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User:Volt12121/Sandbox

From The Codex
Froggy...? Uh oh. No, hold on there! Come back, please! Gimme my friend back, I'm beggin' ya! Please!
~ Big after Gamma takes Froggy

Background

Big the Cat is a character that appears in the Sonic the Hedgehog series. He is a large, purple, anthropomorphic cat who lives deep within Mystic Ruins. Though imposing of stature, Big is a gentle and easy-going, though somewhat dim-witted person with a heart of gold. He also possesses incredible strength and toughness that makes him one of Sonic's strongest allies. He is also an expert fisherman.

Big spends most of his time fishing in tranquility with his best friend, Froggy. Not one for going on grand adventures, Big prefers his peaceful and quiet lifestyle in the jungle. However, should his friends be in danger or in need of his aid, Big will not hesitate to leave his home to help them out and protect them in any way he can.

Statistics

Tier: 7-C

Name: Big the Cat

Origin: Sonic Adventure

Sex: Male

Age: Unknown (The official Sonic ages aren't confirmed)

Classification: Anthropomorphic Cat

Status: Alive

Alignment: Chaotic Good (Big is a kind, carefree and laid-back cat with a friendly personality who has no care for the hustles and bustles of the outside world)

Dimensionality: 3-D

Attack Potency: Town level (Could fight and defeat Sonic the Hedgehog while he was holding back. Sonic, alongside Tails and Knuckles, could destroy a large base. As a power type, Big can destroy objects that Amy Rose can't)

Durability: Town level rings makes him incredibly difficult to kill

Striking Strength: Town level

Lifting Strength: Class M ((Contributed 1/4th of effort into stopping a train, which weigh around 4000 to 20000 tons. Can overpower an alligator attempting to close their mouth who have a bite force of over 13000 newtons. As a power type, he is considered physically superior to his teammate Amy Rose)

Travel Speed: Unknown (Big is seen as one of the slowest character within the series), Higher with items (Power-ups like the Power Sneakers can nearly triple Big's movement speed), SOL with Cyan Wisp (The Cyan Laser Wisp transforms Big into a laser)

Combat Speed: FTL (Can tag sonic who can react to lasers from Eggrobos at close range and lasers from the Hotaru, which travel in straight lines and generate conventional light in the darkness)

Reaction Speed: FTL

Stamina: Superhuman (The entirety of Sonic Heroes takes place in three days team Rose can go through all of their stages and obstacles without showing any signs of tiring)

Range: Standard Melee, Tens of meters with his fishing rod,

Intelligence: Below Average Academically (Big is described as a slow thinker an rather dimwitted), Gifted at driving (Big was able to fly Tails' plane despite claiming he doesn't know the first thing about how to fly one along with being able to skillfully drive a car)


Powers and Abilities

Superhuman Physical Characteristics, Enhanced Senses (Big can smell froggy), Human Achievements (Big is a great fisherman), Weapon Mastery (Big can skillfully use his fishing rod in combat), Vehicular Mastery (Big was able to fly Tails' plane and he can skillfully drive a car), Limited Acausality (Type 2. The future in Sonic is essentially unwritten and constantly changing with events Sonic and co. do in the present affecting the future), Immortality (Type 3), Regeneration (Mid. Can regenerate from being flattened), Non-Physical Interaction & Soul Manipulation (Sonic characters can harm and interact with ghosts), Shockwave Generation and Aura (Big can cause shockwaves with Body Press which gives off a purple aura), Fire Manipulation (With Big Fishing, Big swings a burning, oversized red lure around in a circle), Spin Dash (Big can perform a spin dash), Homing Attack (Big can perform the homing attack),

Limited Magnetism Manipulation (With magnetic shield, pulls all rings in), Forcefield Creation (With the powerup known as “barrier” has a force shield around him, allowing him to take hits with no damage), Invulnerability (With the invincible power up, makes Big completely immune to any damage and can passively harm anyone he comes into contact with, even if he’s not attacking), Power Bestowal (With Item Box Transfer, a technique that allow car racers to grant their teammates a Wisp from anywhere on the track), Vacuum Manipulation & Size Manipulation (In one of the minigames has a board game that creates a vacuum pulling characters in and shrinking them down to a small size), Energy Projection (Has a gun that shoots small energy projectiles used to stop a giant size version of a character amplified by Eggman), Statistics Amplification (With Power Sneakers which increase his running speed and jumping height), Explosion Manipulation (With the bomb power-up)

