Spoiler Warning!
This article contains plot details about an upcoming or recently released episode/chapter/movie/book/game/etc. |
Games | Classic • Adventure • Modern • Super Smash Bros. |
---|---|
Comics | Promo Comic • Archie Pre-Genesis • Sonic the Comic • Archie Post-Genesis |
Shows | AoSTH • SatAM • X • Boom |
Movies | OVA • Paramount |
Others | Evil Sonic (Archie) |
“ | Merlina... 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. | „ |
~ Sonic's forward mindset.[1] |
“ | When a problem seems too big to solve on your own, you do what you can... And maybe ask a little help from your friends. Right? | „ | |
~ Sonic to Tails.[2] |
“ | Your plan will end like all your plans do: with you sitting in a pile of busted robot parts wondering how you failed so badly. | „ |
~ Sonic defying Dr.Eggman.[3] |
“ | Nothing starts until you take action. If you've got time to worry, then run! | „ | |
~ Sonic to Elise. |
“ | It doesn't matter if this is all one big trap, or if you keep throwing weird robots at me, nothing is going to slow me down or stop me. Count on it! | „ |
~ Sonic the Hedgehog.[4] |
“ | The will to live, the drive to achieve, the desire to protect the ones you love - that kind of thing can grant a power you can't imagine. | „ | |
~ Sonic growing closer to Sage.[5] |
“ | Shahra: I'm sorry. It's my fault this is happening to... |
„ |
~ Sonic comforting Shara. |
“ | I'm Sonic! Sonic the Hedgehog! I have no master except the wind that blows free! | „ |
~ Sonic to Sir Percival. |
“ | I play by my own rules. Remember that. | „ |
~ Sonic to Caliburn. |
“ | I live for the moment. I want to see the world, find all its thrills and adventures, and enjoy them. I want everyone to have the freedom to do that, too. And you wouldn't get that opportunity if I took it away from you. I've made peace with enough enemies to know there is a better way. | „ |
~ Sonic explaining his philosophy to Surge.[6] |
“ | Cut the crap, will ya?! You give yourself value and purpose! No one else! You gotta live for you! That's what it really means to be free! Now take! My! Hand! | „ | |
~ Sonic to Mecha Sonic Mk. II about his philosophy on freedom.[7] |
“ | Think, man, think! One touch and you're not saving anyone! You'll only make it worse! | „ |
~ Sonic referring to his infection of the Metal Virus.[8] |
“ | 'Cause when you've got a crew like mine, there's nothing that can stop you! | „ | |
~ Sonic talking about his friends[9] |
“ | You wanna test me, eggheads? Question: How do you tick off a hedgehog? Answer: mess with his friends! | „ |
~ Sonic to the Chaos Council |
“ | You wanna sit on the sidelines and watch your world get trashed? Be my guest. Me? I'm off to help Thorn. | „ |
~ Sonic to the Scavengers |
“ | If this is your world, then it's a world that I don't want any part of! | „ |
~ Darkspine Sonic to Alf Layla wa-Layla.[11] |
“ | What good is a world that goes on forever? That sounds pretty lame.[1] | „ |
~ Excalibur Sonic. |
“ | My stories only end when I stop running! | „ | |
~ Excalibur Sonic to Merlina.[1] |
“ | The present day... The here and now that you've stolen... Time to take it back! | „ | |
~ Super Sonic's declaration to Solaris.[12] |
“ | He took your home world... He took your lives... Are you going to let him do it all over again?! I need your help. We can end this! Please!! | „ |
~ Super Sonic, moments before battling The End.[13] |
“ | Time to scramble some Eggman, SUPER SONIC STYLE! | „ | |
~ Super Sonic |
“ | "For the fate of the world... (...) LET'S GO!" | „ |
~ Super Sonic as he begins the fight with the Egg Wizard, alongside Burning Blaze.[14] |
“ | We don't have time to be fancy. | „ |
~ Super Sonic to Super Silver after effortlessly defeating Giant Zavok.[15] |
“ | Sorry, Master King! Looks like I'm going all-out after all! | „ |
~ Super Sonic moments before unleashing the full extent of his new power.[16] |
Summary
Sonic the Hedgehog (ソニック・ザ・ヘッジホッグ, Sonikku za Hejjihoggu) is Sega's mascot and the eponymous protagonist of the Sonic the Hedgehog video game series. He is an anthropomorphic hedgehog born with the ability to run faster than at the speed of sound and beyond, hence his name, and possesses lightning-fast reflexes to match. As being a member of his species might imply, Sonic has the ability to curl up into a concussive ball (something he uses primarily to attack his enemies).
Ever since stepping into the battle against iniquity, Sonic has been the champion of peace and is renowned all over the world for saving it countless times. During his many adventures, Sonic has traveled from the ends of the Earth to the far reaches of both space and time; he's faced countless trials that have tested him to the fullest and earned him many titles, allies, and the scorn of those who call him an enemy. Well-known for his legendary cocky attitude, easy-going demeanor, and somewhat short temper (which are balanced by his strong sense of justice, compassion, and love for freedom and adventure), Sonic uses his abilities to protect the innocent of his world and those beyond from those whom endanger it. That goes especially for his arch-nemesis, Dr. Eggman, who he defends the world from most often.
Sometime after the events of the Adventure era, Sonic travels to the kingdom of Soleana for their annual festival of the sun, in the middle of festivity, Dr.Eggman showed up and tried to capture the princess in search what he calls "flames of disaster" tempting Sonic to save her, with this unfolding in one of his biggest adventures yet, spanning across both time and space alike.
In his latest adventure, Sonic, Amy, and Tails journeyed to the mysterious Starfall Islands in search of the missing Chaos Emeralds. When they get separated after being sucked into a wormhole, Sonic manages to escape and is quick to begin his journey across the five islands in order to save his half-digitized friends from Cyber Space. After having his "never say die" attitude is pushed to its limits and he ultimately defeats The End, Sonic manages to save his friends with the assistance of Sage piloting Supreme before leaving the Starfall Islands with them in tow.
Powers and Stats
Tier: Low 2-C, higher with Boost | Low 2-C | At least Low 2-C | Low 2-C | At least Low 2-C, higher with his Strongest Attacks | At least Low 2-C, higher with Focused Homing Attack, Flying Kick, and Color Powers, even higher with Final Color Blaster, Energy Cores, and Planetary Lifeforce | At least Low 2-C, higher with Phantom Rush, even higher with Double Boost and Triple Boost | At least Low 2-C | Varies, at least Low 2-C, up to Low 1-C, higher with Charged Attacks | Low 1-C, far higher as Perfect Starfall Super Sonic
Key: Sonic the Hedgehog (2006) - Sonic Riders: Zero Gravity | Sonic and the Secret Rings - Sonic Free Riders | Darkspine Sonic | Werehog Sonic | Excalibur Sonic | Sonic Colors - Sonic Forces (Pre-Imprisonment) | Sonic Forces (Post-Imprisonment) - Onwards | Infected with the Metal Virus | Super Sonic | Starfall Super Sonic
Name: Sonic the Hedgehog
Origin: Sonic the Hedgehog (Sonic The Hedgehog (2006))
Gender: Male
Age: 15
Classification: Anthropomorphic Hedgehog, Fastest Thing Alive, The Blue Blur, Team Sonic's Leader, Hero Across Time and Space,[17] Patient Zero(Dr. Eggman)
Powers and Abilities:
All innate abilities of his Classic and Adventure Eras selves plus;
- Greater Superhuman Physical Characteristics
- Greater Acrobatics (Consistently displays varying kinds of acrobatics; this ranges from leaping hundreds of meters in a single bound to differed methods of traversal. Sonic's entire movement and fighting style hones into doubling down on his athleticism combined with his speed, allowing him to employ it both in and out of combat.[18][19][20][21][22] Even being in an environment with shifting gravity fails to slow him down so long as there are objects or enemies nearby for him to interact with[23][24][25][26][27][28][29][30][31][6][32][33])
- Accelerated Development (Training, Battle, Passive; Physical Stats, Abilities. Same[34] as his[35] Adventure Era-self.[36] Noted by himself and his friends to improve at a quick rate.[37][38][39][40][41][42][43][44][45][46][47][48][49][50][51][52][53][54][55][56][57] Became much faster after Colors as he could casually steal a chili dog[58] without Tails being able to react to it. Kept exceeding Zig and Zavok's[59] expectations after seeing him in action before. The Zeti even when teaming up in trio teams continued to lose to Sonic despite being in confident in defeating him as their power was overflowing thanks to the Extractor.[59] Sonic grew stronger after six months of imprisonment in the Death Egg with his hands and knees bound. Was later stated to exceed previous data by Infinite during their second encounter, and stated himself to grow stronger every second[60] before later quickly overwhelming Infinite despite previously being on even ground minutes ago)
- Genius Intelligence
- Hacking (Capable of hacking into Eggman's technology[5] to take control of a Super Badnik, activate[61] or detonate[62] electronic devices on his bases)
- Vehicular Mastery (Went from a beginner with in use of Extreme Gear[63][64][65][66] to competing & even getting the better of the Wind Master. Defeated Metal Sonic in an Extreme Gear race even while the later had gathered everyone's data, having calibrated his style perfectly making him unbeatable on Gear by Eggman's own word.)
- Toon Force
- Boost (Standard)
All previous innate abilities plus;
- Indomitable Will (Kept being himself without losing hope or succumbing to his negative feelings[70] even while under Dark Gaia's influence. Later on his unbreakable spirit made Sage question his ability to persist[71] despite being in a state where he could barely stand, allowing her to realize his drive comes from protecting those precious to him.[72] Was acknowledged by one of the greatest warrior among the Ancients[73] as a formidable warrior for not only his skill, but also his unbreakable will.[74] Despite the various challenges and threats he faced during his time on the Starfall Islands, be it enduring his Cyber Corruption to hazardous encounters with the Titans, The End stated that Sonic's courage had never wavered[13])
- Martial Arts (In merely 2 training sessions[75], he became the successor of the secret art of the Linshao Kung Fu under the tutelage of Master Shuifon the Iron Fist. As Kenpo practitioner[76][77], he avoids wasting unnecessary energy in combat. Highly impressed Master Zik with his skill during combat, with the old zeti even calling Sonic a master in his own right.[78][79][80])
- Expert Swordsman (Quickly grew in pratice & combat, mastered 3 dueling styles along the way and became a legendary knight.[81][82][83][84][85][86][87][88] by the end of Sonic & the Black Knight)
- Extrasensory Perception (His quills can identify and detect danger[89])
All innate abilities of his Base including;
- Elemental Empowerment & Aura
- Limited Magnetism Manipulation (Possesses Skills that allow him to passive attract Pearls[90])
- Limited Transmutation (With Ring Exchange, he can convert each Ring he takes into 2 Pearls[90])
- Statistics Amplification & Acrobatics (Possesses many Skills that improve his mobility & stats[90])
- Explosion Manipulation (With Crest of Fire, his Homing Attack causes explosions upon hitting his targets[90])
- Limited Wish Granting & Summoning (By rubbing her ring[91], Sonic can summon Shahra who can grant him simple wishes)
- Limited Creation (Ring Bonus provides him with 5 Rings from the start of the mission while Power Restart does it after revival[90])
- Damage Reduction (Ring Saver[90] allows him to reduce the number of lost Rings from damage while Soul Armor[90] reduces the amount of lost Soul Energy from damage. Sub S-Armour[90] reduces the amount of lost Soul Energy to a greater extend but at the cost of losing more Rings from damage.)
