilities, Cross-Universal with Chaos abilities
Intelligence: Gifted (He has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across his adventures such as various fighting styles, including one which incorporates break dancing abilities, a style he invented himself, often using outside forces such as shockwaves and various vectors of momentum/torque to overwhelm his opponent. He's also used outright martial arts to defeat his opponents and has shown to analyze and adapt to his opponent's fighting style, noticing patterns and openings in the middle of a fight. He also did this to Knuckles the Echidna, who uses martial arts in combat, and said he was "simple to read")
Tier: 8-A | 8-A | At least 8-A | At least 8-A | 5-B
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog
Sex: Male
Age: 15 years old, 16 by Generations (The entire plot of the game is it being Sonic's birthday)
Alignment: Chaotic Good
Classification: Hedgehog, The Blue Blur, The Fastest Thing Alive, Knight of the Wind
Dimensionality: 3-D
Attack Potency: Multi-City Block level (Has grown and improved overtime, making him superior to his younger self. Superior to E-123 Omega who caused a large explosion in Eggman's Arsenal Pyramid. Defeated a weakened Infinite alongside the Rookie) | Multi-City Block level (Empowered by the dark energy of Dark Gaia making him far more powerful) | At least Multi-City Block level (Far more powerful then before, can cut through the shields of someone he previously couldn't) | At least Multi-City Block level (Absorbed three of the seven world rings within himself, making him far more powerful then before) | Planet level (Empowered by the seven chaos emeralds, which was directly stated by Dr. Gerald Robotnik himself to be capable of destroying the planet)
Durability: Multi-City Block level, rings make him incredibly difficult to kill | Multi-City Block level, rings make him incredibly difficult to kill | At least Multi-City Block level, rings make him incredibly difficult to kill | At least Multi-City Block level, rings make him incredibly difficult to kill | Planet level, Invulnerability makes him difficult to kill
Striking Strength: Multi-City Block Class | Multi-City Block Class | At least Multi-City Block Class | At least Multi-City Block Class | Planet Class
Lifting Strength: Class M (Can topple the Egg Golem with a kick) | Class M | Class M | Class M | At least Class M
Travel Speed: Relativistic+ (Should be faster than previously), Speed of Light with Cyan Wisp (The Cyan Laser Wisp transforms Sonic into a laser), FTL with Boostand items (The Boost is several times faster than the Light Speed Dash. Power-ups like the Power Sneakers can nearly triple Sonic's standard running speed) | Relativistic+ | Relativistic+ | Relativistic+ | FTL+ (Could travel to Nonaggression Zone in a short timeframe)
Combat Speed: FTL | FTL | FTL | FTL | FTL+
Reaction Speed: FTL | FTL | FTL | FTL | FTL+ (Able to react to laser attacks that stem from Solaris' body. Far superior to his base state, who has grown and improved overtime, making his speed far higher than it was originally)
Stamina: Superhuman (Ran through many different time zones in Sonic CD and managed to beat Eggman without showing signs of tiring. He was said in Forces to have been tortured for months, but could still defeat Zavok with little trouble or signs of fatigue), Psuedo-Limitless as Super Sonic (Sonic can maintain his Super form and hyper form indefinitely so long as he has access to rings)
Range: Standard Melee, Extended Melee with Excalibur, Hundreds of Meters with abilities and Color Powers, Cross-Universal with Chaos abilities
Intelligence: Gifted (He has managed to thwart and beat Eggman several times who is confirmed to have an IQ of 300, using various movesets across his adventures such as various fighting styles, including one which incorporates break dancing abilities, a style he invented himself, often using outside forces such as shockwaves and various vectors of momentum/torque to overwhelm his opponent. He's also used outright martial arts to defeat his opponents and has shown to analyze and adapt to his opponent's fighting style, noticing patterns and openings in the middle of a fight. He also did this to Knuckles the Echidna, who uses martial arts in combat, and said he was "simple to read")Powers and Abilities
All previous abilities to a greater extent, Enhanced Acrobatics (With bounce bracelet, allows him to repeatedly bounce to jump higher), Enhanced Aura (With light speed dash and light speed attack, covers himself in a defensive aura that deals double damage from his regular attacks. Sonic's boost surrounds him in a protective aura), Healing (Sonic Heal heals damage with supersonic speed), Damage Reduction (With Strength Support 8, a special skill that enhances the defensive mechanism of the body), Accelerated Development (Training;Physical Stats and Skills; Has been training to grow faster and stronger. Has grown and improved overtime), Statistics Amplification (With Attack Support 5, a special skill that reinforces and increases internal defensive power. With Speed Up Lv 1, can increase her speed), Afterimage Creation (Can move so fast, he can create afterimages), Homing Attack (With the homing attack. He can also throw out Rings and perform a homing spin attack toward them), Spin Dash (With Somersault), Power Mimicry (Can mimic Shadow's chaos control), Energy Manipulation (Can imbue his spin dash with energy to make his attacks stronger), Statistics Amplification (Increases his strength with Attack Support 6 his defense with Strength Support 8, and his speed with Acceleration Up Lv 2 and Speed Up), Healing (Can naturally heal himself via Sonic Heal), Barrier Creation (Pulses a purple barrier in front of his arms to block oncoming attacks with Sonic Guard), Reactive Adaptation (When Sonic was inflicted with Dark Gaia's evil energy, unlike others who were corrupted, he instead gained a form that increased his powers), Fire Manipulation (Can imbue his somersault attacks with fire using the Flame Ring), Air Manipulation, Homing Attack and Curtain Fire (Can create tornadoes with Blue Tornado and Tornado Jump, and also create homing wind bullets with Sonic Wind), Sound Manipulation and Status Effect Inducement (Can shock opponents with shouts), Paralysis Inducement (Can temporarily paralyze enemies with powerful spin attacks), Explosion Manipulation (Sets volatile landmines with Sonic Air Cracker and Sonic Cracker. He can also use bombs on enemies with Explosion and Bomb), Vibration Manipulation (Attacks with shockwaves during Sonic Storm and Sonic Wave), Vector Manipulation (Increases his torque by spinning with Sonic Ballet), Limited Power Modification (With Crystal Ring, reduces time required to store energy for lightspeed dash), Sealing, Magic, Size Manipulation and Explosion Manipulation (Shrinks enemies and encases them in magic bombs with the Magic Gloves), Invisibility Negation, Creation, Portal Creation and Glyph Creation (Can create platforms, reveal invisible surfaces and doors, open portals and create rings with the Mystic Melody), Resistance to Curse Manipulation (Unaffected by curses), Spatial Manipulation (Can take attacks from Chaos Magic, which distort space with its attacks), Vacuum Manipulation (Resisted being pulled into a mysterious hole causing a massively powerful vacuum)