Forcefield Creation (With Barrier Amber, which creates an impassible force-field around the Big and with Stopnite which creates an impassible force-field around the space on the board that the user of the Stopnite is standing on), Power Nullification (With Blockite which negates the effects of the Forcejewels that the other players use on the Big and with Shield Quartz which prevents the other players on the board from using a Forcejewel for four turns), Teleportation (With Swap Jewel which lets Big switch places with another player, Teleport Ruby which lets Big teleport to another player's space, Transfire which teleports another player to a random space on the board, Warp Crystal will teleport Big to a randomly-selected space on the board and Warponite which teleports all players to randomly-selected spaces on the board), Item Bestowal (With Shuffire which takes all the Forcejewels every player has at that moment, mixes them up and gives them back in a random order), Supernatural Thievery (With Thief's Eye which lets the big take another player's Forcejewel), Statistics Reduction (With Low Moonstone decreases the health and attack power of all monsters on the board), Velocity Manipulation (With Curse Opal which prevents another player from moving for a certain number of turns, with Max-Speederald which allows Big to use five cards at once, with Turbo-Speederald which allows Big to use four cards at once and with Hi-Speederald which allows big to use 3 cards at once), Consumption (With Carbuncle which contains a fairy which is said to love eating Forcejewels), Power Mimicry (With Chamelionite which transforms into a different, randomly-selected Forcejewel upon use and Duplichaos which transforms into a copy of another Forcejewel in Big's inventory), Mind Manipulation (With Wastone which forces another player to use one of their Forcejewels on their upcoming turn), Power Modification (With Ringidium which eplaces all Battle, Event and Minus Ring spaces with Plus Ring spaces for four turns, with Lose Quartz which replaces all Battle, Event and Plus Ring spaces with Minus Ring spaces for four turns and with Battle Ruby which replaces all Plus Ring, Minus Ring and Event spaces with Battle spaces for four turns)
Statistics Amplification (With bursts, increases the speed of the vehicle. Boost gives the vehicle a temporary boost), Intangibility & Invisibility (With ghost, can turn intangible and invisible), Vacuum Manipulation (With Violet Wisp, pulls in all surrounding objects), Creation (With cube, makes a large cube that scatters once hit into), Spike Manipulation (With spike, creates revolving spikes around her), Energy Projection (Can shoot a laser beam), Invulnerability (With invincibility, completely immune to all damage and other wisps), Transformation (Can transform into a drill), Electricity Manipulation (Via lightning wisp), can cause a massive boost


Standard Equipment

  • Fishing Rod: The Fishing Rod is Big the Cat's signature item that he is always carrying with him. As well as for fishing, Big can also use his Fishing Rod as a weapon. Later on Big attached an umbrella to it, with which he can perform Umbrella Descent.
  • Froggy: Froggy is a character that appears in the Sonic the Hedgehog series. He is the pet frog and best friend of Big the Cat, though he has a habit of running off on his own, leaving Big to set off each time to find him.
  • 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.