- Chi Manipulation (Capable of manipulating his Soul Energy to achieve several affects)
- Chi Restoration (Possesses several Skills that can help built up his Soul Energy)
- Time Manipulation (Time Break allows him to slow down time for his opponents without repercussion to himself)
- Self-Resurrection (So long as Sonic has enough Soul Gauge energy, a lethal attack will instead take said energy from him and allow him to continue fighting[91])
- Statistics Amplification & Fire Generation (With Speed Break, Sonic is able to massively increase his speed and turn him into a hurtling projectile with increased defense similar to the Boost. Additionally, flames are left in Sonic's slipstream[91])
- Forcefield Creation (Via Guard[19])
- Attack Reflection (Can reflect magical attacks with his sword slashes[19])
- Limited Creation (Possesses Skills that produce additional Rings for him[19])
- Limited Magnetism Manipulation (Possesses Skills that allows him to attract Faries passively[19])
- Statistics Amplification & Acrobatics (Like with Shahra's Ring, he gains many Skills that improve his stats & mobility[19])
- Chi Manipulation (Capable of manipulating his Soul Energy to achieve several affects[19])
- Chi Restoration (Can built up Soul Energy by attacking enemies, parrying their attacks, blocking them or using certain Skills[19])
- Statistics Amplification (With Soul Surge, Sonic can boost either his travel speed akin to Speed Break or his attack power and combat speed[19])
- Immortality (Type 2, Reslient Immortality. With Soul Resurrection, Sonic can harness Soul Energy to act as a substitute of his health on lethal damage[19])
- Immortality Negation (Type 8; Using Caliburn in conjunction with Arondight, Galatine and Laevatein, he was able to negate the immortality of King Arthur before striking him down)
- Greater Forecefield Creation (Placing all four Sacret Swords on the monument creates a barriers big enough to cover the entire Castle Camelot)
- Fusionism (Caliburn can fuse with Arondinght, Galatine and Laevatein into Excaliburn and turning Sonic into Excaliburn Sonic)
All previous innate abilities plus;
- Stealth Mastery (Impressed Epsio with his moves, with the chameleon calling his skill brilliant and saying Sonic had all the makings of ninja with the use of his speed[92][93][94])
- Enhanced Non-Physical Interaction (Is able to naturally hit Vector's musical notes[95])
- Transmutation (With Ring Time[96])
- Time Manipulation (Can now utilize Time Break even without Shahra's Ring[58])
- Air Manipulation & Status Effect Inducement (The Somersault Kick creates a compressed air wave by kicking midair, which can stun enemies[21])
- Greater Afterimage Creation (Can create[20] a greater number of afterimages than before through sheer speed[6])
All previous innate abilities plus;
- Boost (Double, Triple & Power)
- Enhanced Extrasensory Perception (Can sense the attacks of his enemies moments before it happens.[22])
- Statistics Amplification (Ability, With Phantom Rush[22])
- Pocket Reality Manipulation & Enhanced Dimensional Travel (Was able to break through Null Space and return to Earth using a Double Boost[97])
- Greater Attack Reflection & Self-Perception Amplification (Through his Parry, which slows things to a crawl without affecting Sonic himself[22] should he parry an attack[22] and can reflect energy-based projectiles back at his opponent)
- Aura, Light Manipulation, Barrier Negation, Telekinesis, Stamina Recovery, & Limited Creation (All with the Cyloop technique. Sonic can encircle his enemy with his Cyloop[98] to shatter defenses[98] that are otherwise impervious to his attacks,[99] can use his Cyloop[98] as a way to grasp things without coming into physical contact with them, can draw an infinity symbol for infinite stamina lasting one minute, and is able to spawn Rings[22])
- Corruption (Type 1), Biological Manipulation, Transmutation, & Memory Manipulation (By physical touch, organic tissue is transformed into a metallic substance,[100] creating a Zombot.[101] Individuals that are infected have no memories of their actions taken as a Zombot[15])
All previous innate abilities plus;
Cyber Corruption (Benefits):
- Energy Manipulation (Many of Sonic's attacks when Cyber Corrupted revolve around harnessing its energy for attacks)
- Shockwave Generation (With the Spin Slash, which creates a shockwave-like multi-hitting attack. Sonic Boom allows the user to release a torrent of rapid-fire shockwaves.[102] Cyclone Slash does this to an even greater extent with many more hits in quicker succession[103])
- Homing Attack (The Homing Shot lets the user launch tracking energy spheres at the opponent[104])
- Aura (With the Wild Rush, which grants the user an aura as they hone in on their opponent[105])
All Resistances of his Classic and Adventure Era selves plus;
- Possession, Mind & Soul Manipulation (Limited. Sonic was able to mildly resist Ifrit's control over him, although Sonic was eventually taken over[106])
- Reality Warping
- Fate Manipulation, Plot Manipulation, & Law Manipulation (Despite being said to have been added to the story[107] of the Arabian Nights, as well as being confirmed by the end of Secret Rings[108], Sonic ultimately defeated Erazor Djinn despite being implied[109] to be the sacrifice that would be key to controlling the World Rings.[110] Defied the grim fate that was said to await him[111] by King Solomon. Those who are written into the story have it become their destiny[110], being a fundamental principle that the Arabian Nights' reality functions on)
- Fire Manipulation & Text Manipulation (Able to withstand the flames of a weakened Ifrit Golem, which were stated to be capable of burning the pages of the Arabian Nights and Remained unaffected when Alf Layla-Wa Layla warped the Arabian Nights reality into a distorted void that would've allowed him to alter it as he wished[110])
- Petrification (Can break free from being turned to stone by the Gargoyle Djinn[91])
- Corruption (Type 2, Non-Physical Corruption) & Conceptual Mind Manipulation (Type 3; Sonic was uninfluenced by Dark Gaia's influence because he is too strong to lose himself,[112] with Dark Gaia's creatures being manifestations of people's ambient emotions[113])
- Madness Manipulation (Can withstand the power and presence of the World Rings, which were what likely drove the genies of the Arabian Nights mad[91])
All Previous Resistances plus;p
- Sound Manipulation & Electricity Manipulation (Like other racers, Sonic can withstand the effects of the Magenta and Ivory Wisps.[114] Additionally, Sonic was able to withstand being electrocuted in water by Surge while she was amped with Hyper-Go-On[115])
- Transmutation/Deconstruction (Can withstand the effects of the Blue Wisps)
- Void Manipulation, Existence Erasure, & Greater Time Manipulation (4-D. When the Time Eater erased history and left everything as a colorless void known as White Space, it was specifically noted that White Space needed Classic and Modern Sonic's speed to restore its flow of time to restore their friends[58])
All previous Resistances plus;
- Corruption (Type 1), Biological Manipulation, Disease Manipulation, & Greater Transmutation (His biometrics[116] allow him fight off[117] the effects of the Metal Virus, which possesses mutagenic properties that transmutes organic life forms into a metal-like substance)
- Causality Manipulation (4-D. Upon Sage witnessing Sonic fighting against his corruption while scaling the towers of Rhea Island, who often performed assessments on his performance throughout his journey through calculations that she can perform on the scale of millions, alluded to his defiance as an attempt to transcend causality.[118] Ultimately defeated The End despite the latter's ability to manipulate the laws of the world to the bottom of causality,[119] which referred to his actions as something that transcends law and time[120])
- Cyber Corruption (Fully Corrupted. Sage stated Sonic was enduring cyber corruption better than she calculated[5] after already having absorbed extensive amounts of corruptive Cyber Energy by freeing Amy,[4] Knuckles,[98] and Tails[5] from their Cyber Cages. After completing the Tower Trials, Sonic gained control over his Cyber Corruption to the point that he no longer felt its physical detriment[121])
- Sealing (4-D. Noted by Sage to have breached and escaped from Cyber Space repeatedly. The End considered Sonic escaping Cyber Space through his own power as doing the impossible[4])
All innate abilities of his Base on an enhanced scale plus;
- True Flight
- Greater Fire Manipulation (Darkspine is able to not only lace his attacks with flames, but conjure and charge it to create blasts as well[11])
- Emotional Empowerment (Empowered by the World Rings of Rage, Hatred and Sadness, with each being a manifestation of a specific emotion[11])
- Reality Warping & Greater Space-Time Manipulation (Restored the Arabian Nights reality, along with its space-time, with a wave of the hand after it was destroyed by Alf Layla wa-Layla)[11]
- Soul Energy Generation (Darkspine Sonic is able to generate his own Soul Energy in a move similar to the Spin Dash)[11]
- Text Manipulation (Can bend and manipulate the reality of the Arabian Nights, a reality comprised of innumerable inscriptions[107])
Most innate abilities of his Base plus;
- Transformation (The Werehog is a transformation that occurs once the Sun goes down[112])
- Enhanced Body Control & Elasticity (As the Werehog, Sonic is able to stretch his arms over long distances)[10]
- Size Manipulation (Capable of enlarging his arms and hands to increase the power and range of his attacks even further)[10]
- Enhanced Non-Physical Interaction (Can destroy Dark Gaia's minions several of which are manifestations of people's negative thoughts, emontions and actions)
- Energy Manipulation (Can manipulate Dark Gaia Force for various effects)
- Damage Boost (Able to use Dark Gaia Energy to augment his striking power)
- Forcefield Creation (Can use Dark Gaia Energy to form defensive barriers around himself)
- Aura & Berserk Mode (Can enter Unleashed Mode, a temporary state signified by a blue hue which grants vastly greater strength and speed[10])
- Greater Vibration Manipulation (He can cause destructive tremors with the colossal force of his blows)[10]
- Status Effect Inducement (His attacks can cause dizziness in an opponent)
- Healing & Stamina Recovery (Rather than acting as a blanket from harm, Sonic utilizes Rings in his werehog state to restore vitality from recieved damage)
All inate abilities of Base Sonic & the Sacred Sword on an enhanced scale plus;
- True Flight
- Power Nullification (Can shatter magic barriers with sword attacks)
- Limited Body Control (Excalibur who can extend itself for greater reach)
- Statistics Amplification & Aura (With Meteor Charge)
All of his Base abilities are greatly enhanced plus;
- Self-Sustenance (Type 3)
- Afterimage Creation (Super Sonic can create constant afterimages by sheer speed[122])
- Invulnerability (Super Forms are empowered by Chaos Energy that largely stems from the will and emotions of the user, best displayed through Shadow being immune to all[123] sources[124] of[125] damage[126] when unleashing the hidden power of good or evil[127] from within himself that allows him to tap into a reserve of enhanced Chaos Powers.[128] As a Super Form is a transformation empowered by the negative or positive emotions of the user[129], their Invulnerability is tied to emotional power harnessed through the Chaos Emeralds. Super Forms are verbatim stated to be invincible, indestructible and invulnerable[130][131][132][133][134][135][136][137][138][139][140])
- Invulnerability Negation (Can harm other Super form users with this trait)
- Acausality (Type 4. Sage noted Sonic was attempting to transcend causality by refusing to succumb to the cyber corruption which plagued him.[118] Despite its attunement being the ruling of everything in the universe that exists that has gone unchallenged since time immemorial, The End referred to its own defeat as something that transcends law and time.[120] Super Forms can function in the Egg Reverie Zone, a dimension where time is constantly distorted and causes Base characters to float aimlessly [displayed further when they are helpless once again upon reverting back][141])
- Regeneration Negation (Up to Low-Godly; The full power of the Chaos Emeralds allowed Sonic to bypass Solaris' regeneration, decapitating it. Even when Solaris revitalized and reformed itself with wings, the damage to it remained)[12]
- Dream Manipulation & Conceptual Destruction (Type 1, Independent Universal Concept, 5-D. The Chaos Emeralds allowed Mephiles and Iblis to fuse back into Solaris, who immediately became a threat that would swallow all timelines and destroy the very meaning of time[12] that additionally encompasses the existence of Maginaryworld and all the dreams contained within Fourth Dimensional Space that in itself is Illumina's dream[142])
- Law Manipulation, Causality Manipulation, and Information Manipulation (Type 2, Fundamental. Powered by the Chaos Emeralds, which were the very basis of what the Ancients built their technology around, in which the gems power all their systems including Cyber Space,[5] a realm stated by The End to be a separate reality[13] and also referred to by Dr. Eggman as a digital dimension.[4] Tails pieced together that Cyber Space was used to store information down to the very essences of who the Ancients were,[5] an idea supported by how the Elder described it as being able to upload their hopes, dreams, and memories.[143] When a being enters Cyber Space, their memories physically alter and change the realm depending upon their memories. The forcefield surrounding the Starfall Islands that sucked Sonic, Tails, and Amy into Cyber Space was stated by Tails to defy the laws of the real world, manifesting logical disparities to the bottom of causality.[119] Additionally, Solaris after it had used the Chaos Emeralds to merge back into being, became a threat that would destroy all of reality by destroying time.[12] This would include periods when Cyber Space was active, be it in the far past with the Ancients to the current day with Sonic and Sage)[144]
- Holy Manipulation (The Chaos Emeralds are described as wondrous and miracle[145] gems that perform[146] miracles[12] once they are all gathered together, the result of which result is the Super form)
- Positive Emotion Empowerment (Super Forms are strengthened by the positive emotions of those who achieve the transformation, which are stated to power the Chaos Emeralds[129]. A Chaos Emerald is often said to turn people's thoughts into power[146] and performed a miracle "in response to the thoughts of Sonic and all the people facing a crisis". Reacted to Silver's determination to save lives and be a hero, allowing him to harness its power and gain strength[147])
- Restoration (Physical, Metaphysical, Energy & Temporal Restoration: Super Sonic used the true power of the Chaos Emeralds to pacify Perfect Chaos from its fury and resentment it used to transform. Super Sonic purified Mother Wisp returning her to normal, after she was corrupted into a Nega-Wisp from having her energy drained by Eggman. He and his Classic Self were able to restore reality as a whole to its state prior to the Time Eater's havoc, undoing the damage across all of space-time.)