All previous abilities to a greater extent, Limited Physics Manipulation and Enhanced Velocity Manipulation (The boost allows Sonic to instantly accelerate at full speed in mid-air), Enhanced Energy Absorption (Sonic, upon defeating his opponents, absorbs energy increasing his boost meter further), Weapon Mastery (Sonic became a legendary swordsman with Excalibur), Invulnerability (With Sonic Boom, gives Sonic increased speed and invulnerability, allowing him to damage enemies and opponents simply by running into them), Hacking (Sonic can hack into Dr. Eggman's base), Limited Time Manipulation (Can restore time with his speed), Resistance to Madness Manipulation and Mind Manipulation (The World Rings drove the resurrected Genies mad and put them under Erazor Djinn's control, which Sonic was unaffected by when collecting the Seven World Rings)
All abilities of base form are greatly enhanced, Body Control and Elasticity (Werehog Sonic can stretch his limbs long distances), Size Manipulation (He can increase the size of his hands to increase the power of his attacks), Darkness Manipulation and Energy Manipulation (Is inflicted with the dark energy of Dark Gaia, inflicting punches of darkness), Statistics Amplification (Dark Gaia's power greatly strengthens his attacks), Forcefield Creation (Dark Gaia's power can create forcefields), Vibration Manipulation (Werehog Sonic's strikes can create tremors), Status Effect Inducement (Werehog Sonic's attacks can cause dizziness), Berserk Mode, Aura and Limited Invulnerability (Unleashed Mode puts him in an uncontrollable rage, that grants a blue aura and temporary invulnerability)
All abilities of base form are greatly enhanced, Flight (Flies around in the final boss fight), Immortality Negation (Type 1 & 8; Absorbed the Sacred Swords, which counteracted the immortality of King Arthur, who stayed alive so long as the Scabbard of Excalibur existed), Body Control (Excalibur can greatly expand itself), Attack Reflection (Reflects magical attacks with Excalibur), Power Nullification (Excalibur's strikes can destroy magic barriers), Light Manipulation (Excalibur is formed out of light), Transmutation (Excalibur Sonic transformed the shape of the Excalibur sword), Aura (Both Excalibur, and Excalibur Sonic, give off a golden aura)
All abilities of base form are greatly enhanced, Flight, Spaceflight, Aura (Darkspine Sonic gives off an aura), Fire Manipulation (Secret Rings Sonic can wield fire, and Darkspine enhances his abilities), Rage Power and Empathic Manipulation (Empowered by three World Rings, which each control specific emotions), Energy Manipulation (Sonic can create Soul Energy), Attack Reflection (Darkspine Sonic can reflect gigantic magical attacks)
All abilities of base form are greatly enhanced, Self-Sustenance (Type 3), Flight, Spaceflight, Invulnerability, Reality Warping, Aura (Can ram enemies with a boosting aura attack), Fire Manipulation, BFR (Warped away the Space Colony Ark and Final Hazard, which had the Chaos Emeralds), Mind Manipulation (By fighting Perfect Chaos he erased his urge to destroy. Could interact with and harm Solaris' conciousness), Holy Manipulation (This form is achieved through miracle), Light Manipulation (Super Sonic can absorb light to become an arrow of light), Forcefield Creation (Super Sonic can create a forcefield to constantly protect himself), Resistance to Space-Time Manipulation (His Mania version who can move in Egg Reverie Zone, which is a place where time itself keeps shifting to different points, back and forth through past, present and future)
All abilities of base form are greatly enhanced, Light Manipulation (With Hyper Flash)
Added Invulnerability, Energy Boost, Statistics Amplification, Healing, and Energy Absorption (They can restore your energy for your abilities and Super/Hyper form. They allow one to survive lethal attacks from far stronger foes)
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.
- Wisps: Wisps are creatures that appear in the Sonic the Hedgehog series. They are a diminutive, yet powerful alien species from Planet Wisp, although they can be found on many other planets across the universe. During one of Dr. Eggman's plots, the Wisps were kidnapped and enslaved by the doctor until Sonic the Hedgehog freed them. While most of the Wisps went home after that, some of them decided to stay on Sonic's world after taking a liking to it, and they have been living happily on Sonic's world ever since. Now, in remembrance of Sonic's deeds, the Wisps are ready to offer him, and his allies help whenever needed. There are numerous breeds of Wisps, each with its own special ability. When a Wisp enters a person, they bestow upon them a certain Color Power that grant them new and powerful abilities, but only if that person is someone they can trust.
- Item Boxes: The Item Box, also referred to as the Video Monitor, Monitor, Item Capsule and TV, is an object that appears in the Sonic the Hedgehog series. Having been featured frequently in the series since the very beginning, Item Boxes contain various kinds of power-ups or bonuses which can be used by the player. Placed on the ground, in mid-air or even hidden in different places in the various levels, the player can open Item Boxes in order to obtain their power-ups.
- 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 allows, 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.
- Sonic Crackers: He sets landmines that explode when touched.
- Light Speed Shoes: The Light Speed Shoes' appearance differ greatly between the games but share the trait of being based on Sonic's footwear. In Sonic Adventure and Sonic Adventure: DX, the Light Speed Shoes look like Sonic's shoes, but are adorned with circular attachments on the sides of the heels. In Sonic Adventure 2 and Sonic Adventure 2: Battle, the Light Speed Shoes are attachments to the heels on Sonic's 2G Hi-Speed Shoes. In Sonic Unleashed, however, they are a golden version of Sonic's shoes and are described as being made of the same material as Rings. In each of these games, they allow Sonic to perform the Light Speed Dash and travel along trails of Rings.