Optional Equipment

  • Life Belt: The Life Belt is a green flotation device that allows Big to float and swim on the surface of water, rather than sinking. It also enables him to fish while in the water, potentially making the process of fishing much easier by allowing him to get closer to his targets.
  • Lure: The Lures are a set of four different fishing lures for Big's fishing rod, each of which depicting a different fish, which allow Big to catch bigger fish. For each Lure obtained, Big can catch progressively bigger and bigger fish, and they can be obtained in any order.
  • Power Rod: The Power Rod is a stronger and better version of Big's normal Fishing Rod, possessing a yellow-and-black striped metal rod. It allows Big to cast his lure further out in ponds than before, thus making it possible for Big to catch fish that are further from his location.
  • Frog Cruiser: The Frog Cruiser is a vehicle that appears in the Sonic the Hedgehog series. It is Big the Cat's personal sports car, specially created by Dodon Pa for Big to let him participate in his Grand Prix competition.
  • 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.
    • 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.
  • Forcejewels: Forcejewels, also referred to as Force Jewels, are objects that appear in Sonic Shuffle. They are used to grant various advantages and disadvantages during play, such as use of cards and chances on the roulette
    • 1 Force March: A 1 Force March forces another player of the user's choice to move only one space on their upcoming turn.
    • 6 Force March: A 6 Force March forces another player of the user's choice to move only one space on their upcoming turn.
    • Barrier Amber: A Stopnite creates an impassible force-field around the user, thereby preventing all other players from passing the user of the Barrier Amber for five turns.
    • Battle Ruby: A Battle Ruby replaces all Plus Ring, Minus Ring and Event spaces with Battle spaces for four turns.
    • Blockite: A Blockite negates the effects of the Forcejewels that the other players use on the user. This effect will for as long as the Blockite remains in the user's possession. However, the Blockite will be lost after its first usage
    • Carbuncle: A Carbuncle contains a fairy which is said to love eating Forcejewels and to have a big appetite
    • Chamelionite: A Chamelionite transforms into a different, randomly-selected Forcejewel upon use. This new Forcejewel's power will then instantly activate.
    • Curse Opal: A Curse Opal prevents another player from moving for a certain number of turns, with five turns being the maximum. Which player the user of the Curse Opal will target is determined by the roulette wheel.
    • Deletite: A Deletite removes every Forcejewel in another player's inventory. Which player the user of the Deletite will target is determined by the roulette wheel.
    • Duplichaos: A Duplichaos transforms into a copy of another Forcejewel in the player's inventory.
    • Fivealive: A Fivealive allows the player to move five spaces every turn, for a duration of five turns. As a trade-off, the player cannot use any Forcejewels until the effect of this Forcejewel wears off.
    • Foolmoon A Foolmoon swaps the user's card with the highest value out with another player's lowest-valued card. Which player the user of the Foolmoon will swap cards with is determined by the roulette wheel.
    • Geasdain: A Geasdain forces another player to move six spaces every turn, for a duration of three turns. Which player the user of the Geasdain will target is determined by the roulette wheel.
    • Hi-Speederald: A Hi-Speederald allows the player to use three cards at once, either for moving around the board or when battling an enemy.
    • Hypnotite: A Hypnotite spins a roulette of the player's cards, and whatever number it lands on will result in all cards with that number being wiped from the player's inventory.
    • Lose Quartz: A Lose Quartz replaces all Battle, Event and Plus Ring spaces with Minus Ring spaces for four turns.
    • Low Moonstone: A Low Moonstone decreases the health and attack power of all monsters on the board, making them easier to defeat.
    • Magnifire: A Magnifire enlarges one player's area on the roulette wheel. Which player it will affect is chosen by the user. It can even be used on the user of the Magnifire themselves.
    • Maharajite: A Maharajite swaps the user's card with the lowest value out with another player's highest-valued card. Which player the user of the Maharajite will swap cards with is determined by the roulette wheel.
    • Max-Speederald: A Max-Speederald allows the player to use five cards at once, either for moving around the board or when battling an enemy.
    • Medium: A Medium warps all other players to the space that the user is currently standing on.
    • Packlite: A Packlite prevents every player, including the user, from accessing the Precioustone for three turns by blocking the Precioustone off.
    • Preciousite: A Preciousite spins the card roulette, and if it lands on a "1", the player will be teleported right next to the Precioustone. If it lands on any other number, the player will be teleported to a random space instead.
    • Reducite: A Reducite minimizes one player's area on the roulette wheel. Which player it will affect is chosen by the user. It can even be used on the user of the Reducite themselves.
    • Ringidium: A Ringidium replaces all Battle, Event and Minus Ring spaces with Plus Ring spaces for four turns.
    • Shield Quartz: A Shield Quartz prevents the other players on the board from using a Forcejewel for four turns. The user of the Shield Quartz is unaffected though.
    • Shuffire: A Shuffire takes all the Forcejewels every player has at that moment, mixes them up and gives them back in a random order. All Forcejewels will be redistributed evenly.
    • Sonic-Speederald: A Sonic-Speederald allows the player to move thirty spaces across the board. However, the movement will be done in a random direction, meaning the player will not be able to control which direction they will be heading in.
    • Speederald: A Speederald allows the player to use two cards at once, either for moving around the board or when battling an enemy.
    • Stopnite: A Stopnite creates an impassible force-field around the space on the board that the user of the Stopnite is standing on, thereby preventing all other players from passing through that space for three turns.
    • Swap Jewel: A Swap Jewel lets the user switch places with another player by spinning the roulette wheel. Whom the player the user of the Teleport Ruby is teleported next to is determined by the roulette wheel.
    • Teleport Ruby: A Teleport Ruby lets the user teleport to another player's space by spinning the roulette wheel. Whom the player the user of the Teleport Ruby is teleported next to is determined by the roulette wheel.
    • Thief's Eye: A Thief's Eye lets the user take another player's Forcejewel by spinning the roulette wheel and give it to themselves. Which player the user of the Thief's Eye will steal from is decided by the roulette wheel.
    • Transfire: A Transfire teleports another player to a random space on the board. Which player the user of the Transfire will target is determined by the roulette wheel.
    • Turbo-Speederald: A Turbo-Speederald allows the player to use four cards at once, either for moving around the board or when battling an enemy.
    • Warp Crystal: A Warp Crystal will teleport the player to a randomly-selected space on the board.
    • Warponite: A Warponite teleports all players to randomly-selected spaces on the board.
    • Wastone: A Wastone forces another player to use one of their Forcejewels on their upcoming turn. Which player the user of the Wastone will target is determined by the roulette wheel.