- Enhanced Non-Physical Interaction (Super Sonic can directly attack the consciousness of Solaris)
- Attack Reflection (With Deflect[148][149])
- Greater Chaos Energy Manipulation (Super Sonic's ability to harness and manipulate Chaos Energy is greatly increased, allowing him to use in a multitude of ways)
- True Flight
- Limited Magnetism Manipulation (Super Sonic can attract nearby Rings towards him[122])
- Space-Time Manipulation (Can perform Chaos Control on a much larger scale than prior[150])
- Power Bestowal (Can pass Chaos Energy onto others, allowing them to achieve Super transformations of their own[12])
- Energy Projection & Homing Attack (Super Sonic can fire a "powerful homing laser"[151], shooting off multiple of them at once[13])
- Weapon Creation (Super Sonic can create things from golden constructs of punches and kicks[4] to golden chains he created to restrain Wyvern)[152] to sword-like constructs to both hold Knight in place and stab into it using one[153])
- Duplication (Super Sonic is able to create hollow energy duplicates of himself to strike an enemy alongside him[4])
- Aura (Explosive. Super Sonic's golden aura blows away those who make contact with it[15])
- Forcefield Creation (Super Sonic can create a constant barrier himself[154])
- Electricity Manipulation (With the Bolt of Lightning[129])
- Statistics Amplification (Able to use Chaos Energy to amplify his power to great extents, such as when he harmed Metal Overlord with his supercharged attacks despite Metal Overlord being immune to any damage from his regular attacks.[154] When fully charged, his Arrow of Light can harm Solaris despite any less of a charge being utterly ineffective)
- Light Manipulation (Sonic can absorb light to strengthen himself[12] and allow him to use the Arrow of Light[12])
- Power Nullification (Super Sonic can expand his aura to a large enough extent that it fully consumes several duplicates of Perfect Chaos surrounding him[140] and even shattered the alternate worlds[155] Dr. Eggman would go on to create. Eggman theorized that Super Sonic's power neutralized "Otherworldification" and referred to this as Sonic eradicating all of his dreams, an idea to be taken literally due to the Phantom Ruby applying everyone's inner desires to the planet[155][156][157][140])
Resistance to the following:
- Memory Manipulation (5-D. Having a Chaos Emerald prevented Sonic and Tails from being altered by an incident Eggman caused, which unknowingly warped reality and their history at large[158][Note 1])
- Death Manipulation (Super Forms can withstand the Eyes of Solaris, which instantly kill those who touch it)[12]
- Greater Resistance to Disease Manipulation, Biological Manipulation, Transmutation, & Corruption (Type 1 - Physical Corruption. Powered directly by the Chaos Emeralds, which prevented Zavok's infection and cured Sonic of the Metal Virus the moment he transformed into Super Sonic.[15] The Metal Virus in question transforms organic tissue into a metallic substance through physical contact to create a mindless Zombot[100])
- Greater Resistance to Law Manipulation, Causality Manipulation, and Information Manipulation (Type 2, Fundamental. 5-D - 2 Layers) & Cyber Corruption (Despite Sonic's corruption worsening throughout his journey across the Starfall Islands, becoming both more physically prominent and debilitating, transforming into Super Sonic always halted its progression)
All previous abilities plus;
- Platform Creation (With his Cyloop, which he can use to create a platform both above and below his opponent with crushing weight[16])
- Enhanced Energy Manipulation (With his hidden power, Super Sonic is able to launch physical attacks as if they were ranged ones through energy[16])
- Cyber Aura (Super Sonic's Cyber Corruption can explode in a potent aura[16])
- Greater Information Manipulation (Type 2, Fundamental), Law Manipulation, Causality Manipulation, & Cyber Corruption (Type 1 - Physical Corruption. The basis of Cyber Corruption is the infectious quality it has on those afflicted with it, stemming from the realm of Cyber Space)
Same Equipments as his Adventure and Classic selves, plus:
- Damage Transferal (Up to Low 1-C (5-D) AP with Rings. Rings completely shield the user from harm so long as they have at least 1 in their possession.[159][160][161][162][163][164][165][166][167][168][169][170][171][16] Upon taking an instance of damage, a varying amount will scatter from the one who collected them with higher durability causing less to drop.[22] Rings can shield Base characters from damage, including from the likes of Void[142] and an amped Supreme[16] so long as they have enough in their possession)
- Healing & Stamina Recovery (Ring energy revitalizes the wielder and restores energy, as noted with Silver wanting to use some to replenish his energy. Rings are referred to by The End as being vitality)
- Statistics Amplification (Ring energy in the Sonic Riders series can amplify the user’s speed by nearly 2x and increases their boost duration by nearly 2 seconds when going from level 1 to 3.[172][173][174] Achieving the max ring count in Sonic Frontiers grants Sonic the same speed for his boost that a default level 99 Speed Sonic has[22])
- Technological Flight
- Weapon Creation (Can create a regular basketball, bowling ball, and Tee Shot, enabling the user to use a golf club to shoot out golf balls, to damage other racers)
- Homing Attack & Explosion Manipulation (Via Target Torpedo, users can summon a bomb to explode other Riders on the race track or a torpedo tor track them down)
- Technology Manipulation & Power Nullification (Self-Afflicted. When breaking open a Parts Lock Item Box, the playable character's tech is temporarily shut down except for the tech's mobility)
- Statistics Amplification (Temporary via Attack & High Speed. With Attack, user gain further strength to plow through obstacles and they can run on foot to match the speed of Extreme Gear. High Speed grants increase acceleration of Extreme Gears to high speed)
- Status Effect Inducement (With Colorball, which obscures the vision of others)
- Homing Attack with Mines
- Fire Manipulation with Fire
- Ice Manipulation with Ice
- Electricity Manipulation and Paralysis Inducement with Lightning
- Perception Manipulation with Illusion
- Limited Magnetism Manipulation with Magnet
- Transformation & Statistics Amplification
- Surface Scaling (With Pink Spikes and Gray Quake)
- Fire Manipulation and Explosion Manipulation (With Red Burst and Black Bomb)
- Vibration Manipulation (With Blue Cube and Gray Quake)
- Energy Projection (With Cyan Laser and Crimson Eagle)
- Electricity Manipulation (With Ivory Lightning)
- Invisibility (With Jade Ghost)
- Deconstruction (With Indigo Asteroid)
- Transmutation, Black Hole Creation, Gravity Manipulation, Size Manipulation and Absorption (With Indigo Asteroid, Violet Void, and Purple Frenzy)
- Intangibility (With Jade Ghost, Violet Void, Red Burst, Cyan Laser & Ivory Lightning)
- Flight and Levitation (With Crimson Eagle, Green Hover, Indigo Asteroid, Jade Ghost, Magenta Rhythm, Orange Rocket, and Violet Void)
- Speed Reduction & Void Manipulation (Usage of the Violet Void near opponents will slow them down[175])
- Gravity Manipulation, Deconstruction, Transmutation, and Size Manipulation (With the Indigo Asteroid Wisp, which breaks down enemies and objects in its orbit and grows the more it consumes)[176][59]
- Free Movement & Underground Mobility (With the Yellow Drill Wisp, which allows users of their energy to burrow underground and between gaps without issue as well as move through water at high speeds akin to a torpedo)[176][68]
- Energy Projection (With the Cyan Laser Wisp, which lets the user hurtle forward as a destructive beam of energy)[176]
Abilities
- Statistics Amplification (With the Herb of Toughness, Energy Core and Planetary Lifeforce)
- Homing Attack (With Energy Core)
- Chi Restoration (With Pearls and Red Fairies)
- Gravity Manipulation and Black Hole Creation (With the Ark of the Cosmos)
- Explosion Manipulation (With Bomb, Helicopters, and Fighter Jet RCs)
- Platform Creation (With Hovercraft RCs)
- Time Manipulation (With Slow and Time Freezes)
- Paralysis Inducement & Electricity Manipulation (Via Stun)
- Size Manipulation (With Purple Gem)
- Invisibility (With Stealth Jets)
- Fear Manipulation (With the Vial of Calm and Philter of Tranquility)
- Poison Manipulation (With Poison Broach)
- Ice Manipulation (With the Hot Quaff, Fiery Hot Quaff and Ice Broach)
- Petrification (With Stone Protection and Petrification Immunity)
- Paralysis Inducement (With the Paralysis Cure and Paralysis Immunity)
Attack Potency: Universe level+ (Defeated several of Dr. Eggman's creations that are referred[177] to as[178] his most powerful[179] inventions by that point after the creation of the Super Egg Robot[180]), higher with Boost | Universe level+ (Defeated Erazor Djinn by the time he had absorbed half of the Arabian Nights[181] and King Arthur, who was empowered by the Scabbard of Excalibur[182].) | At least Universe level+ (Defeated Alf Layla-Wa Layla, who destroyed the space-time of the Arabian Nights reality upon transformation and planned to recreate it in his image. Recreated the Arabian Nights reality with a hand gesture,[11] and is empowered by three of the World Rings) | At least Universe level+ (The Werehog was a transformation caused by the conjunction of both Dark Gaia's energy and the Chaos Emeralds[183] which makes him far stronger than his Base at the time. Fought and destroyed the Egg Dragoon[184]) | At least Universe level+ (Parried slashes from Dark Queen Merlina), higher with his Strongest Attacks (Only with Soul Surge could he deal damage to Dark Queen Merlina, eventually finishing her off with Meteor Charge) | At least Universe level+ (Fought the Nega-Wisp Armor[185] and the Eggrobo[186], beat Perfect Chaos[187] and destroyed the Egg Dragoon, which fought against his Werehog self prior[188].), higher with Focused Homing Attack, Flying Kick, and Color Powers (Can overwhelm high-level Badniks and the Zeti)[189][190][191][192][2], even higher with Final Color Blaster (Overpowered the Nega-Wisp Armor's ultimate move[193], destroying the mech in the process), Energy Cores (His meteor stikes slowed Shadow's Boost and a direct charge completely broke Shadow's Boost eventually knocking him down[194]), and Planetary Lifeforce (With just a small portion of this energy, he managed to overpower the Eggrobo's guard and destroy it)[195] | At least Universe level+ (Grew in strength to fight on even footing with Infinite. Later fought and damaged the Death Egg Robot[196]. Effortlessly dealt with Giga Omega, which was providing trouble to several of his friends at once[197][198]. After having his potential unlocked fully by Hermit Koco, he grew four times stronger.[199] Grew to destroy a door that tanked his Spin Dash earlier on, with the train itself being a Badnik[200]), higher with Phantom Rush (Phantom Rush raises Sonic's attack by 1.2 times), even higher with Double Boost (Overwhelmed Infinite's guard alongside the Avatar[201]) and Triple Boost (Ultimately defeated the Death Egg Robot using a Triple Boost with The Rookie and Classic Sonic[196]) | At least Universe level+ (While infected, Sonic is no weaker than before. Fought on even terms with Zombot Shadow[202]) | Varies (Powered by the seven Chaos Emeralds, which possess immense chaotic energies with fluctuating power levels[203], with the power harnessed depending on the levels of the users emotions and aptitude), at least Universe level+ (Superior to the power of the World Rings), up to Low Complex Multiverse level (Should be superior to his Classic and Adventure Era Selves. Defeated the Egg Wizard alongside Burning Blaze.[204] Easily defeated the Time Eater alongside his Classic self and reversed the damage[205] done across all of space-time and all of reality as a whole,[206] which includes a multiverse with innumerable, potentially infinite timelines.[207][208][209] Fought and destroyed three of the[4] four[152] different[5] Titans during his venture across the Starfall Islands. Alongside Sage piloting Supreme, Sonic managed to deal extensive damage to The End across their battle, destroy his energy projectiles, and block an energy beam from it at the end of their fight), higher with Charged Attacks (With the Arrow of Light, Super Sonic was able to shatter the armor of Solaris when it was impervious to his non-charged attacks[12]. After damaging The End alongside Sage piloting Supreme, he could pierce through its entire body after charging up an immense amount of power [13]) | Low Complex Multiverse level (Prior to utilizing his Hidden Power, Super Sonic could barely scratch a possessed Supreme.[16] By combining his Cyber Corruption with his Super Form, he taps into a greater amount of power[16]), far higher as Perfect Starfall Super Sonic (By drawing out the fullest extent of his Corruption for a final attack, Super Sonic ultimately finished off Supreme and dealt with The End in one strike[16])
Speed: Massively FTL+ (Should be superior to his Adventure era self. Capable of evading crashing meteors on a ship traveling through interstellar space.[210]), higher reaction speed, far higher with the Spin Dash and Super Peel Out, even higher with the Boost (Sonic's Boost enhances his speed by nearly 8x, with the technique managing to amaze his younger self even after having witnessed Metal's V. Maximum Overdrive Attack) | Infinite (Traversed the entirety of the corridor in Night Palace, which is stated to be infinite in size.[91][211]), higher reaction speed, far higher with the Spin Dash, even higher with the Boost | Infinite (As fast- if not faster- than his Base in Secret Rings), higher with Soul Surge | Unknown (Is considerably slower than his Base, but by how much is uncertain) with Infinite Combat Speed and Reactions | Infinite (Far faster than his Base Form within Black Knight. Kept up with and outfought the Dark Queen, who blitzed his Base form by attacking him faster than he could react), higher with Soul Surge | Infinite (Faster than his Free Riders self), higher reaction speed, far higher with the Spin Dash, even higher with Color Powers (Tagged Metal Sonic several times before the latter could do anything against him) and the Boost, Immeasurable by accelerating through erased time (Sonic is stated by Tails to be accelerating through time by running through the zones in White Space[58]) | Infinite (Kept up with Infinite with his normal speed,[60] who easily dodged his Boost technique earlier on[212] and that could somewhat react to a Double Boost.[213] Later on, he was capable of keeping an even pace with the Death Egg Robot with his normal speed, which was stated to surpass Infinite by Eggman and was corroborated by Tails.[214] Was stated to have ran faster than ever before by the time of Sonic Frontiers[215]), higher with the Spin Dash, and Super Peel Out, even higher with the Boost, much higher with the Power Boost (Power Boosts are significantly faster than Sonic's average Boost), Double Boost (Broke through Null Space using the Double Boost alongside The Rookie, an alternate dimension that is stated to go on forever, be an endless void, and contain absolutely nothing[216]) and Triple Boost (Blitzed the Death Egg Robot), Immeasurable by accelerating through erased time. | Infinite (Sonic is fast as he is while uninfected, but the constant running required to make sure he doesn't turn into a Zombot will make him slower after prolonged periods of time and exhaustion), higher with the Spin Dash, even higher with the Boost, Immeasurable by accelerating through erased time | Varies (Powered by the seven Chaos Emeralds, which possess immense chaotic energies with fluctuating power levels[203], with the power harnessed depending on the levels of the users emotions and aptitude), Infinite (Faster than Darkspine Sonic, as he is empowered by the Chaos Emeralds, which are superior to the World Rings), Immeasurable (Far faster than his Base. Should be superior to his adventure era self. Able to outpace laser attacks that stem from Solaris' body and whose attacks are shown to be throughout all of time itself due to them appearing in the past, present, and future alike. Capable of attacking Solaris faster than it can even cross its arms to defend itself. Blitzed the Time Eater alongside his classic counterpart and easily avoided attacks from him), higher with the Spin Dash, even higher with the Boost | Immeasurable (Utilizing his hidden power, Super Sonic can attack Supreme point-blank so fast that it's as if he never moved[16]), higher with the Boost