- Crystal Ring: The Crystal Ring is a simple, smooth, cyan bracelet that Sonic wears on his right wrist. It allows Sonic to take half the time to charge the Light Speed Dash and the Light Speed Attack. Using the Crystal Ring also changes Sonic's aura when charging up his techniques from blue to turquoise.
- Bounce Bracelet: The Bounce Bracelet is a specialized bracelet that Sonic wears on his wrist. In Sonic Adventure 2 and Sonic Adventure 2: Battle, the Bounce Bracelet looks like a grey bracelet with a mechanical device on the top, while in Sonic the Hedgehog, it is golden with a glowing green light on the top. When wearing it, it allows Sonic to perform the Bound Jump.
- Shahra's Ring: Once Sonic the Hedgehog placed the Ring it on his finger, he met Shahra, who requested his help. Shahra's Ring has a unique ability to grant as many wishes as the wielder desires–however, the wishes are not very powerful compared to that of a lamp-genie's. The Ring displays an inscription on its surface that calls for good luck upon its wearer.
- Caliburn: Caliburn is a character that appears in the Sonic the Hedgehog series. He is a sapient, talking weapon and the legendary sacred sword who protects England in the world of Camelot from danger. He is also the one who decides who gets to be crowned the monarch of England. After playing a part in King Arthur's rise to kingship, only for Arthur to later become the tyrannical Black Knight, Caliburn became Sonic the Hedgehog's partner to stop to Arthur's reign of terror. Though their relationship came off to a rocky start, Caliburn taught Sonic what it meant to be a real knight, and together they stopped Arthur, followed by Merlina the Wizard.
This dropdown contains Sonic's equippable extreme gear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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. In gameplay, this move is useful for reaching areas above that are otherwise difficult to get to and avoiding falling into gaps. In addition, it will not cancel the momentum the player receives from the Boost Mode.
- Bound Jump: When performing the Bound Jump, the user stops in midair, where they curl into a ball and Spin Attack straight downwards to slam down on any target below them with great force. When the Bound Jump impacts the ground, it will often bounce the user back into the air and occasionally create a shockwave.
- Boost: When performing the Boost, the user surrounds themselves in a projectile-shaped energy shield and propels themselves forward at speeds beyond the sound barrier, thus turning the user into a highly destructive projectile moving at supersonic speeds. The color of the energy field depends on the user: Sonic's is (usually) blue, Shadow's is orange-yellow, Classic Sonic's is light blue, and the Avatar's is white. While using this move, the user is able to barge straight through obstacles at staggering speeds without slowing down.
- Air Boost: While coming into contact with a Boost Object or a Boost Ring, the Air Boost is executed by pressing the "X button" while engaging with the Boost object. The button must be pressed quickly otherwise the opportunity is lost and the character simply vaults over the Boost Object or is released from the Boost Ring. The Air Boost will launch the character vertically into the air, mainly for accessing higher routes that lead into a shortcut or a needed Power-Up.
- Boost Mode: When entering Boost Mode, the users becomes able to run at extremely fast speeds, usually leaving afterimages in their wake. In gameplay, there are two ways to enter Boost Mode: the first one is by running at full speed for a while, and the other is by utilizing Dash Panels or horizontal Springs.
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.
- Crouch (Grinding): When performing the crouch, the user assumes a lower position while grinding along a Grind Rail to gain a small boost of speed. How this position is assumed differs between games. In gameplay, the crouch is useful for maximizing the player's grinding speed when their acceleration starts to falter at any time while grinding.
- Drift: When performing the Drift, the user creates friction to one of their sides while either sliding or spinning at high speed, causing their direction to shift rapidly in a smooth curve without losing much momentum.
- 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.
- Auto-Homing: Auto Homing is a Power Formation maneuver used by Team Sonic, Team Dark, Team Rose and Team Chaotix in Sonic Heroes. When performing this move, the Power type character from each team (Knuckles the Echidna, E-123 Omega, Big the Cat and Vector the Crocodile) approaches nearby enemies while their teammates automatically attack them with Homing Attacks.
- Focused Homing Attack: In gameplay, the Focused Homing Attack is capable of locking-on to multiple enemies; up to six at once. The more enemies Sonic takes out with a single Focused Homing Attack, the more Animals will be rescued than just defeating each enemy individually, with the second enemy destroyed releasing two animals, the third releasing three, and so on. This type of Homing Attack can also work on just one foe; if three layers of reticles appear on a certain enemy, the player can release the Focused Homing Attack to deal even more damage and possibly defeat the foe immediately. No bosses, excluding the first fight with Zazz, will be defeated easily with this method, but it is very effective against them.
- Homing Dash: When performing the Homing Dash, the user jumps into midair and homes directly into a target at high speed while leaving a colored trail, like the Homing Attack. Unlike the Homing Attack though, the users do not curl into a ball; instead, they move through midair like when using the Jump Dash.
- Hop: Hop involves the user jumping with a light leap while running without going into a full Spin Jump. It can be used to quickly cross small gaps and clear low obstacles that would otherwise make the user trip or negate the Boost, without losing speed and/or momentum, which is the downside to using a regular Spin Jump.
- Hop Jump: When performing the Hop Jump, the user assumes a more aerodynamic pose as they fly through midair. The user then does a upward spring in midair to gain extra height.
- Humming Top: When performing the Humming Top, the users thrust their body forward through midair while sticking their legs outward to attack foes (often while spinning), thereby increasing their horizontal speed to gain distance.
- 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.
- Punch Attack: When using the Punch Attack, the user stands firmly on the ground where they punch the enemy in front with their fists up to three times in a successive combo attack.
- Quick Reverse: When performing the Quick Reverse, the user performs an acrobatic maneuver in midair that causes them to stop and lurk backwards a few feet, thereby rapidly changing the user's flight direction. How this acrobatic maneuver is executed depends on the user. In gameplay, the Quick Reverse is quite useful when the playable character is heading for obstacles or is about to have an awkward landing. Additionally, the move will not cancel the momentum the player receives from the Boost Mode. However, it normally leaves the users vulnerable to anything behind them.
- Quick Step: Fitting with its name, the Quick Step allows the user to make a swift-strafing movement to the left or right while running at high speeds. When using this move, the user often moves so fast that they appear as a blur.