Notable Techniques

  • Lure Attack: When performing the long range version of the Lure Attack, Big marks his target in question with his Fishing Rod, and cast its line out with his left arm to snag his target. Once he hooks onto his target with his lure, Big returns the pull on the line, dealing damage to the target. To perform it in gameplay, the player must face the target in question, then press and hold the B/X button to display the cast indicator and use the control stick to position the cast indicator over the target. The player must then release the B/X button to attack. This version of the Lure Attack can even be used to intercept certain projectiles, such as the Kiki's bombs. When performing the short-range version of the Lure Attack, Big simply uses his Fishing Rod as a club in his left arm and smacks the target in front of him. To perform it in gameplay, the player must simply press the B/X button.
  • Big Fishing: When performing the Big Fishing, Big stands firm in one place and raises his Fishing Rod as high as he can above himself. He then reels out his fishing rod's lure, which is attached to his fishing rod's line, and starts swinging it around dangerously in a circular motion damaging anything caught within its radius.
  • Body Press: When performing the Body Press, Big jumps into the air while spreading out his arms and legs, and pointing his belly straight down. Big then brings his entire body weight slamming down towards the ground with enough force to create fiery shockwaves on the ground. While falling down, Big gives off a purple aura.
  • 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.
  • Grind Step: When performing the Grind Step, the user, while grinding beside 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.
  • 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.
  • Slide: The Slide is very similar to the Skid Attack, but better as it possesses greater range and speed. When performing the move, the user falls down while running and slides along the ground with their feet in front of them. Sometimes, this creates an aura field around the user. In gameplay, while sliding along the ground, the user can damage any enemies or smaller obstructions caught in their path. The Slide also allows the user to squeeze through narrow entrances, cracks, or doors. In some games however, using the Slide causes the playable character to slow down. How long the Slide lasts depends on the game; on its own, the move usually automatically lasts until the user gets hit, slows down from the Slide's friction, hits a wall, or goes off a ledge. If chosen though, the user can break the Slide at any time before coming to a halt, and resume their running nearly undisturbed. Therefore, if the player wants to keep their playable character's momentum when forced to do a Slide, it is advisable to time the Slide so that it is only performed briefly. The attack range, or rather, the distance and speed the user can slide, is determined by how fast the user was moving prior to performing the Slide. In other words, the faster the user is running when executing the Slide, the greater the distance the user of the Slide will travel.
  • Spin Attack: The Spin Attack consists of the user curling into a concussive ball or cutting disk while rolling along the ground at high speed. When used at a very high speed, the user is able to mow down or shred through enemies and breakable obstacles. In gameplay, the Spin Attack is the most basic maneuvers in the Sonic the Hedgehog games that the player can utilize after gaining enough running speed. Once activated, the playable character curls tightly into a ball that keeps moving forward, with the rotation speed increasing depending on how fast they are going. The functionality of the Spin Attack is variable despite its simplicity. While in motion with the Spin Attack, the playable character can dash through Badniks on the ground, break Item Boxes or breakable obstacles, such as rarefied walls and breakable blocks in the different Zones.
    • Spin Jump: When performing the Spin Jump, the user first jumps up into midair and then curls into a ball, like when performing the Spin Attack, and starts rolling around in midair at high speed. However, certain characters can have different performances or variants of the Spin Jump. While performing the Spin Jump, the user can deal damage to any enemies that they make successful and undisturbed physical contact with, and also break breakable objects in the Zones, such as Item Boxes, barriers and certain floors.
  • 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.