Lifting Strength: Class M (Should be superior to his Adventure era self) | Immeasurable (With slight difficulty, Darkspine can push back and launch[11] the Spirit Blast. Said attack is stated to be a giant pink orb of power with the words of the book in it, which implies that Alf Layla wa-Layla is using reality itself within it due to the Arabian Nights' world being formed by texts and manuscripts) | Multi-Stellar (Is empowered by the energy of all seven Chaos Emeralds when only one could shift the mass of a continent, while also having an additional boost in strength from absorbing a large amount of Dark Gaia's energy[10]) | At least Class M (Far stronger than his Pre-Generations Base form) | Multi-Stellar (Grew in strength to defeat and push back the Egg Dragoon, and should thus be comparable to his Werehog self) | Multi-Stellar (Grew strong enough to fight and knock back Infinite after their first encounter[60]) | Multi-Stellar (Same as his Base. Grappled with Zombot Shadow and held him at bay before Silver intervened) | Immeasurable (Powered by the Chaos Emeralds, which are superior to the World Rings used to empower Darkspine Sonic. Capable of pushing back Solaris with his attacks) | Immeasurable (Super Sonic leaves The End-possessed Supreme physically reeling when he breaks free from its grip[16])
Striking Strength: Universe level+ | Universe level+ | Universe level+ (Reflected Alf Layla Wa-Layla's strongest attack back at him) | At least Universe level+ (Werehog Sonic was far stronger than his Base at the time,[10] trading off a bulk of his speed in favor of raw strength[217][218][137][219]) | Universe level+ (Can trade blows with Merlina and harm her) | At least Universe level+, higher with the Focused Homing Attack and Flying Kick (The Focused Homing Attack allows him to quickly overwhelm comparable opponents like Zazz[220]. Can breach Zavok's guard with either of these moves[221]) | At least Universe level+, higher with Phantom Rush | At least Universe level+ (Can strike Zombots, which were immune to Espio's weaponry) | | Varies, at least Universe level+, up to Low Complex Multiverse level at his peak (5-D, Comparable in power to Super Shadow, who used his Spears of Light to destroy Solaris' cosmic armor), higher with Charged Attacks | Low Complex Multiverse level (5-D. A barrage of punches from Super Sonic's hidden power left Supreme helpless for an extended period)
Durability: Universe level+, higher with Boost. Up to Low Complex Multiverse level (5-D) Damage Transferal with several Rings (Having enough Rings shields damage from those as strong as Supreme) | Universe level+ (Took a hit from Knuckles[210]), higher with Guard (While using Caliburn, Sonic can guard against attacks as strong as even Sir Lancelot's Chaos Blast). Up to Low Complex Multiverse level (5-D) Damage Transferal with several Rings | Universe level+. Up to Low Complex Multiverse level (5-D) Damage Transferal with Rings | Universe level+ (His Werehog form is able to take hits from machines such as the Egg Dragoon and is noted tougher than his usual self) | Universe level+ (Can take attacks from Dark Queen Merlina). Up to Low Complex Multiverse level (5-D) Damage Transferal with Rings | Universe level+. Up to Low Complex Multiverse level (5-D) Damage Transferal with Rings | Universe level+ (Able to withstand several attacks from a casual Infinite within their first rematch.[60] Traded blows with Surge, who is perfectly calibrated to resemble him[6] and survived being choked and electrocuted by her, even as the Dynamo Cage overloaded and she was using her electric powers in water[115]). Up to Low Complex Multiverse level (5-D) Damage Transferal with Rings | Universe level+ (As durable as when he isn't infected. Could take hits from powerful Zombots, such as Shadow), higher with the Boost | Varies, Universe level+, up to Low Complex Multiverse level at his peak, higher with Super Sonic Boost. Invulnerability makes it difficult to conventionally harm him | Low Complex Multiverse level (Vastly superior to before), even higher with the Perfect Parry (With the trade-off of needing to be timed precisely compared to the original Parry, Super Sonic is stated to be capable of parrying anything with it[16]). Invulnerability makes it difficult to conventionally harm him
Stamina: Superhuman (Withstood a beating from Merlina and refused to give up regardless of his physical condition) | Superhuman | Superhuman (Werehog Sonic is able to remain in prolonged combat with Dark Gaia creatures, often non-stop through the night) | Superhuman (Absorbed Cyber Corruption to free Amy, Knuckles, and Tails from their imprisonment across the Starfall Islands. Even while dealing with the corruption's influence across nearly all of Sonic Frontiers and dealing with it better than Sage predicted, he successfully scaled all six towers of Rhea Island and refused to stop until his friends were freed from Cyber Space. In situations where most others would give up and where he is severely outnumbered or outgunned, such as close encounters with the Titans when he's without all the Chaos Emeralds, Sonic never loses faith in himself and never surrenders) | Superhuman (Same as his Base. Ran at top speed almost nonstop for several days while physically and mentally taxed in order to fight off the effects of the Metal Virus, receiving minimal rest for the duration of the plague. Stated that he isn’t used to getting tired despite his adventurous lifestyle) | Superhuman | Infinite (Is powered by Chaos Emeralds) | Infinite (Uses a Super State as its base, and should thus have its stamina directly)
Range: Standard Melee Range, higher with Caliburn, Hundreds of Meters with abilities. Up to Interdimensional/Universal+ with Low Complex Multiversal scope using Chaos Control | Standard melee range, Universal+ with abilities (Moves such as Time Break allow Darkspine Sonic to freeze the flow of time) | Extended Melee Range to Several Meters via Elasticity, Hundreds of Meters with abilities | Extended Melee Range, higher with Excalibur's extension, Thousands of Kilometers with abilities | Standard Melee Range, Hundreds of Meters with abilities and Color Powers | Standard Melee Range, higher with abilities | Standard Melee Range; Hundreds of Meters, up to Interdimensional with his Aura (Super Sonic's aura swallowed several duplicates of Perfect Chaos and shattered alternate worlds of the Phantom Ruby); Varies up to Low Complex Multiverse level with abilities (5-D, possibly 6-D. Able to affect Solaris, who Dr. Eggman twice states is an extra-dimensional lifeform[222][223] that would make it superior to the likes of Illumina and Void) | Identical to Super Sonic
Standard Equipment: |
---|
Power Sneakers, Chaos Emeralds (Has collected and carried the Chaos Emeralds throughout various installments), Rings, Item Boxes, Light Speed Shoes/Light Chip, Crystal Ring, Bounce Bracelet, Flame Ring, and Magic Hands, Wisps, and Sonic Crackers |
Optional Equipment: |
---|
Shahra's Ring, Caliburn, World Rings, an Ark of the Cosmos, Extreme Gear, Gems, Power-Ups, Extreme Gear, Arondight, Galatine, Laevatein, Herb of Toughness, Fiery Quaff, Hot Fiery Quaff, Vial of Calm, Philter of Tranquility, Super Antidote, Stone Protection, Petrification Immunity, Paralysis Cure, Paralysis Immunity, Speed Star. RC Vehicles |
Intelligence: Genius Combatant (More experienced than his Adventure Era Self. Through years of countless adventures, Sonic has shown himself to be a skilled and formidable combatant. The Blue Blur's single greatest asset is his signature speed, which he has demonstrated[224] complete[225] mastery[226] over[227] in[228] any environment due to full control of his momentum.[229] Because of this, Sonic excels in applying his speed and agility into evasive maneuvers[230] and offensive techniques[231] fueled by momentum-based[230] combat[232], allowing him to use his incredible agility both in and out of combat in nearly any type of terrain and situation.[18][19][20][21][22][23][24][25][26][27][28][29][30][31][6][32][33] Beyond clever applications of Sonic's speed is his capacity for adaptability and quick learning. Such instances are demonstrated several times within his adventures. Of note is when he began training with a sword for the first time to become a proper knight. Not only did he quickly learn how to use it to the extent that he became incredibly bored by it, but he effortlessly applied such teachings "like it was nothing" in a manner deemed as "like a true knight" during his very first battle. He continued greatly improving on his skills as the adventure went on,[81][82][83][84][85][86][87][88] with him later on learning 3 unique styles of sword fighting, Knight style, focused on a balance of power and speed, Paladin style, focused on the power behind his strikes and Cavalier style, which is focused on quick strikes in rapid succession, all of which he effortlessly applied along his speed.[19] Bested the legendary Knights of the Round Table and King Arthur himself, becoming the greatest knight of all time[233] . Sonic is also knowledgeable on traditional martial arts such as Kenpo[234][235] and Kung Fu, the latter of which he quickly mastered it after only 2 section of training[75], with his skills being so great that the over a millennia old master Zik became utterly impressed and even calling his moves unique, with Sonic beating the old master 3 times even when he had help, being acknowledged by Zik as being a master on his own.[78][79][80] Easily defeated and mocked[188] Eggman while piloting the Egg Dragoon, a machine that has years of study of his movement patterns in the several years he and the Doctor have been fighting.[113] Referred to by Doctor Starline as the only being capable of standing up to Dr. Eggman with sheer skill alone[17] even with Master Martial artists such as Espio, an expert in ninjutsu that was impressed by Sonic's ability to simultaneously move and look as if he was invisible at incredible speeds[92][93][94], and Knuckles, with Sonic being a main force in the takeover of the planet after Eggman conquered it. Despite Dr. Eggman's intellect and vast list of creations, such as machines with years of research into Sonic's movement patterns,[113] Sonic has come out on top over 227,000 times.[175] He is even capable of hacking the Doctor's technology[5])
Weaknesses: Sonic can be cocky and overconfident at times and has trouble in aquatic areas due to his inability to swim | More violent than before | His Werehog form trades in a large bulk of his speed in favor of natural raw strength, and he transforms into this form involuntarily at night only to change back in the day (no longer has this weakness, as he permanently loses this form at the end of ''Sonic Unleashed'') | Same as his base. If Sonic isn't actively running, the Metal Virus will ovetake him and turn him into a mindless Zombot | None notable | None notable
Notable Attacks/Techniques:
- Spin Attack: While moving forward, Sonic is able to curl tightly into a defensive ball and roll along the ground to ram enemies as a concussive force or cutting disk.
- Spin Jump: Sonic leaps into the air and proceeds to perform a Spin Attack, a technique that allows Sonic to attack a foe in quick succession, hit objects in[236] a return-to-sender fashion,[237] and deter charging opponents.[238]
- Flying Spin Attack: In contrast to the Spin Jump, Sonic can utilize this technique while already in a vulnerable position within mid-air.[239]
- Spin Dash: Sonic curls into a ball and begins spinning rapidly from a stationary position to charge up, then launches forward with enhanced mobility.
- Homing Attack: Sonic performs a mid-air Spin Dash that homes in on opponents, striking them with perfect aim. After hitting, the attack's force will cause Sonic to bounce off the target, allowing him to attack enemies again immediately afterward[26] (potentially repeatedly) or attack other enemies in his nearby vicinity.[24]
- Focused Homing Attack: Sonic locks on up to six enemies at once and executes a far swifter and stronger version of the Homing Attack. This attack can be charged up to dish out attacks capable of quickly overwhelming beings with comparable durability to Sonic himself.[20]
- Flying Kick: Sonic dashes towards an enemy or projectile and immediately hits it with a midair kick while dealing damage and sending them flying away. This move is sometimes the only means of defeating enemies which cannot be defeated by the Homing Attack.[20]
- Homing Attack: Sonic performs a mid-air Spin Dash that homes in on opponents, striking them with perfect aim. After hitting, the attack's force will cause Sonic to bounce off the target, allowing him to attack enemies again immediately afterward[26] (potentially repeatedly) or attack other enemies in his nearby vicinity.[24]
- Spin Jump: Sonic leaps into the air and proceeds to perform a Spin Attack, a technique that allows Sonic to attack a foe in quick succession, hit objects in[236] a return-to-sender fashion,[237] and deter charging opponents.[238]
- Air Kick: Sonic jumps into the air and kicks out to counter an aerial combatant.
- Air Spin: Sonic jumps into the air, curling into a ball to counter an aerial combatant in a manner reminiscent to the Spin Jump.
- Dash Spin: Sonic runs at his opponent before carrying his momentum into a Spin Attack.
- Dodge Spin: After dodging an attack, Sonic immediately retaliates with a high speed Spin Attack that barrels through his opponent and sends them flying into the air.
- Dodge Spin Dive: Rather than dodging and doing a Spin Attack, Sonic dodges before curling into a ball and launching himself up into the air before slamming into his enemy with concussive force.
- Double Kick: Sonic sends two consecutive kicks towards his opponent.
- Triple Kick: Sonic follows up with an additional kick in a quick flurry that sends the opponent flying back.
- Double Spin: Sonic jumps into the air as he curls into a ball, hitting his opponent once before landing in front of them while in position to immediately perform a Spin Attack.
- Flying Kick: For particularly sturdy enemies that are impervious to Sonic's normal attacks, this is an alternate and much more powerful method. Sonic zips towards an enemy like he would for a Homing Attack, and then immediately strikes them with a mid-air kick to sending them flying. If another enemy is caught in the path of the enemy initially kicked away, they will be sent flying and take damage as well.