- Radial Burst: The Radial Burst is a maneuver that can only be pulled off by Speed-Type characters (such as Sonic and Shadow) while they drive a race car. When performing the Radial Burst, the user emanates a blast that will destroy any incoming Wisp attacks from rival car racers.
- Rocket Accel: When performing Rocket Accel, the Speed type member of the team rolls into a ball, while the remaining teammates get up behind the Speed type member. Once gathered, the other teammates push the Speed type member forward with extreme force, propelling the Speed type member forward at high speed as a yellow field forms around them, allowing the player to damage enemies caught in the Speed type member's path. Additionally, Rocket Accel can attract nearby Rings, activate switches, and have the same effects as the Tornado Jump when used near poles and enemies.
- Skid Attack: The Skid Attack is very similar in performance to the Somersault and the Slide, but possesses attributes unique to itself. Basically, the move is executed by having 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.
Soul Gauge Skills | |||||
---|---|---|---|---|---|
Nr. | Name | Description | Category | Element | Skill Points required |
001 | Charge Jump | When sliding, your speed will drop, but you will jump higher. | N/A | N/A | 10 |
002 | Short Jump | You can jump without losing acceleration. | N/A | N/A | 10 |
003 | Homing Attack | Quickly move the Wii Remote forward to do a Homing Attack when lock-on. | N/A | N/A | 10 |
004 | Homing Dash |
After hitting with the Homing Attack you can jump and attack again! |
N/A | N/A | 10 |
005 | Soul Gauge | Soul is depleted in order to use Speed Break and Time Break. | N/A | N/A | 10 |
006 | Jump Cancel | Press the 2 Button while in mid-jump to land. | N/A | N/A | 10 |
007 | Jump Dash | Quickly move the Wii Remote forward while in mid-jump to launch forward. | N/A | N/A | 10 |
008 | Homing Cancel |
Allows Homing Attack to be cancelled by Jump Cancel. | N/A | N/A | 5 |
009 | Charger | Forward acceleration increases. | Assist | Wind | 12 |
010 | All-Rounder | Reduces speed loss caused by rugged terrain. | Assist | Wind | 6 |
011 | Quick Step | Ground movement to the left and right becomes smoother. | Ground Action | Wind | 4 |
012 | Quick High Step |
Allows you to move more smoothly than with Quick Step. | Ground Action | Wind | 12 |
013 | Quick Mega Step |
Allows you to move more smoothly than with Quick High-Step. | Ground Action | Wind | 20 |
014 | Quick Air | Aerial movement to the left and right becomes smoother. | Aerial Action | Wind | 4 |
015 | Super Quick Air |
Allows you to fly more smoothly than with Quick Air. | Aerial Action | Wind | 12 |
016 | Hyper Quick Air |
Aerial you to fly more smoothly than with Super Quick Air. | Aerial Action | Wind | 20 |
017 | Turbo Boost | Acceleration rate to top speed increases. | Ground Action | Wind | 3 |
018 | Rocket Boost | Acceleration increases more than with Turbo Boost. | Ground Action | Wind | 15 |
019 | Warp Boost | Acceleration increases more than with Rocket Boost. | Ground Action | Wind | 25 |
020 | Sub W-Boost | Acceleration to top speed increases but defense is greatly reduced. | Hidden | Wind | 20 |
021 | Speed-Up | Maximum speed increases. | Ground Action | Wind | 10 |
022 | Super Speed-Up |
Increases your maximum more than with Speed-Up. | Ground Action | Wind | 25 |
023 | Hyper Speed-Up |
Increases your maximum more than with Super Speed-Up. | Ground Action | Wind | 40 |
024 | Sub HS-Up | Maximum speed increases but defense is greatly reduced. | Hidden | Wind | 30 |
025 | Landing Dash | Initial speed increases when landing. | Ground Action | Wind | 8 |
026 | Landing Turbo | Initial speed increases more than with Landing Dash. | Ground Action | Wind | 20 |
027 | Landing Boost | Initial speed increases more than with Landing Turbo. | Ground Action | Wind | 38 |
028 | Soul Absorber | Gives a Soul Gauge boost when you land. | Aerial Action | Dark | 4 |
029 | Soul Assimilator |
Soul Gauge increases more than with Soul Absorber. | Aerial Action | Dark | 12 |
030 | Soul Devourer | Improves your Gauge's rate of increase more than with Soul Assimilator. | Aerial Action | Dark | 20 |
031 | Sub S Devourer |
Soul Gauge increases when landing but Rings are consumed. | Hidden | Dark | 15 |
032 | Fire Tackle | Increased attack power when performing a Short Jump. | Aerial Action | Fire | 8 |
033 | Sub-F Tackle | Attack power increased during a Short Jump but defense is greatly reduced. | Hidden | Fire | 5 |
034 | Cancel Dash | When landing off a Jump Cancel, your initial speed increases. |
Aerial Action | Wind | 6 |
035 | Cancel Turbo | Initial speed increases after landing more than with Cancel Dash. | Aerial Action | Wind | 15 |
036 | Cancel Burst | Initial speed increases after landing more than with Cancel Turbo. | Aerial Action | Wind | 25 |
037 | Cancel Absorber |
When landing off a Jump Cancel, experience is gained. | Experience | Dark | 3 |
038 | Cancel Assimilator |
More experience is gained than with Cancel Absorber. | Experience | Dark | 8 |
039 | Cancel Devourer |
More experience is gained than with Cancel Assimilator. | Experience | Dark | 18 |
040 | Sub C Devourer |
When landing off a Jump Cancel, exp is gained but Rings are used. | Hidden | Dark | 12 |
041 | Fire Gaze | Increased attack power when performing Jump Cancel. | Aerial Action | Fire | 5 |
042 | Sub F-Gaze | Attack power increased during a Jump Cancel but defense is greatly reduced. | Hidden | Fire | 3 |
043 | Splash Jump | Allows you to jump when you strike an obstacle in midair. | Aerial Action | Wind | 20 |
044 | Turbo Jump | Increases flight speed while using Jump Dash. | Aerial Action | Fire | 6 |
045 | Boost Jump | Jump distance improved over Turbo Jump. | Aerial Action | Fire | 15 |
046 | Rocket Jump | Jump distance improved over Boost Jump. | Aerial Action | Fire | 25 |
047 | H-Expand | Extends the range of Homing Attacks. | Aerial Action | Fire | 5 |
048 | H-High Expand |