  • Flower Festival: When performing Flower Festival, Big bounces Amy and Cream (who are curled into balls) around on the top of his umbrella while he is twirling it. Big then quickly lifts up his umbrella, throwing Amy and Cream slightly up into the air. After that, Amy lands and balances on top of Big's umbrella while joining hands with Cream so that Cream stands upside-down, and the two strike a pose while Big lifts up his umbrella and dances as high as possible and strikes a pose as well. As Cheese then circles around them, the group releases an explosion of flowers at their enemies.
  • Fire Combination: When performing Fire Combination, the Power type member of the team grabs his Speed type and Fly type teammates and carries them around, prepared to use them as boxing gloves or projectiles. Each team's Power type member carries his teammates around in a different manner. Big grabs Amy and Cream with his Fishing Rod as they both curl into spinball form. Once grabbed, Amy and Cream sit on each of Big's shoulders while he walks around.
  • Bestowal: All wisps bestow Amy with a different set of powers and abilities upon going inside of him. The most basic white wisps can grant her the power to boost or fill her boost meter allowing her to boost for longer. Other wisps greatly enhance her speed.
  • Transformation: Majority of wisps, once entering into Amy have the ability to transform her body into different kinds of objects depending on their power set, like the Indigo Asteroid turning her into a black-hole like object with its own gravitational pull, pink spikes turns her into a pink set of spikes, black bomb turns her into a bomb, etcetera.
  • Black Bomb: Once absorbing the Black Wisp, Amy turns into a ticking time bomb that will eventually explode.
  • Blue Cube: Once absorbing the Blue Wisp, Amy turns into a blue cube that causes massive shockwaves upon landing.
  • Crimson Eagle: Once absorbing the Crimson Wisp, Amy turns into an eagle and can utilize this form's wings to achieve flight and soar through the air unhindered. The Crimson Eagle's only known weakness is that it can only be used for a few seconds and requires more Hyper-go-on from Crimson Wisps to be maintained.
  • Cyan Laser: Once absorbing the Cyan Wisp, Amy turns into a laser.
  • Green Hover: Once absorbing the Green Wisp, Amy turns into a hovercraft.
    • Ring Dash: The Ring Dash is very similar to the Light Speed Dash, except it is much slower, can be used on even vertical trails of Rings and requires the Green Hover. When using it, the Green Hover automatically moves along a trail of Rings without interruption though midair while picking up the Rings, until it reaches the end of the trail.
  • Gray Quake: Once absorbing the Gray Wisp, Amy turns into an iron ball.
  • Indigo Asteroid: Once absorbing the Indigo Wisp, becomes a miniature planet with a strong gravitational field. The user is as such capable of creating a powerful gravitational pull around themselves, strong enough to tear all kinds of objects to pieces and pull them into the Asteroid Ring. Additionally, the gathered matter can be used to empower the gravitational pull. The Indigo Asteroid also grants the user the ability to levitate through midair.
  • Ivory Wing: Once absorbing the Ivory Wisp, Amy turns into a lightning bolt.
  • Jade Ghost: The Ghost Attack is very similar to the Homing Attack, except it is slower and requires the Jade Ghost, among other things. When using the Ghost Attack, the user locks onto a target from a distance and pulls themselves towards it in a straight line. When doing so, a jade light tether line will emit from the Jade Ghost, which will connect straight to the that target. If used on an enemy, the user will pull themselves towards it and then land a damaging impact upon it. Notably, the Ghost Attack can even lock onto targets behind walls and objects, and then pull the user through the aforementioned obstructions until they reach their target.
  • Magneta Rhytm: Once absorbing the Magneta Wisp, Amy turns into a musical note.
  • Orange Rocket: Once absorbing the Orange Wisp, Amy turns into a rocket.
  • Pink Spikes: Once absorbing the Pink Wisp, Amy turns into pink spikes, being capable of scaling on any surface.
  • Purple Frenzy: Once absorbing the Purple Wisp, Amy gains powerful jaws that can chew through any robot’s armor and other durable obstacles that even Sonic cannot smash with a single hit. The Purple Frenzy can also consume any matter the user bites off and add it to their own mass, allowing the Purple Frenzy to grow larger for each bite until reaching maximum size. When reaching maximum size, the Purple Frenzy also gains a suction breath that let the user suck in smaller objects not too heavy or rooted to the ground. The Purple Frenzy is also capable of levitating a small distance above the ground, which is how it travels around without legs.
  • Red Burst: Once absorbing the Red Wisp, Amy turns into a fire ball that can burst.