- Foot Crush: Sonic brings up a foot, smashing it down onto the foot of the other opponent to leave them reeling in pain.
- Head Spin: After jumping up and curling into a ball, Sonic spins on top of them and moves towards the back of their head to land a devastating hit that knocks them forward.
- High Kick: Sonic does a jumping kick that sends his opponent into the air after impact.
- Dodge High Kick: After dodging an attack, Sonic quickly retaliates with a jumping kick that sends his opponent into the air after impact.
- Back High Kick: While spinning around, Sonic kicks out to hit his opponent when they're behind him.
- Hop Kick: Sonic hops into the air before landing and doing a sweeping kick.
- Hop Punch: Sonic hops into the air while reeling back a fist and quickly throws out his fist in a sweeping motion.
- Horse Kick: Sonic turns and supports himself on his hands, throwing both feet out in a powerful motion behind him to hit the opponent and launch them away from him.
- Punch-Spin: After a quick jab to leave his opponent slightly stunned, Sonic makes a quick stride to get behind them and attack.
- Twin Punch Spin: Sonic performs the Punch Spin, but Sonic gives two quick jabs before getting behind them rather than one.
- Scissor Punch: Sonic rears both hands back before slamming them closed on the opponent's head and dizzying them.
- Side Kick: Sonic sends a swift horizontal kick towards his opponent.
- Double Side Kick: Sonic adds an additional kick towards his opponent.
- Triple Side Kick: Sonic sends yet another kick towards his opponent, the final launching them back.
- Smackback Kick: Sonic charges up a horizontal kick that sends his opponent flying back on impact.
- Spin Dive: Sonic launches into the air and curls up into a ball before ramming down onto his opponent from above.
- Spin Rocket: When near a vertical surface, such as a wall, Sonic jumps against it and curls into the position of a Spin Attack before launching himself towards his opponent at great speeds.
- Spiral Spin: Sonic curls himself up before launching himself in a gyrating motion and hurting anyone that he makes contact with.
- Spiral Feint: Sonic begins to launch his Spiral Spin but stops soon after, instead launching himself towards the opponent for a Spin Attack.
- Double Feint: Sonic proceeds to do the Spiral Feint, but stops his attack once more to catch dodging or suspecting enemies by surprise.
- Stomp Dive: Sonic launches into the air before stomping down on his opponent.
- Rush Spin: After a quick flurry of four punches, Sonic uses his Spin Dash technique to send his opponent up into the air after impact so he can move behind them.
- Volley Toss: Sonic uppercuts his opponent, launching them into the air in the process.
- Toss & Attack: After uppercutting his opponent into the air, Sonic jumps into the air after them and rears back his hands before slamming them into his opponent and knocking them down into the ground.
- Wall Spin: Sonic runs up a vertical surface before leaping backwards and performing a Spin Attack at his opponent.
- Wall Stamp: Sonic runs up a vertical surface before leaping back towards his opponent and stomping on his opponent.
- Windup Punch: Sonic stand on one foot and leans back as he begins to wind up a punch in a circular moment before launching a punch that sends the opponent flying back.
- Weapon Grab: Using this move, Sonic is capable of taking weapons from an opponent and using it against them. This move also takes weapons from Hammerspace.
- Dizzy Spin: In an attempt to confuse and dizzy his opponent, Sonic drops down into the position of a Spin Attack before quickly circling the opponent and speeding up before stopping.
Sonic Style: Sonic's unique fighting style, in which he specializes in a fluid, precise, and kinetic fighting style based on blitzing foes with a myriad of techniques that are based on all kinds of fighting styles ranging from Capoeira, to Kickboxing, to straight up MMA techniques, along with Sonic's personal fighting style based on his species' ability to curl into a ball. He also boasts great acrobatic skills and agility, along with enhanced reflexes that enable him to evade incoming hindrances with precise and delicate movements, as well as detect attacks beyond his field of vision.[240]
- Move
- Dashing Skill: A technique used for quick movement in any direction, Sonic Leap allows him to do so in a quick, explosive jump forward.[241]
- Jumping Skill: Sonic's jumping skill, Sonic Jump, allows the blue hedgehog to convert his speed to air time.[242]
- Air Action: Sonic is able to increase his torque by spinning through the air with Sonic Ballet.[243]
- Guard Skill: Using Sonic Guard, Sonic utilizes his own speed to block attacks.[244]
- Heal Skill: With Sonic Heal, the hedgehog heals any damage received by vibrating his molecules at high speeds.[245]
- Attack
- Heavy Attack: A skill specialized in knocking the opponent a way, which Sonic uses to break dance moves to knock the opponent away with Sonic Flare.[246]
- Upper Attack: A skill specialized in knocking the opponent upwards, Sonic Up Draft sees the hedgehog performing a somersault kick to launch an opponent into the air.[247]
- Dash Attack: Sonic performs Windmill, an attack in the form of a spinning kick using dance moves while using his Dashing Skill. [248]
- Air Attack: While in the air, Sonic performs the Sonic Rocket to launch a diagonal yet powerful kick in midair.[249]
- Pursuit Attack: Often preceded by Sonic launching himself in a diagonal jump towards his opponent in the air (though it can be performed on a grounded target), Sonic Eagle is a downwards axe kick to strike the opponent.[250]
- Ground Shot: Sonic Wave serves as a longer-range means of attack, a shockwave created by Sonic through a powerful High Speed Spin.[251]
- Air Shot: A longer-ranged attack while in the air, Sonic Storm sees Sonic send out a shockwave akin to when he performs the Sonic Wave. It requires less time to prepare compared to its grounded counterpart.[252]
- Ground Power: A technique meant to deal exceptional damage while close to an enemy, the Sonic Drive sees the blue hedgehog pull out a Ring. When he throws it, Sonic has the option to home in on it by following up with a Spin Attack.[253]
- Air Power: Meant to deal exceptional damage while close to an enemy in the air, Sonic Meteor allows him to perform a Spin Attack downwards which bounces him off of the ground.[254]
- Ground Trap: Sonic's trap, the Sonic Cracker, allows him to plant a bomb that burrow itself into the ground and becomes undetectable.[255]
- Air Trap: The S. Air Cracker lets Sonic toss a landmine directly underneath him.[256]
- Others
- Strength Support: Strength Support 8 passively increases Sonic's defense, making him more resilient to attacks.[257]
- Attack Support: Attack SUpport 6 passively increases Sonic's attack power, making his blows stronger.[258]
- Support of Others: Acceleration Up Lv 2 gives Sonic increased acceleration, allowing him to reach high speeds faster.
Ichikoro Gauge: The Ichikoro Gauge, as the name implies, is a special way for Sonic to turn the tides of a losing battle. When all of the necessary energy is built up, Sonic flashes slightly. The next technique Sonic does will defeat his opponent in a single hit. There are several ways to build up energy for this.
- Receiving Damage: With any amount of damage received, a small portion of it will be transferred as energy for the Ichikoro Gauge.
- Defending Attacks: By blocking attacks, half of the damage received is instead transferred over into the Ichikoro Gauge.
- Sonic Guard: Sonic crosses his arms in front him at supersonic speeds to brace himself from oncoming attacks. This briefly forms a spherical field with purple pulses spreading across it around the user that can block any incoming attacks.
- Healing: Any healing being done allows for energy to gradually increase for the Ichikoro Gauge.
- Sonic Healing: Sonic closes his eyes and stands firmly in one spot and begins healing rapidly at supersonic speed.
- Sonic Healing: Sonic closes his eyes and stands firmly in one spot and begins healing rapidly at supersonic speed.
Tag Actions (タッグアクション, Taggu Akushon) are unique moves that Sonic receives when teamed up with a partner, mostly differing depending upon whether it's done on solid ground or while in the air. When performing a Tag Action, his partner will perform a Spin Jump into his arms before it's performed.[259]
- With Tails
- Leap Jump: When performed on the ground, Tails will propel Sonic high into the air to quickly gain vertical distance.[259]
- Propellor Catch: When performed in the air, Tails will carry Sonic and allow them to traverse through the air.[259]
- With Knuckles
- With Cream
- Chao Attack: When paired with Cream, Cheese will adopt an appearance similar to Sonic and attack the opponent upon his command like he would with Cream. Doing so in the air sends Sonic upwards.[259]
- With Amy
- Hammer Spring: When performed either on the ground or in the air, Amy will use her Piko Piko Hammer to strike Sonic with an upwards swing to give him a large boost of height.[259]
- Piko Piko Hammer: When paired with Amy, Sonic gains access to his own variant of the Piko Piko Hammer.
- With Team Sonic:
- Sonic Overdrive: When paired with the rest of his team, Sonic, Tails & Knuckles can deliver a knockout technique that destroys multiple opponents with an enhanced version of the Light Speed Attack.
- Parry: While guarding, Sonic automatically parries attacks that strike him and deflects them without harm. A successful parry will slow things to a crawl without affecting Sonic himself, allowing more leeway for him to react.[22]
- Cyloop: Leaving a light trail in his wake, enclosing it will result in various possible effects taking place. This ranges from launching several enemies into the air at once to freely creating Rings and giving himself an unending amount of Boost for several minutes.[22]
- Quick Cyloop: This variant allows Sonic to use the move much more quickly, making it even more difficult to react and avoid it.[22]
- Cross Slash: Sonic moves around the enemy in an arc, letting loose a stream of shockwaves as he hovers through the air.[22]
- Homing Shot: Sonic launches a volley of energy spheres that home in on his opponent.
- Phantom Rush: With a maxed-out combo meter, Sonic enters this state. His attacks are 1.2x stronger and he attacks so quickly that it appears as if four of him are attacking at once. This lasts indefinitely, so long as Sonic can keep his combo meter running.[22]
- Recovery Smash: After being thrown back by an attack, Sonic can recover before he hits the ground to lead with a fierce counterattack.[22]
- Sonic Boom: A high-speed kick which unleashes a flurry of powerful shockwaves at the enemy, which Sonic can aim at other enemies within the same barrage while remaining stationary.[22]
- Spin Slash: Sonic repeatedly encircles an area directly in front of his enemy with a multi-hit spinning attack for repeated damage.[22]
- Wild Rush: With this attack, Sonic distances himself from the enemy before zigzagging through the air to striking his opponent and allowing for a continued assault afterwards.[22]
- Grand Slam: A powerful Spin Attack with a follow-up kick to launch the enemy away.[22]
- Blue Tornado: Sonic uses the Spin Dash to encircle around opponents through midair while leaving a blue trail. The resulting slipstream creates a tornado effect that forms a blue cyclonic vortex of air around the opponent. This can yank the opponents off their feet and fling them into the air, disorient enemies, or blow away their weaponry or equipment.[260]
- Drop Dash: Sonic stores up momentum while in mid-air and curls into a ball as he drops down to the ground, upon where he will instantly initiate a Spin Dash and rocket in the desired direction.[261]
- Bound Jump: In mid-air, Sonic curls into a ball and performs the Spin Attack straight downwards to slam down on any target below him. If he impacts the ground, Sonic will be propelled back into the air with enhanced jumping height.[262]
- Foot Sweep: Sonic drops to the ground, balances on one hand, and then sweeps one of his legs around in a 360 degree circle that resembles break-dancing, damaging anything he comes into contact with.[263]
- Humming Top: Sonic thrusts his body forward through midair while spinning and sticking his legs outward to attack foes, thereby increasing his horizontal speed to gain distance.[264]
- Kick: Sonic does a somersault and attacks forward along the ground while stretching out both his feet in front of him. When doing so, he is surrounded in a blue aura to ward off hindrances.[265]
- Light Speed Attack: Sonic harnesses his conserved energies and charges up in a manner nigh-akin to the Spin Dash. The difference being that while charging, light orbs will encircle Sonic's body and damage enemies upon contact, discouraging interruption of the technique. Once finished, Sonic excitedly utters "Ready!" and takes on a cyan hue, before rocketing off at high speeds to unleash a far faster and stronger Homing Attack. This technique automatically targets every enemy in the vicinity upon execution, allowing Sonic to pull of a rapid onslaught of Homing Attacks to strike all enemies in range.[266]
- Somersault: Sonic flips his body and attacks with his legs.[262]
- Fire Somersault: A variation of the somersault, imbuing Sonic's kicks with intense flames when he has the Flame Ring equipped.[262]
- Skid Attack: Sonic performs a somersault before sliding along the ground while striking his enemy with his feet first before coming to a halt. The range of this attack can be increased further by performing it while running at high speeds.[267]
- Somersault Kick: Sonic kicks out with his leg while in midair, releasing a thin blue wave of unknown properties as a projectile that can strike enemies from afar. Upon impacting a foe, it induces an affect akin to dizziness and leaves enemies to his mercy.[21]
- Back Step: Sonic does a swift backflip, which allows him to quickly backtrack or reposition himself better within a fight.[91]
- Boost: Sonic coats himself in a blue aura and rockets forward at top speed, granting instant acceleration and turning him into a highly destructive projectile able to mow down anything in his path.[10]
- Sonic Boom: Sonic launches himself forward with a burst of speed so great that it breaks the sound barrier before continuing to move at a steady pace. While active, the Sonic Boom grants Sonic increased speed and defense, allowing him to damage enemies and opponents with mere physical contact.[210]
- Stomp: While in the air, Sonic rockets directly downward, descending in a crouching position. Upon landing, he'll release a destructive shock-wave which damages the nearby surroundings and enemies.[10]
- Air Boost: An airborne variation of the Boost, used to increase the Sonic's speed in midair and soar through the sky. Sonic's use for this technique can range from quick evasion away from an enemy, to surfing through the air for long distances, cancelling attacks before they strike a target, and more.[22]
- Power Boost: Should Sonic enable his Boost while at maximum Ring capacity, Sonic will emit blue lightning around him while his speed is increased even further. Should Sonic lose Rings, his Boost will be reverted to normal once more.[22]
- Cartwheel: Sonic cartwheels to the left or right, appearing as nothing but a blur, and has proven useful for evading attacks.[10]
- Charge Jump: Sonic crouches slightly down and gathers up his strength, which is signified by a small red aura surrounding him. When releasing his charge, Sonic will then execute a jump that is much higher than his regular jump, allowing him to reach higher places. This can be done when he is running, though it will cause him to slide along the ground and slow down before doing the jump.[268]
- Drift: Sonic creates friction to one of his sides while either sliding or spinning at high speed, causing his direction to shift rapidly in a smooth curve without him losing much of his momentum.[10]
- Hop Jump: Sonic assumes a more aerodynamic pose as he flies through midair. He then does a upward spring in midair to gain extra height.[149]
- Insta-Shield: For an instant, Sonic creates a temporary shield around himself that can slash enemies within his range. This allows Sonic to attain simultaneous offense and defense, and allows him to bypass forcefields.[269]
- Jump Dash: Sonic launches himself straight forward in midair with a burst of speed, leaving a blue trail in his wake. This is useful for gaining air mobility, crossing gaps, and maneuvering across obstacles.[266]
- Quick Step: Sonic running at high speeds, Sonic performs a swift-strafing movement to the left or right. When doing so, Sonic appears as nothing but a blur, indicating his short burst speed is swifter than his steady pace.