Extends attack range further than H-Expand. | Aerial Action | Fire | 18 |
049 | H-Mega Expand |
Extends attack range further than H-High Expand. | Aerial Action | Fire | 28 |
050 | Fire Lock-On | Allows Homing Attack when locked-on to Fire Soul. | Aerial Action | Fire | 10 |
051 | Homing Stability |
Decreases recovery time after performing Homing Attack. | Aerial Action | Fire | 6 |
052 | Homing Balance |
Decreases recovery time more than with Homing Stability. | Aerial Action | Fire | 15 |
053 | Homing Recovery |
Decreases recovery time more than with Homing Balance. | Aerial Action | Fire | 25 |
054 | Expert Attack | Experience is gained with each Homing Attack. | Experience | Dark | 10 |
055 | Quick Jump | Decreases charge time required for Charge Jump. | Ground Action | Wind | 10 |
056 | Sub Q-Jump | Decreases time required for Charge Jump but defense is greatly reduced. | Hidden | Wind | 6 |
057 | Aegis Slider | Increases defense power while sliding. | Ground Action | Wind | 10 |
058 | Volcano Slider | Increases attack power while sliding. | Ground Action | Fire | 5 |
059 | Soul Slider | Gradually gain experience points while sliding. | Experience | Dark | 5 |
060 | Ouick Slide | Movement to the left and right during sliding is smoother. | Ground Action | Wind | 4 |
061 | Quick High Slide |
Makes right-left movement smoother than with Quick Slide. | Ground Action | Wind | 12 |
062 | Quick Mega Slide |
Makes right-left movement smoother than with Quick High Slide. | Ground Action | Wind | 20 |
063 | Skimmer | Decreases drop in speed when sliding. | Ground Action | Wind | 5 |
064 | Super Skimmer |
Decreases your rate of deceleration more than with Skimmer. | Ground Action | Wind | 15 |
065 | Hyper Skimmer |
Decreases your rate of deceleration more than with Super Skimmer. | Ground Action | Wind | 25 |
066 | Slowed Search |
Enables lock-on to certain objects while in Time Break. | Assist | Dark | 4 |
067 | Sub S-Search | Enabled lock-on to objects while in Time Break but increases Soul use. |
Hidden | Dark | 2 |
068 | Surge | Sonic's automatic acceleration during Time Break increases. | Assist | Wind | 6 |
069 | Super Surge | Increases movement speed more than with Surge. | Assist | Wind | 15 |
070 | Hyper Surge | Increases movement speed more than with Super Surge. | Assist | Wind | 25 |
071 | Sub H Surge | Sonic's acceleration during Time Break increases but Soul use increases. | Hidden | Wind | 20 |
072 | Hard Break | Allows for more effective braking. | Ground Action | Wind | 4 |
073 | Back Step | Press the 2 Button while moving back to Back Step. | Ground Action | Wind | 2 |
074 | Fire Step | Increased attack power granted to Back Step. | Ground Action | Fire | 5 |
075 | Ring Saver | Reduces the number or Rings lost when damage is taken. | Damage | Dark | 15 |
076 | Balance | Automatic recovery after taking damage. | Damage | Wind | 8 |
077 | Down Cancel | Press the 2 Button when taking damage to negate knockdown. | Damage | Wind | 10 |
078 | Soul Resurrection |
Uses Soul Gauge to revive when defeated. | Damage | Dark | 10 |
079 | Soul Armor | Reduces the Soul lost when damage is taken. | Damage | Dark | 10 |
080 | Sub S Armor | Reduces soul amount lost when damaged but defense is greatly reduced. | Hidden | Dark | 6 |
081 | Soul Barrier | Soul Gauge increases when you lose Rings. | Damage | Dark | 25 |
082 | Sub S-Barrier | Increases Soul Gauge as Rings are used but greatly lowers defense. | Hidden | Dark | 16 |
083 | Pearl Collector | Attracts nearby Pearls. | Assist | Dark | 4 |
084 | S-Pearl Collector |
Increases the area in which you can collect Pearls over Pearl Collector. | Assist | Dark | 12 |
085 | H-Pearl Collector |
Increases the area in which you can collect Pearls over S Pearl Collector. | Assist | Dark | 28 |
086 | Ring Bonus | Adds addition Rings to counter at game start. | Assist | Dark | 3 |
087 | Rower Restart | Gives additional Rings when restarting after defeat. | Assist | Dark | 3 |
088 | Mini-Turbo | Quickly move the Wii Remote forward when countdown is at 1 for a boost. | Assist | Wind | 3 |
089 | Rocket Start | Faster speed burst than Mini-Turbo. | Assist | Wind | 15 |
090 | Warp Dash | Faster speed burst than Rocket Start. | Assist | Wind | 25 |
091 | Ring Exchange |
Each Ring collected counts as 2 Pearls. | Assist | Dark | 25 |
092 | Expert Drift | Gain experience by drifting when approaching a corner. | Experience | Dark | 10 |
093 | Homing Bonus | Bonus experience for defeating multiple enemies with Homing Attack. | Experience | Dark | 20 |
094 | Ring of Zero | When Ring Count is 0, the amount of experience gained increases. | Experience | Dark | 10 |
095 | Chain Bonus | Bonus experience is earned when collecting Rings in succession. |
Experience | Dark | 30 |
096 | Collection Present |
Limits the total number of Rings. When Rings reaches 100, experience is gained. |
Experience | Dark | 50 |
097 | Sub C Present | Limits total Rings. When Rings reach 100, Soul is used to gain experience. | Hidden | Dark | 30 |
098 | Quick Grind | Using Grind increases Grind speed. | Ground Action | Wind | 4 |
099 | Fast Grind | Increases acceleration more than with Quick Grind. | Ground Action | Wind | 12 |
100 | Mach Grind | Increases acceleration more than with Fast Grind. | Ground Action | Wind | 20 |
101 | Sub M-Grind | Maximum grind speed increases but gradually consumes Rings when in use. | Hidden | Wind | 10 |
102 | Crest of Fire | Unlocks the power of fire if you equip 6 fire-based skills. | Special | Fire | 25 |
103 | Crest of Wind | Unlocks the power of wind if you equip 10 wind-based skills. | Special | Wind | 25 |
104 | Crest of Darkness |
Unlocks the power of darkness if you equip 8 dark-based skills. | Special | Dark | 25 |
*Fireball Spin Dash: The Fireball Spin Dash is basically an enhanced version of the usual Spin Dash with the Flame Shield added to its performance. When performing it, the user curls into a ball and dashes forward through midair at high speed like a meteor, thanks to the Flame Shield.