  • Violet Void: Once absorbing the Violet Wisp, Amy turns into a psuedo-black hole, with a gravitational pull so strong that it bends space and time. This gravitational pull allows the Violet Void to draw objects into themselves from a distance and make them vanish into a void within them.
  • White Boost: Once absorbing the White Wisp, Amy gains more boost gauge allowing him to boost even faster.
  • Yellow Drill: Once absorbing the Yellow Wisp, Amy gains the ability to turn into a drill and burrow underground.
  • Item Box Transfer: The Item Box Transfer is a team action that certain racing cars can pull off. With it, a car racer can request or offer an Item Box power-up to their teammates to help themselves or their teammates out throughout the race.
  • Drift: The Drift is a move that is performed with race cars to get through sharp turns. When performing this move, the user makes a sharp turn while using their accelerator and drifting controls at the same time. This causes the user's direction to shift rapidly in a smooth curve without them losing much of their momentum. At the same time, the user builds up a speed boost that will be triggered once the user finishes drifting. In gameplay, the Drift is useful for the player when they have to get through tight turns at high speeds. In fact, mastering Drift can help the player conquer the most complicated of tracks by making them able to perform 180 degree turns or more. Sometimes, using Drift will be the only way to master tricky corners. In addition, by continuously drifting, the player earns a speed boost which will automatically propel the playable character forward quickly upon ending their drifting maneuver. By using the Drift long enough, the player will build up their boost, allowing it to power through three different boost levels. For each increase in level, the Drift's speed boost will be empowered further, allowing for greater and faster acceleration when triggered.
  • Radial Burst: The Radial Burst is a maneuver that can only be pulled off by Speed-Type characters (such as Sonic and Shadow) while they drive a race car. When performing the Radial Burst, the user emanates a blast that will destroy any incoming Wisp attacks from rival car racers. In gameplay, the Radial Burst is used by the player to intercept offensive Wisp power-ups from rival racers or push away close rivals. In order to perform the Radial Burst, the player must achieve at least a level 2 boost (this occurs when the charges behind the playable character's car turns purple). This can either be done by hitting two Boost Pads in a row or by charging and releasing a drift boost to at least level two. Afterward, as the boost initiates, the Radial Burst will automatically activate, destroying all incoming Orange Rocket and Crimson Eagle power-ups and pushing away all rivals caught in the blast.
  • Rival Takedown: The Rival Takedown is a maneuver that can only be pulled off while driving in a race car. When performing the Rival Takedown, the user attacks an rival car racer with either a Wisp's Color Power or by shunting.
  • Skim Boost: The Skim Boost is a maneuver that certain racing cars can pull off. When performing the Skim Boost, a car racer's teammate drives up next to the car racer and skims past them. This will cause yellow rings to appear around the car racer which will then close in around them. Once the rings disappear, the car racer will receive a brief speed boost.
  • Slingshot: The Slingshot is a maneuver that certain racing cars can pull off. When performing the Slingshot, a car racers follows the yellow tire tracks of a teammate. By staying on the trail, the car racer's car will build up a speed boost which will come into effect when the user leaves their teammate's trail.
  • Start Line Boost: The Start Line Boost is a move that is performed with race cars. When performing this move, the user revs up their car just before a race starts. If done correctly, then the user's race car will take off at high speed when beginning the race. If done incorrectly however, the user will start off with a plodding disadvantage.
  • Stunt: The Stunt refers to a form of acrobatic maneuvers that the user performs with a race car. When performing a Stunt, the user uses their car to execute a form of aerial movement while their race car is in midair. By executing a Stunt, the user builds up a speed boost. In some cases, it even lets the user steer their race car through midair.
  • Team Ultimate: When performing the Team Ultimate, the user, while riding a racing vehicle, surrounds themselves in a fiery golden aura that grants their vehicle a massive speed boost, thereby turning them into an unstoppable projectile that can plow through any obstacle and rival racer.

Other

Standard Tactics: Big will use his fishing rod and body press to defeat his opponent.

Weaknesses: Big is rather dimwitted

Gallery

Battle Records

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