- Radial Burst: With a pulse of energy, Sonic uses Radial Burst and is capable of negating the effects of the Color Powers.
- Skydiving: Sonic is capable of controlling his descend during a midair dive by making his body more or less aerodynamic. As a result, he can control whether they will fall faster or slower through midair.
- Slide: Sonic falls back while running and slides along the ground with his feet in front of him, capable of sweeping comparable characters off their feet.[6] This can be combined with his Drift and Boost techniques[270] to further amplify both his mobility and striking power
- Super Peel Out: Sonic begins to move his legs in a pattern similar to the "infinity" symbol to build up speed, all while remaining stationary. After which, he rockets off with immensely increased speed and mobility, even nimbler the Spin Dash. This technique allowed Sonic to match Metal Sonic's V. Maximum Overdrive Attack, which is stated to increase Metal Sonic's speed four times over, meaning Sonic's Super Peel Out grants a similar increase.
- Speed Up: Sonic emits blue sparkles and greatly increases his speed for up to ten seconds.
- Fireball Spin Dash: Sonic curls into a ball and spears forward through mid-air at high speeds like a comet of flames by using his Spin Dash in conjunction with the Flame Shield.
- Strike Dash: While running, Sonic can activate an effect similar to the Invulnerability Monitor that gives him immunity to damage for several seconds.
- Triangle Jump: Sonic latches onto a wall, allowing him to quickly jump horizontally from one wall to another.
- Chaos Control: With a Chaos Emerald handy, Sonic is capable of utilizing Chaos Control to manipulate the fabric of time and space. He can use this to teleport himself as well as other people and objects, manipulate time by slowing or stopping it, perform inter-dimensional or time travel, distort space-time, and so on. The magnitude of this power depends on the amount of Chaos Emeralds Sonic has with him.
- Time Stop: Sonic evokes a power of undefined nature that inverts all colors in the vicinity. This effect pauses the flow of time and leaves the opponent completely immobilized.
- Sonic Wind: Sonic raises his fist to generates a small cyclone made of sharp, sky blue winds, which ensnare his opponent to deal damage.
- Sonic the Hedgehog's Soul Gauge: The Soul Gauge is a Skill Sonic acquired during his adventures throughout the Storybook Era, and is ultimately utilized for a myriad of special abilities that Sonic is incapable of doing without it. This entails both offensive and defensive capabilities, be it from enhancing his attacks or allowing him to move at high speeds near-instantaneously. It runs off of Soul Gauge energy, which is also referred to as Soul and implies that the energy comes from Sonic's very soul itself. He can get this energy from collecting Pearls and through several skills.
- Time Break: When performing this move, Shonic shout its name & slows down the flow of time, thus slowing down everything around him and giving him more time to react.
- 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.
- Fire is one of the elements usable by Sonic alongside Dark and Wind. Fire-type Skills focus more on adding increased power to Sonic's attacks. Skills with Fire attributes include:
- Fire Tackle: Increased attack power when performing a Short Jump.
- Sub-F Tackle: Attack power increased during a Short Jump but defense is greatly reduced.
- Fire Gaze: Increased attack power when performing Jump Cancel.
- Sub F-Gaze: Attack power increased during a Jump Cancel but defense is greatly reduced.
- Turbo Jump: Increases flight speed while using Jump Dash.
- Boost Jump: Jump distance improved over Turbo Jump.
- Rocket Jump: Jump distance improved over Boost Jump.
- H-Expand: Extends the range of Homing Attacks.
- H-High Expand: Extends attack range further than H-Expand.
- H-Mega Expand: Extends attack range further than H-High Expand.
- Fire Lock-On: Allows Homing Attack when locked-on to Fire Soul.
- Homing Stability: Decreases recovery time after performing Homing Attack.
- Homing Balance: Decreases recovery time more than with Homing Stability.
- Homing Recovery: Decreases recovery time more than with Homing Balance.
- Volcano Slider: Increases attack power while sliding.
- Fire Step: Increased attack power granted to Back Step.
- Crest of Fire: Unlocks the power of fire if you equip 6 fire-based skills.
- Wind is also one of the elements utilized by Sonic, alongside Dark and Fire elements. It's primarily focused on increase the speed and maneuverability of Sonic.
- Charger Forward: Acceleration increases.
- All-Rounder: Reduces speed loss caused by rugged terrain.
- Quick Step: Ground movement to the left and right becomes smoother.
- Quick High Step: Allows you to move more smoothly than with Quick Step.
- Quick Mega Step: Allows you to move more smoothly than with Quick High-Step.
- Quick Air: Aerial movement to the left and right becomes smoother.
- Super Quick Air: Allows you to fly more smoothly than with Quick Air.
- Hyper Quick Air: Aerial you to fly more smoothly than with Super Quick Air.
- Turbo Boost: Acceleration rate to top speed increases.
- Rocket Boost: Acceleration increases more than with Turbo Boost
- Warp Boost: Acceleration increases more than with Rocket Boost.
- Sub W-Boost: Acceleration to top speed increases but defense is greatly reduced
- Speed-Up: Maximum speed increases.
- Super Speed-Up: Increases your maximum more than with Speed-Up.
- Hyper Speed-Up: Increases your maximum more than with Super Speed-Up.
- Sub HS-Up: Maximum speed increases but defense is greatly reduced.
- Landing Dash: Initial speed increases when landing.
- Landing Turbo: Initial speed increases more than with Landing Dash.
- Landing Boost: Initial speed increases more than with Landing Turbo.
- Cancel Dash: When landing off a Jump Cancel, your initial speed increases.
- Cancel Turbo: Initial speed increases after landing more than with Cancel Dash.
- Cancel Burst: Initial speed increases after landing more than with Cancel Turbo.
- Splash Jump: Allows you to jump when you strike an obstacle in midair.
- Quick Jump: Decreases charge time required for Charge Jump.
- Sub Q-Jump: Decreases time required for Charge Jump but defense is greatly reduced.
- Aegis Slider: Increases defense power while sliding.
- Quick Slide: Movement to the left and right during sliding is smoother.
- Quick High Slide: Makes right-left movement smoother than with Quick Slide.
- Quick Mega Slide: Makes right-left movement smoother than with Quick High Slide.
- Skimmer: Decreases drop in speed when sliding.
- Super Skimmer: Decreases your rate of deceleration more than with Skimmer.
- Hyper Skimmer: Decreases your rate of deceleration more than with Super Skimmer.
- Surge: Sonic's automatic acceleration during Time Break increases.
- Super Surge: Increases movement speed more than with Surge.
- Hyper Surge: Increases movement speed more than with Super Surge.
- Sub H Surge: Sonic's acceleration during Time Break increases but Soul use increases.
- Hard Break: Allows for more effective braking.
- Back Step: Press the 2 Button while moving back to Back Step.
- Balance: Automatic recovery after taking damage.
- Down Cancel: Press the 2 Button when taking damage to negate knockdown.
- Mini-Turbo: Quickly move the Wii Remote forward when countdown is at 1 for a boost.
- Rocket Start: Faster speed burst than Mini-Turbo.
- Warp Dash: Faster speed burst than Rocket Start.
- Quick Grind: Using Grind increases Grind speed.
- Fast Grind: Increases acceleration more than with Quick Grind.
- Mach Grind: Increases acceleration more than with Fast Grind.
- Sub M-Grind: Maximum grind speed increases but gradually consumes Rings when in use.
- Crest of Wind: Unlocks the power of wind if you equip 10 wind-based skills.
- Dark is also one of the elements utilized by Sonic, alongside Wind and Fire elements. Darkness-based skills don’t have a clearly defined trait, unlike Fire and Wind. They mostly have miscellaneous effects that otherwise don’t fit with the other two elements’ effects. When using Darkness, Sonic is often enveloped in black and purple energy.
- Soul Absorber: Gives a Soul Gauge boost when you land.
- Soul Assimilator: Soul Gauge increases more than with Soul Absorber.
- Soul Devourer: Improves your Gauge's rate of increase more than with Soul Assimilator.
- Sub S Devourer: Soul Gauge increases when landing but Rings are consumed.
- Cancel Absorber: When landing off a Jump Cancel, experience is gained.
- Cancel Assimilator: More experience is gained than with Cancel Absorber.
- Cancel Devourer: More experience is gained than with Cancel Assimilator.
- Sub C Devourer: When landing off a Jump Cancel, exp is gained but Rings are used.
- Expert Attack: Experience is gained with each Homing Attack.
- Soul Slider: Gradually gain experience points while sliding.
- Slowed Search: Enables lock-on to certain objects while in Time Break.
- Sub S-Search: Enabled lock-on to objects while in Time Break but increases Soul use.
- Ring Saver: Reduces the number or Rings lost when damage is taken
- Soul Resurrection: Uses Soul Gauge to revive when defeated.
- Soul Armor: Reduces the Soul lost when damage is taken.
- Sub S Armor: Reduces soul amount lost when damaged but defense is greatly reduced.
- Soul Barrier: Soul Gauge increases when you lose Rings.
- Sub S-Barrier: Increases Soul Gauge as Rings are used but greatly lowers defense.
- Pearl Collector: Attracts nearby Pearls.
- S-Pearl Collector: Increases the area in which you can collect Pearls over Pearl Collector.
- H-Pearl Collector: Increases the area in which you can collect Pearls over S Pearl Collector.
- Ring Bonus: Adds additional Rings to counter at game start.
- Rower Restart: Gives additional Rings when restarting after defeat.
- Exchange: Each Ring collected counts as 2 Pearls.
- Expert Drift: Gain experience by drifting when approaching a corner.
- Homing Bonus: Bonus experience for defeating multiple enemies with Homing Attack.
- Ring of Zero: When Ring Count is 0, the amount of experience gained increases.
- Chain Bonus: Bonus experience is earned when collecting Rings in succession
- Present: Limits the total number of Rings. When Rings reaches 100, experience is gained.
- Sub C Present: Limits total Rings. When Rings reach 100, Soul is used to gain experience.
- Crest of Darkness: Unlocks the power of darkness if you equip 8 dark-based skills.
- Homing Dash: With Caliburn, Sonic jumps into the air and homes directly into a target at high speeds while leaving a colored trail in his wake like the Homing Attack without curling into a ball and allows Sonic to strike immediately.
- Sonic the Hedgehog's Soul Surge: A branching pathway of harnessing Soul when in conjunction with Caliburn. Sonic is capable of producing up to three main affects. The first includes Sonic dashing up to his opponent to the full extent of his speed, appearing as a nearly instantaneous movement, and delivering a powerful slash with Caliburn to his opponent energized by this conserved energy. The second involves Sonic leaping towards his opponent and striking them with a midair kick energized by his conserved energies. The third involves accelerating beyond his top speed on a dime in a with a high-speed dash, capable of easily blitzing foes with initially comparable speeds. This also comes with many of the same or slightly different abilities than the ones from his time with Shahra in the world of the Arabian Nights.
- Styles: Due to his exceptional skill as a swordsman and quick learning as a whole, Sonic can use different styles of combat with Caliburn in his possession. Each style offers a different approach to combat, allowing for Sonic to change whenever it's necessary or favorable with the situation at hand.
- Cavalier Style: The first of three different primary fighting styles. The Cavalier Style grants Sonic greater speed, though at the cost of lowering the damage he can deal to his opponent.
- Quick Step: Improves left/right movement while running.
- Quick Step+1: Improves left/right movement while running.
- Quick Step+2: Improves left/right movement while running.
- Quick Step+3: Improves left/right movement while running.
- Speed-Up+1: Running speed increased.
- Speed-Up+2: Running speed increased.
- Speed-Up+3: Running speed increased.
- Crest of Wind: Increases running speed at a cost of 1 Ring per second.