*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.
- Tails: Similar to Sonic Advance, but he loses his Insta-Shield and Jump Dash. Sonic gains the air tricks he was able to do in Sonic Advance 2 (propelling him upwards, left, right or downwards), but have a more precise timing and are colored yellow instead of blue.
- Knuckles: Sonic gains some aerial moves, such as the Bound Attack, an upward dash and his Insta-Shield attack. His somersault attack also becomes fiery and more powerful.
- Cream: Sonic gains a forward dash attack similar to the Fire Shield dash from Sonic the Hedgehog 3 (& Knuckles) and the Homing Attack in later games. He also has unlimited air underwater via a bubble that surrounds him, much like the Aqua Shield's effect from Sonic the Hedgehog 3. However, it disappears upon leaving the water and doesn't protect him from damage.
- Amy: Sonic's ground attack becomes a hammer attack, and Sonic does not curl up into a ball when he jumps and must use his air attack to curl up. Amy's animations change to reflect her crush on Sonic. Sonic grinds rails on a snowboard.
- Eggman: Super Sonic charges Eggman as a fireball. The strength of the attack varies according to how long the button is pressed.
- 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. Knuckles grabs Sonic and Tails with his hands as they both curl into spinball form. Once grabbed, Knuckles carries one team member on each fist while Sonic and Tails continuously perform the Spin Attack.
- Energy Field: When performing Energy Field, Elise's hidden powers combine with Sonic's which allow them to project a yellow aura in the form of an energy field enclosing them. In gameplay, Energy Field enables Sonic to run on water and shifting sands without sinking into them and as well attack enemies by touching them for a limited time. However, it does not make Sonic invulnerable to damage like a Shield would.
- 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.
- Fire Sliding: The Fire Sliding can only be used by Sonic when he is teamed up with Knuckles. Here, Sonic must be the character the player controls, and Knuckles serves as the character that follows the controlled character. With Knuckles' influence, Sonic's Skid Attack is automatically transformed into the Fire Sliding. When performing the Fire Sliding, Sonic does a somersault and slides up to the enemies or obstacles in front of him and strikes them with his feet. In the process, Sonic's feet is engulfed in yellow energy, which turns them into something similar to a spear and he slides at a steady pace for much longer than a normal Skid Attack. This attack also allows Sonic to break the metal barriers that appear throughout the stages.
- Speed Break: Speed Break is very similar to the Boost. When performing this move, Sonic shouts "Speed Break", before accelerating to such high speeds that he creates a sonic boom, while streaks of fire are released in his slipstream. In this state, Sonic is invulnerable and can take out all manners of enemies and breakable obstacles in his way.
- Submarine Combo: Unlike its counterpart, the Copter Combo, the Submarine Combo has no actual limit, allowing Sonic and Tails to swim through the water until they exit the move by pressing the Tag Action button again. However, Sonic and Tails can still drown, and the two are vulnerable to damage from Badniks and hazards.
- Rolling Combo: When using the Rolling Combo, Sonic and Tails join hands in a flash of light and form a combined Spin Attack resembling a yin-yang formation which works similar to the Spin Dash. This Tag Action is performed by pressing button while on the ground, as pressing it in the air will activate Copter Combo/Submarine Combo. This move is unlocked during Act 3 of Sylvania Castle Zone. When performing the Rolling Combo, Sonic and Tails move much faster than a regular Spin Dash, though the speed will decrease each time the duo knocks into a wall. After knocking into a wall three times, the move ends. Also, the player cannot change Sonic and Tails' direction. The player can manually cancel the Rolling Combo.This move is powerful enough to destroy any enemy it hits and large obstacles like pillars. While doing the Rolling Combo, the users are immune to almost every environmental hazard, except for electricity and boss attacks.
- Time Break: Time Break's effects are very similar to the time-altering properties of Chaos Control. When performing this move, the user can slow down the flow of time, thus slowing down everything around him and giving the player more time to react. Unlike Chaos Control, however, Time Break also slows the user down, meaning that though Time Break grants the player more time to react to danger, they still have to choose their next move in good time.
- Tornado Boost: It is used in Sky Fortress Zone, Act 1 to break yellow boxes that have Dr. Eggman's emblem on them and it is mandatory for the final hit against the Metal Carrier in the Sky Fortress Zone Boss Act.
- Triangle Dive: When performing the Triangle Dive, all three members on the team arrange themselves in midair into a triangle shape. They then put their hands together in the center of the formation, allowing them to catch the air beneath their bodies and slow their descent. While descending, each team member gives off their respective aura.
*Bestowal: All wisps bestow Sonic with a different set of powers and abilities upon going inside of him. The most basic white wisps can grant him the power to boost or fill his boost meter allowing him to boost for longer. Other wisps greatly enhance his speed.
- Transformation: Majority of wisps, once entering into Sonic have the ability to transform his body into different kinds of objects depending on their power set, like the Indigo Asteroid turning him into a black-hole like object with its own gravitational pull, pink spikes turns him into a pink set of spikes, black bomb turns him into a bomb, etcetera.
- Black Bomb: Once absorbing the Black Wisp, Sonic turns into a ticking time bomb that will eventually explode.
- Blue Cube: Once absorbing the Blue Wisp, Sonic turns into a blue cube that causes massive shockwaves upon landing.
- Crimson Eagle: Once absorbing the Crimson Wisp, Sonic 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, Sonic turns into a laser.
- Green Hover: Once absorbing the Green Wisp, Sonic turns into a hovercraft.
- Ring Dash: The Ring Dash is very similar to the Light Speed Dash, except it is much slower, can be used on even vertical trails of Rings and requires the Green Hover. When using it, the Green Hover automatically moves along a trail of Rings without interruption though midair while picking up the Rings, until it reaches the end of the trail.