- Landing Dash: Increases initial running speed after landing.
- Landing Dash+1: Increases initial running speed after landing.
- Landing Dash+2: Increases initial running speed after landing.
- Landing Dash+3: Increases initial running speed after landing.
- Quick Grind: Increases Grind speed.
- Quick Grind+1: Increases Grind speed.
- Quick Grind+2: Increases Grind speed.
- Quick Air: Improves left/right movement while jumping.
- Quick Air+1: Improves left/right movement while jumping.
- Quick Air+2: Improves left/right movement while jumping.
- Quick Air+3: Improves left/right movement while jumping.
- Splash Jump: Able to jump after colliding with midair object.
- Turbo Jump: Increases speed of Jump Dash.
- Turbo Jump+1: Increases speed of Jump Dash.
- Turbo Jump+2: Increases speed of Jump Dash.
- Charger: Improves starting acceleration.
- Charger+1: Improves starting acceleration.
- Charger+2: Improves starting acceleration.
- Charger+3: Improves starting acceleration.
- All-Rounder: Reduces the effect of tough terrain.
- Hidden Fairy Lock-On: Hidden Fairies becomes easier to find.
- Soul Armor: Decrease in Soul Gauge reduction when damaged.
- Ring Bonus: Start with 5 rings.
- Gauge Bonus: Start missions with energy in the Soul Gauge.
- Gauge Bonus+1: Start missions with energy in the Soul Gauge.
- Gauge Bonus+2: Start missions with energy in the Soul Gauge.
- Gauge Bonus+3: Start missions with energy in the Soul Gauge.
- Gauge Bonus+4: Start missions with energy in the Soul Gauge.
- Lunge Advance: Increases the range of a Lunge Attack.
- Lunge Advance+1: Increases the range of a Lunge Attack.
- Multiple Aerial: Increases attacks during an Aerial Attack.
- Slow Gauge: Soul Gauge consumption reduced.
- Slow Gauge+1: Soul Gauge consumption reduced.
- Slow Gauge+2: Soul Gauge consumption reduced.
- Surge Rescue: Soul Gauge increased more based upon 'hit count.'
- Surge Rescue+1: Soul Gauge increased more based upon 'hit count.'
- Ring Rescue: Ring increased more based upon 'hit count.'
- Ring Rescue+1: Ring increased more based upon 'hit count.'
- Quick Return: Improves reaction time after collisions.
- Quick Return+1: Improves reaction time after collisions.
- Quick Return+2: Improves reaction time after collisions.
- Lunge Attack: Move forward and flick the Wii Remote to Lunge Attack.
- Aerial Attack: Move back and flick the Wii Remote to Aerial Attack.
- Attack Spread: Increases the attack area of ground attacks.
- Air Attack Spread: Increases the attack range of midair attacks.
- Perfect Guard: Guard with just the right timing.
- Dash Climb: Increased wall-climbing speed after using Jump Dash.
- Attack Step: Attack becomes possible when using a short jump.
- Giant Killer: The Giant Ones becomes easier to defeat.
- Giant Killer+1: The Giant Ones becomes easier to defeat.
- Dragon Killer: The dragon becomes easier to defeat.
- Dragon Killer+1: The dragon becomes easier to defeat.
- Knight Style: The second of three different primary fighting styles. The Knight Style grants Sonic an equal balance in power and speed with its main focus being the increase in the usage of Soul Surge.
- Speed-Up: Running speed increased.
- Speed-Up+1: Running speed increased.
- Landing Dash: Increases initial running speed after landing.
- Landing Dash+1:Increases initial running speed after landing.
- Quick Grind: Increases Grind speed.
- Quick Grind+1: Increases Grind speed.
- Charger: Improves staring acceleration.
- Charger+1:Improves staring acceleration.
- Hidden Fairy Lock-On: Hidden Fairies becomes easier to find.
- Soul Assimilator: Simply by running, Sonic's Soul Gauge will begin to refill.
- Soul Barrier: Upon taking damage, Sonic is given Soul Energy that is put into his Soul Gauge.
- Soul Resurrection: Sonic's Soul Gauge energy acts a supplement for his health when he would normally perish within combat.
- Fairy Collector: Pulls in nearby fairies.
- Fairy Collector+1: Pulls in nearby fairies.
- Fairy Collector+2: Pulls in nearby fairies.
- Ring Bonus: Start with 5 rings.
- Gauge Bonus: Start missions with energy in the Soul Gauge.
- Gauge Bonus+1: Start missions with energy in the Soul Gauge.
- Gauge Bonus+2: Start missions with energy in the Soul Gauge.
- Gauge Bonus+3: Start missions with energy in the Soul Gauge.
- Gauge Bonus+4: Start missions with energy in the Soul Gauge.
- Lunge Advance: Increases the range of a Lunge Attack.
- Aegis Lunge: Longer invulnerability time when starting Lunge Attack.
- Aegis Lunge+1: Longer invulnerability time when starting Lunge Attack.
- Aegis Aerial: Longer invulnerability when starting Aerial Attack.
- Aegis Aerial+1: Longer invulnerability when starting Aerial Attack.
- Multiple Aerial: Increases attacks during an Aerial Attack.
- Multiple Aerial+1: Increases attacks during an Aerial Attack.
- Easy Surge: Perfect Hits becomes easier.
- Easy Surge+1: Perfect Hits becomes easier.
- Easy Surge+2: Perfect Hits becomes easier.
- Ring Present: Rings increase with each Soul Surge attack.
- Ring Present+1: Rings increase with each Soul Surge attack.
- Ring Present+2: Rings increase with each Soul Surge attack.
- Surge Rescue: Soul Gauge increased more based upon 'hit count.'
- Ring Rescue: Ring increase more based upon 'hit count.'
- Ring Rescue+1: Ring increase more based upon 'hit count.'
- Ring Rescue+2: Ring increase more based upon 'hit count.'
- Aegis Guard: Increases the duration of a guard.
- Aegis Guard+1: Increases the duration of a guard.
- Aegis Guard+2: Increases the duration of a guard.
- Quick Return: Improves reaction time after collisions.
- Quick Return+1: Improves reaction time after collisions.
- Lunge Attack: Move forward and flick the Wii Remote to Lunge Attack.
- Aerial Attack: Move back and flick the Wii Remote to Aerial Attack.
- Lunge Spread: Increases the attack area of a Lunge Attack.
- Aerial Spread: Increases the attack area of an Aerial Attack.
- Attack Spread: Increases the attack area of ground attacks.
- Air Attack Spread: Increases the attack range of midair attacks.
- Perfect Guard: Guard with just the right timing.
- Easy Perfect Guard: Increases the time of Perfect Guard.
- Easy Perfect Guard+1: Increases the time of Perfect Guard.
- Easy Perfect Guard+2: Increases the time of Perfect Guard.
- Dash Climb: Increased wall-climbing speed after using Jump Dash.
- Attack Step: Attack becomes possible when using a short jump.
- Giant Killer: The Giant Ones becomes easier to defeat.
- Giant Killer+1: The Giant Ones becomes easier to defeat.
- Dragon Killer: The dragon becomes easier to defeat.
- Dragon Killer+1: The dragon becomes easier to defeat.
- Crest of the King: Interact with townspeople by touching them.
- Paladin Style: The third and final style of the three primary fighting styles. The Paladin Style grants Sonic power in the form of greater attack damage, though at the cost of lowering his speed.
- Landing Dash: Increases initial running speed after landing.
- Landing Dash+1: Increases initial running speed after landing.
- Quick Grind: Increases Grind speed.
- Charger: Improves staring acceleration.
- Charge+1: Improves staring acceleration.
- Expand Surge Attack: Increases Soul Surge's attack range.
- Expand Surge Attack+1: Increases Soul Surge's attack range.
- Expand Surge Attack+2: Increases Soul Surge's attack range.
- Expand Surge Attack+3: Increases Soul Surge's attack range.
- Hidden Fairy Lock-On: Hidden Fairies becomes easier to find.
- Crest of Fire: Attacks become possible while running.
- Down Cancel: Imbalance due to damage cancelable with the A button.
- Soul Armor: Decrease in Soul Gauge reduction when damaged.
- Ring Bonus: Start with 5 Rings.
- Gauge Bonus: Start missions with energy in the Soul Gauge.
- Gauge Bonus+1: Start missions with energy in the Soul Gauge.
- Gauge Bonus+2: Start missions with energy in the Soul Gauge.
- Gauge Bonus+3: Start missions with energy in the Soul Gauge.
- Gauge Bonus+4: Start missions with energy in the Soul Gauge.
- Lunge Advance: Increases the range of a Lunge Attack.
- Lunge Advance+1: Increases the range of a Lunge Attack.
- Lunge Advance+2: Increases the range of a Lunge Attack.
- Aegis Lunge: Longer invulnerability time when starting Lunge Attack.
- Aegis Lunge+1: Longer invulnerability time when starting Lunge Attack.
- Aegis Lunge+2: Longer invulnerability time when starting Lunge Attack.
- Aegis Aerial: Longer invulnerability when starting Aerial Attack.
- Aegis Aerial+1: Longer invulnerability when starting Aerial Attack.
- Aegis Aerial+2: Longer invulnerability when starting Aerial Attack.
- Multiple Aerial: Increases attacks during an Aerial Attack.
- Multiple Aerial+1: Increases attacks during an Aerial Attack.
- Multiple Aerial+2: Increases attacks during an Aerial Attack.
- Slow Gauge: Soul Gauge consumption reduced.
- Slow Gauge+1: Soul Gauge consumption reduced.
- Surge Rescue: Soul Gauge increased more based upon 'hit count.'
- Surge Rescue+1: Soul Gauge increased more based upon 'hit count.'
- Surge Rescue+2: Soul Gauge increased more based upon 'hit count.'
- Ring Rescue: Ring increase more based upon 'hit count.'
- Aegis Guard: Increases the duration of a guard.
- Aegis Guard+1: Increases the duration of a guard.
- Lunge Attack: Move forward and flick the Wii Remote to Lunge Attack.
- Aerial Attack: Move back and flick the Wii Remote to Aerial Attack.
- Lunge Spread: Increases the attack area of a Lunge Attack.
- Lunge Spread+1: Increases the attack area of a Lunge Attack.
- Aerial Spread: Increases the attack area of an Aerial Attack.
- Aerial Spread+1: Increases the attack area of an Aerial Attack.
- Attack Spread: Increases the attack area of ground attacks.
- Attack Spread+1: Increases the attack area of ground attacks.
- Air Attack Spread: Increases the attack range of midair attacks.
- Air Attack Spread+1: Increases the attack range of midair attacks.
- Perfect Guard: Guard with just the right timing.
- Easy Perfect Guard: Increases the time of Perfect Guard.
- Easy Perfect Guard+1: Increases the time of Perfect Guard.
- Dash Climb: Increased wall-climbing speed after using Jump Dash.
- Attack Step: Attack becomes possible when using a short jump.
- Shield Break: Shields become easier to break.
- Shield Break+1: Shields become easier to break.
- Giant Killer: The Giant Ones becomes easier to defeat.
- Giant Killer+1: The Giant Ones becomes easier to defeat.
- Dragon Killer: The dragon becomes easier to defeat.
- Dragon Killer+1: The dragon becomes easier to defeat
- Cavalier Style: The first of three different primary fighting styles. The Cavalier Style grants Sonic greater speed, though at the cost of lowering the damage he can deal to his opponent.
- Air Ride: With the Extreme Gear, Sonic is able to take flight in mid-air.
- Air Slide: With the Extreme Gear, this technique allows Sonic to take high-speed turns
- Kick Dash: Sonic releases a burst of air from the rear of his Extreme Gear, resulting in him being propelled forward at high speeds.
- Acceleration: Greatly improves Sonic's acceleration rate, allowing him to reach top speeds in a heartbeat.
- Athleticism: Sonic loses less speed when moving uphill and in water.
- Breath Holder: Prolongs Sonic's oxygen supply in underwater environments
- Hercules Muscles: Enhances Sonic's upper body strength.
- Magic Hands: In a small explosion which consumes the targets, Sonic shrinks the enemy down to roughly the size of a basketball and traps them in a transparent sphere. Sonic can then explode the sphere to destroy them or simply leave them incapacitated.
- Popo Spring: When equipping the Popo Spring, Sonic obtains a mobile spring underneath his shoes that supplements his jumping height.
- Power Brake: Allows Sonic to come to a dead stop, regardless of how fast he is running.
- Ring Time: When using Ring Time, Sonic is surrounded by a transparent aura that lasts for fifteen seconds. Any enemies that get near Sonic during this time will then be turned into Gold Rings.
- Serial Homing: Allows Sonic to do sequential Homing Attacks faster.
- Shields: Items that Sonic is able to use to defend himself, which come in four different variants. Unlike the standard Item Boxes, these can be used without having an Item Box in his possession.
- Normal Shield: Using the Normal Shield, Sonic is encased is a defensive orb that acts as a barrier that protects him from damage. Once struck with a sufficiently powerful attack, the shield will disperse and Sonic may be subjected to knockback, but he will not suffer physical harm.
- Fire Shield: Using the Fire Shield, Sonic is encased in a fiery bubble of flames that acts as a barrier that protects him from damage. This renders him immune to the harmful effects of fire and heat-based hazards. This shield is tough enough to enable Sonic to literally stand in molten lava undamaged. It also enables a mid-air jump dubbed the "Fireball Spin Dash", enabling Sonic to spear forward through midair at high speeds in a comet of flames, dealing damage to anything caught in his wake. Additionally, the Fire Shield will burn anything it comes in contact with.