- Gray Quake: Once absorbing the Gray Wisp, Sonic turns into an iron ball.
- 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, Sonic 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, Sonic turns into a musical note.
- Orange Rocket: Once absorbing the Orange Wisp, Sonic turns into a rocket.
- Pink Spikes: Once absorbing the Pink Wisp, Sonic turns into pink spikes, being capable of scaling on any surface.
- Purple Frenzy: Once absorbing the Purple Wisp, Sonic 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, Sonic turns into a fire ball that can burst.
- Violet Void: Once absorbing the Violet Wisp, Sonic 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, Sonic gains more boost gauge allowing him to boost even faster.
- Yellow Drill: Once absorbing the Yellow Wisp, Sonic 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.
- Ring Time: Ring Time is a power-up that appears in the Sonic Generations. When using Ring Time, the user turns nearby enemies into Rings.
Custom Action | Gem | Ability |
---|---|---|
Gun Drive | Sky Gem | Allows Sonic to throw an emerald and then quickly dash ahead and catch it. |
Homing Smash | White Gem | Allows Sonic to stop in midair and perform a charged Homing Attack. |
Mach Speed | Blue Gem | Initiates an increased Speed Boost. |
Scale | Purple Gem | Shrinks Sonic to a miniscule size, making him harder to hit and allowing him to jump infinitely. |
Slow | Red Gem | Slows down time when the Action Button is held down. |
Thunder Guard | Yellow Gem | Creates a Magnetic Shield. |
Tornado | Green Gem | Creates a small whirlwind that deals damage to surroundings. |
*Air Ride: Air Ride, also called Air Riding, is a move that appears in all three games in the Sonic Riders series. It is a racing maneuver used by racers riding on Extreme Gear, where users are able to take flight into mid-air on their Gear and pass through Dash Rings/Accelerators.
- Air Slide: When performing the Air Slide, the user shoots out a jet of Air from the side on the user's Extreme Gear, resulting in the user making a sharp turn while still moving at high speed. After making the turn, the user will then shoot forward in the direction he/she is facing. In gameplay, this is a useful maneuver for making it through sharp turns on the racing tracks while still maintaining top speed.
- Bowling Strike: Strikes anyone in its way.
- Free Throw: Stuns racer in 1st Place temporarily. Replaces Tee Shot when using a Bike.
- Gravity Control: Story-wise, in order to allow a user to perform Gravity Control, the user must possess an Ark of the Cosmos/Gravity Band which is required due to their gravity-altering properties. In order to perform Gravity Control in gameplay, the user must have accumulated enough Gravity Points (GP) in their GP Gauge. If the user has even a little amount of GP, they can perform Gravity Control. When performing Gravity Control, the user activates their Ark of the Cosmos/Gravity Band, which is signified by a small wave of light and ripples erupting from the Ark of the Cosmos/Gravity Band, followed by the Ark of the Cosmos/Gravity Band itself glowing. This causes the gravity in the user's nearby vicinity to be negated, causing nearby objects and the user itself to enter zero gravity, though the user will still move in the same direction as when the Gravity Control was activated (albeit at a slower pace). Once in mid-air, the user can directly select any new direction to head towards, even when the user were going at full speed on Extreme Gear. Once the direction has been selected, the user propels themselves forward at high speeds with a quick shift in gravity, while other objects caught in the gravity shift are destroyed, allowing the user to resume racing on their Extreme Gear at high speeds. This is sometimes referred to as "Gravity Drift".
- Gravity Dive: Story-wise, in order for the user to perform Gravity Dive, the user must possess an Ark of the Cosmos/Gravity Band which is required due to their gravity-altering properties. In order to perform Gravity Dive in gameplay, the user must have accumulated enough Gravity Points (GP) in their GP Gauge by performing tricks, grinding, opening certain Item boxes etc. If the user has even a little amount of GP, the player can perform Gravity Dive. When performing Gravity Dive, the user activates their Ark of the Cosmos/Gravity Band, which is signified by an brief explosion of light erupting from the Ark of the Cosmos/Gravity Band that turns all colors from the user's perspective monochrome. Once activated, the Ark of the Cosmos/Gravity Band will generate a temporary black hole further down the track, thus creating a powerful gravitational disturbance that makes all objects within a large radius of the user to enter zero-gravity. This results in larger objects along the side of the track, such as trains or tree trunks, to be torn off the ground and to float closer to the center of the track. At the same time, the user slowly gets off their Extreme Gear and starts floating above the ground, holding the minimized Extreme Gear loosely at their side. Once in position, the user usually shouts a personal quote and is, in an instant, pulled through mid-air towards the black hole at maximum speed. While flying through the air, the user has free movement abilities, can plow through most obstacles and can freely control their movements in all directions, though the player will slowly descend back to the ground if the Gravity Dive is used high above. Once the player runs out of Gravity Points or chooses to deactivate Gravity Dive, the user falls back on the ground and gets back on their Extreme Gear and resumes racing at high speeds.
- Kick Dash: When performing the Kick Dash, the user releases a burst of air from the rear of his/her Extreme Gear, resulting in the user and his/her Extreme Gear being propelled forward at high speed.
- Level 1 Attack: Shocks the opponent by shouting "Here I come!"
- Level 2 Attack: Hits the opponent with a Spin Dash.
- Level 3 Attack: Hits the opponent with a stronger Spin Dash.
- Octo-Ink: Distorts an opponent's vision when struck.
- Slide Turn: When performing Slide Turn, the user jumps while leaning towards the side they want to turn on their Extreme Gear, causing it to tilt and make a sharp sliding turn along the ground while still moving at high speed. After making the turn, the user will then shoot forward in the direction they are facing. In gameplay, this is a useful maneuver for making it through sharp turns on the racing tracks without using Gravity Control. It also partially overcomes the Wheel type Extreme Gears' inability to use the aforementioned move to the same extent as other Extreme Gears.
- Soda Rocket: Provides a burst of speed.
- Special Item: Character uses his or her special attack when using the Kick Dash.
- Target Torpedo: Locks onto and strikes an opponent.
- Tee Shot: Stuns racer in 1st place temporarily.
- Tornado: When performing the Tornado, the users spins around once on their Extreme Gear and uses their accumulated Air to release a grey mini-tornado in their wake. These tornados possess strong enough wind currents to knock an Extreme Gear rider off-balance.
*Drift: The Drift is a move that is performed with race cars to get through sharp turns. When performing this move, the user makes a sharp turn while using their accelerator and drifting controls at the same time. This causes the user's direction to shift rapidly in a smooth curve without them losing much of their momentum. At the same time, the user builds up a speed boost that will be triggered once the user finishes drifting. In gameplay, the Drift is useful for the player when they have to get through tight turns at high speeds. In fact, mastering Drift can help the player conquer the most complicated of tracks by making them able to perform 180 degree turns or more. Sometimes, using Drift will be the only way to master tricky corners. In addition, by continuously drifting, the player earns a speed boost which will automatically propel the playable character forward quickly upon ending their drifting maneuver. By using the Drift long enough, the player will build up their boost, allowing it to power through three different boost levels. For each increase in level, the Drift's speed boost will be empowered further, allowing for greater and faster acceleration when triggered.
- Rival Takedown: The Rival Takedown is a maneuver that can only be pulled off while driving in a race car. When performing the Rival Takedown, the user attacks an rival car racer with either a Wisp's Color Power or by shunting.
- Skim Boost: The Skim Boost is a maneuver that certain racing cars can pull off. When performing the Skim Boost, a car racer's teammate drives up next to the car racer and skims past them. This will cause yellow rings to appear around the car racer which will then close in around them. Once the rings disappear, the car racer will receive a brief speed boost.
- Slingshot: The Slingshot is a maneuver that certain racing cars can pull off. When performing the Slingshot, a car racers follows the yellow tire tracks of a teammate. By staying on the trail, the car racer's car will build up a speed boost which will come into effect when the user leaves their teammate's trail.
- Start Line Boost: The Start Line Boost is a move that is performed with race cars. When performing this move, the user revs up their car just before a race starts. If done correctly, then the user's race car will take off at high speed when beginning the race. If done incorrectly however, the user will start off with a plodding disadvantage.
- Stunt: The Stunt refers to a form of acrobatic maneuvers that the user performs with a race car. When performing a Stunt, the user uses their car to execute a form of aerial movement while their race car is in midair. By executing a Stunt, the user builds up a speed boost. In some cases, it even lets the user steer their race car through midair.
- Team Ultimate: When performing the Team Ultimate, the user, while riding a racing vehicle, surrounds themselves in a fiery golden aura that grants their vehicle a massive speed boost, thereby turning them into an unstoppable projectile that can plow through any obstacle and rival racer.
*Critical Attack: The Critical Attack is a special type of Real-Time Interaction that can be initiated on the enemies in nighttime Action Stages after their health has been reduced to below half. Once a downward arrow appear over the enemy, the player can begin the Critical Attack by pressing XboxB.png/PSObutton.png. During this procedure, Sonic the Werehog strikes the foe with a series of advanced combo attacks, while the player has to press the correct buttons that appear on the screen before time runs out. If done correctly, the enemy will be defeated instantly, but if done incorrectly, the enemy will attack Sonic, thereby halting the Critical Attack, causing Sonic damage, and replenishing the enemy's own health.
- Dash: When performing Dash, the user assumes a running position and starts moving forward at high speed. When doing this, the user is able to move much faster than they normally would.
- 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 Sonic 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.
- Guard: When performing Guard, the user assumes a defensive stance and braces against incoming attacks. The form of the defensive stance depends on the user; some might use their arms for protection while others uses weaponry. Usually, Guard can only be performed while standing on the ground and cannot be done in mid-air.
*Bolt of Lightning: In the Last Story, when playing as Super Sonic, the player must perform the bolt of lightning to attack Perfect Chaos, or Sonic would simply be ejected out of Chaos' body. Perfect Chaos can be harmed even if Super Sonic has not reached maximum speed, but he still has to be going quite fast. To perform this move, Super Sonic must continuously accelerate until he gains enough speed. Super Sonic accelerates much faster in the air compared to the ground, so jumping will allow the bolt of lighting to occur faster. Dash Panels will also enable Sonic to move at the required high speeds as well. Sonic will then form a glossy light blue and ivory swirling aura around him. This aura will remain so long as Super Sonic is still moving at very high speed. If Super Sonic slows down, the aura will disappear.
*Hyper Flash: The Hyper Flash is an attack exclusively used by Hyper Sonic in Sonic the Hedgehog 3 & Knuckles. It is a blinding flash that destroys all enemies on-screen and launches the user in a specified direction.
*Soul Refill: By curling himself into a ball in a similar manner to him revving up a Spin Dash, Darkspine Sonic can quickly and effectively refill his Soul Gauge for further usage of his abilities.
Other
Standard Tactics: Sonic normally attemps to view his opponent and look for weak points, attacking by jumping onto them, when he later on aquires the homing attack, he uses his speed in conjunction with various fighting styles in order to catch the enemy off guard and normally homing attack them. He will also at times use chaos abilities in fights where he has the chaos emeralds such as when he used chaos control in his fight against Shadow.
Weaknesses: Can be incredibly cocky and overconfident at times, which has gotten him into trouble. Sonic canonically has a hard time swimming and can't breathe underwater. His super/hyper form is under a ring time limit, requiring him to quickly dispose of the foe before his rings run out, bringing him out of his super/hyper form.
Note: There is an argument that Sonic was able to stay in super form for a few days meaning the time limit is a game mechanic, this however isn't correct. Sonic staying in Super Form for a few days does not prove anything when he was off-screen and it's very easy to accept he merely just collected rings. It is already directly stated by the characters themsleves that they need to collect rings during a boss fight where it will take four minutes for the ark to collapse.
Gallery
Concept Art | |
|
-
Fun is infinite
“ | Fun is infinite with Sega Enterprises | „ |
~ Majin |
Battle Records
*Ami (Gwain Saga) - Ami's profile (Post-Reset Base Sonic was used without the Chaos Emeralds)
*Son Goku (Dragon Ball) - Son Goku's profile (Pre-Timeskip Super Sonic & Ginyu Saga Goku were used)
- Mega Man (Mega Man) - Mega Man's profile (Both were at 5-B, Classic Super Sonic was used)
None.
Discussions (Link For Mobile Users):
Discussion threads involving Sonic the Hedgehog |