- Aqua Shield: Using the Aqua Shield (also called the Bubble Shield), Sonic is encased in a sphere-shaped shield similar to a water bubble. This shield allows Sonic to breath underwater indefinitely without fear of drowning. It also allows Sonic to quickly plummet downward and bounce along the ground, or collide with an enemy from above. It has the ability to repel certain projectiles, not including spiked projectiles (for obvious reasons) and explosives.
- Thunder Shield: Using the Thunder Shield (also called the Lightning Shield or Magnetic Shield), Sonic is encased in a defensive orb of electricity. It renders him immune to electricity and energy based hazards and attacks. It also apparently emits a magnetic field that attracts things like Rings. It also allows Sonic to gain an additional air jump.
- Skateboard: Allows Sonic to ride a Skateboard.
- Sure-Footed: Enables Sonic to always and instantly land on his feet after taking damage regardless of the positioning he was in after getting sent flying.
- Color Powers: The power of the Wisps' Hyper-Go-On Energy, which Sonic can harness in a multitude of ways by temporarily absorbing a Wisp. Each Color Power is dependent on what Wisp Sonic absorbs, as each has their own unique set of abilities for him to tap into.
- Black Bomb: Using the power of a Black Wisp, Sonic becomes a living and incredibly dense bomb. He is then able to roll over enemies or induce widespread explosions by detonating himself without causing self-harm, which can grow in size and power depending on how many enemies he's trampled or destroyed.
- Blue Cube: Using the power of a Blue Wisp, Sonic transforms into a perfectly shaped blue cube. When transformed into the Blue Cube, he can emit destructive shockwaves by slamming into the ground that spread out for a sizeable distance in all directions.
- Crimson Eagle: Using the power of a Crimson Wisp, Sonic turns into a crimson-colored eagle-like figure. As the Crimson Eagle, he is able to achieve flight and soar through the air unhindered as well as being capable of performing a dash attack.
- Cyan Laser: Using the power of a Cyan Wisp, Sonic transforms into a cyan laser beam. As the Cyan Laser, he gains the same properties as that of a real laser, allowing him to move as a living beam of light. When hitting any surfaces as the Cyan Laser, he can bounce off them as if they were reflective surfaces. When hitting enemies, it causes great damage.
- Green Hover: Using the power of a Green Wisp, Sonic turns into a green hovercraft. As the Green Hover, he gains the power of flight, allowing him to fly leisurely through midair and deal damage to enemies on contact while transformed.
- Gray Quake: Using the power of a Gray Wisp, Sonic transforms into a grey iron ball with yellow eyes. As the Gray Quake, his body density is greatly increased, making him so heavy that jumping or falling down on the ground can create destructive shockwaves. The Gray Quake also possesses some form of adhesive properties, allowing Sonic to scale walls despite his weight in this form.
- Indigo Asteroid: Using the power of an Indigo Wisp, Sonic turns into an orb-shaped body with striped indigo skin and a matching planetary ring encircling his middle. As the Indigo Asteroid, Sonic essentially becomes a miniature planet with a strong gravitational field. As such, he is capable of creating a powerful gravitational pull around himself that's strong enough yank surrounding objects and enemies into himself, subsequently transmuting the captured matter into life-less material for his ring system. Additionally, the gathered matter can be used to empower the gravitational pull. The Indigo Asteroid also grants users the ability to levitate through midair.
- Ivory Lightning: Using the power of an Ivory Wisp, Sonic transforms into a living, straw-colored lightning bolt. As the Ivory Lightning, Sonic gains the same properties as that of a real lightning bolt. Associated with this form, he can move at lightning-fast speeds and with acrobatic movements as living electricity. He can also obtain electrokinetic abilities in this form, giving him the ability to either form threads of electricity that he can use to either electrocute enemies or connect himself to targets as tethers.
- Jade Ghost: As the Jade Ghost, Sonic is able to turn himself invisible and enables him to move around without being visibly detected by opponents. The Jade Ghost also makes him intangible, thus allowing him to pass through obstacles and avoid unwanted attacks. In addition, the Jade Ghost allows Sonic to hover slightly above ground when using its power. It can even render Sonic intangible to those with Non-Physical Interaction.
- Magenta Rhythm: Using the power of a Magenta Wisp, Sonic turns into a large magenta-colored eighth note. When in this form, he is able to bounce on air, allowing him to move through mid-air in semi-flight.
- Orange Rocket: Using the power of an Orange Wisp, Sonic turns into a stubby orange rocket with six fins arranged in a regular hexagon on the rear. As the Orange Rocket, he can create powerful jet propulsion from his back to launch themselves forward through midair at staggering speeds that also damages anything caught in his way.
- Pink Spikes: Using the power of a Pink Wisp, Sonic turns into a hot pink spiky ball. As the Pink Spikes, he gains long, razor-sharp and extremely durable spikes on his body. By inserting these spikes into a surface, he can stick perfectly firm to it that allows him to climb up walls and along ceilings. The spikes can also be used offensively by using them to pierce opponents. It can also be used to augment his signature Spin Dash, making it much more powerful than normal.
- Purple Frenzy: Using the power of a Purple Wisp, Sonic turns into a flowing purple, demonic-looking chomper that constantly gives off a dark and thick aura. As the Purple Frenzy, he gains a powerful jaw that can chew and consume any matter he bites off and add it to his 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 lets Sonic suck in smaller objects that are neither too heavy nor rooted to the ground.
- Red Burst: Using the power of a Red Wisp, Sonic turns into a red fireball that constantly gives off an aura of flames. As the Red Burst, Sonic obtains pyrokinetic abilities. He is able to form a shield of flames around himself that instantly incinerates anything it touches, and he can create explosions of fire by combusting into flames without inflicting harm on himself. These explosions can be channeled to shoot Sonic higher into the air or be charged up to trigger large-scale and powerful explosions that destroy nearly anything within its range. In addition, Sonic's speed increases while using Red Burst.
- Violet Void: Using the power of a Violet Wisp, Sonic turns into a fast-moving, ghastly and smoky black orb with violet outlines. As the Violet Void, Sonic essentially becomes a living black hole and can warp space and time to draw objects into himself from a distance and make them vanish without a trace. Because of the Violet Void smoke-like makeup, Sonic is granted a degree of intangibility, allowing him to pass through obstacles unharmed. As the Violet Void, Sonic is also capable of flight through mid-air. Like the Purple Frenzy, the Violet Void can add the mass of the objects they draw into itself, allowing Sonic to grow larger the more he consumes until he reaches maximum size. Also, the more the Violet Void increases in size, the stronger its suction ability becomes, enabling Sonic to draw in bigger and heavier objects from greater distances. The Violet Void can draw in objects the size of the Frigate Skullian at maximum size, a massive aircraft.
- Yellow Drill: Using the power of a Yellow Wisp, Sonic turns into a yellow spiral drill. As the Yellow Drill, Sonic can burrow and tunnel underground at remarkably fast speeds. This can also be applied in underwater environments, allowing Sonic to move as a living torpedo.
- Final Color Blaster: Also referred to as Unlimited Colors. All the Wisps gather together and use their combined Hyper Go-On (in conjunction with Sonic's Homing Attack) in one vibrant and powerful attack.
Using the power of a Chaos Emerald, Sonic is surrounded in a sparkling aura. Entering this state vastly increases his speed and allows him to access special techniques only available to him in this state.
- Air Hyper Start: Sonic jumps into the air to do a downward punch before landing and alternating between a quick flurry of punches and kicks, entering Hyper Mode in the process.
- Emerald Dive: Sonic does a small uppercut before levitating into the air and diving straight into the opponent in a similar fashion to a torpedo, all the while being in Hyper Mode.
- Hyper Start: Sonic enters Hyper Mode, opening up with a kick towards the opponent before performing four Scissor Punches before doing a series of punches and kicks to finish the combo.
- Aerial Claw Slash: Sonic jumps into mid-air where he performs two vertical slashes with both his left and right hand.
- Hurricane Combo: Sonic then stretches his arms and hands out before sweeping them vertically in front of him while slashing with his hands. He then keeps his arms outstretched and spins around in mid-air, ascending higher, while slashing in a wide circle. Sonic then finishes off the attack by delivering a roundhouse punch in mid-air to his opponent with his right fist.
- Typhoon Combo: After performing the Aerial Claw Slash, Sonic stretches out his arms and spins around himself vertically while slashing in mid-air. Sonic then finishes off by doing a quick forward dash through mid-air, where he again stretches out his arms and spins around while slashing.
- Aerial Piledriver: Sonic jumps high into the air and grabs a mid-air opponent with both his legs and arms while turning the opponent upside down. While holding onto the opponent, Sonic then spins the opponent around itself while diving down in a piledriver-like fashion, where he slams the opponent's head directly into the ground.
- Beatdown: Sonic grabs a nearby foe and begins swinging it back and forth over himself, slamming it to the ground with such force that he produces destructive shockwaves upon impact that can damage nearby foes. After having slammed the foe into the ground five times, Sonic jumps into the air and crushes it with a final hit to the ground.
- Comet Punch: Sonic pulls back his right fist channels a large amount of Dark Gaia Force through it. Once charged enough, Sonic tags his opponent with a single forward and extremely powerful punch.
- Diving Bodypress: Sonic jumps high into the air where he spreads out his arms, claws and legs before diving straight down, front first, and slamming into the ground in a body slam-like fashion.
- Donkey Kick Combo: Sonic does two forward extended jabs with his left and right fist, which is followed up with two similar jabs with his left and right fist, except that he enlarges his fists for extra damage and hits faster. Following up, Sonic jumps forward and lands on his hands before turning around and trusting his feet into the opponent in a bucking-like fashion with a purple aura around his feet.
- Double Axle Combo: Sonic does two forward extended jabs with his left and right fist. After that, Sonic swings his right arm upward and around him as he slashes with it and follows it up by jumping up and quickly spinning horizontally around in the air before delivering a large karate chop to his opponent with his right hand. From there, Sonic lands on the ground before finishing off by delivering a series of rapid mid-air stomps to his opponent.
- Double Kick Combo: Sonic does an extended jab with his right fist and follows up with front kick with his right foot. After that, Sonic swings around and leaps at the opponent, striking them quickly with both his feet and knocks them off their feet. This move can stun the enemies if successful.
- Earthshaker: Sonic enlarges his arms and fists and begins hammering down with both fists numerous times, and with such force that he creates small tremors, before fishing off with an extra powerful hit to the ground with both fists.
- Egg Scrambler: Sonic does two extended vertical slashes with his left and right hands before stretching his arms and hands out the sides and spinning around like a top while slashing with his hands. He then jumps forward with his arms and hands outstretched, where he spins around once more before landing on the ground and crossing his arms to launch an "X"-shaped slash in front of him with both hands.
- Flying Double-Punch: Sonic jumps into the air before doing two forward and extended jabs with his left and right fists.
- Flying Double-Punch Crush: Sonic follows up the attack by launching a forward somersault kick with his left leg while still in mid-air, knocking his opponent through the air.
- Crescent Moon Strike: After performing the Flying Double-Punch, Sonic launches an uppercut while doing a flip before launching a bombardment of rapid punches in mid-air. He then finishes off by putting his hands together in a collective fist behind his head before bringing it down on his opponent with a body flip as he stretches out his arms, bashing his opponent into the ground.
- Shooting Star Combo: After performing the Flying Double-Punch, Sonic stretches out his arms and does a cartwheel in mid-air while slashing at his opponent. He then finishes off by putting his hands together in a collective fist behind his head before bringing it down on his opponent in a powerful bash that knocks the opponent into the ground.
- Knuckle Sandwich Combo: Sonic does two forward extended jabs with his left and right fist, which he follows up with two similar jabs with his left and right fist that he enlarges for extra damage and speed. Sonic then jumps slightly into the air, where he enlarges his right hand and stretches out and swings his right arm in a wide arch above him in a slashing motion and down on his opponent. After that, Sonic enlarges both his hands and stretches out both his arms as he throws two simultaneous slashing uppercuts side-by-side as he jumps.
- Unleashed Knuckle Sandwich: After performing the Knuckle Sandwich Combo, Sonic launches a series of several rapid punches before enlarging his right fist and then throwing a single powerful punch at his opponent.
- Rolling Kick Combo: Sonic stretches out his right arm and makes a vertical slash with his right hand before launching a wide roundhouse kick with his left leg, where he spins around twice. After finishing his kicks, Sonic falls down and balances on both hands and swings his legs around in a 360 degree spin in similarity to a break dance spin before falling down on his back and jumping back on his feet.
- Sho-Claw-Ken: Sonic does two vertical claw uppercuts with both his left and right hand. This is followed by Sonic jumping high into air while hitting his opponent with a powerful, extended, and energy-enveloped upward claw punch that knocks the opponent into the air with him.
- Sho-Hog-Ken: Sonic does two forward and extended jabs with his left and right fists. After that, Sonic throws a powerful and extended jumping uppercut that's enveloped in energy to knock his opponent into the air with him.
- Spinning Needle Attack: Sonic launches forward with his body aligned horizontally. He then puts his arms down the sides of his body and quickly rotates his body, turning himself into a piercing drill moving through mid-air in a torpedo fashion while leaving a cyan spiral-shaped energy trail.
- Tricky Tornado Uppercut: Sonic does a forward somersault along the ground as he is in a guarding position before launching a very high jumping uppercut with his left arm where he stretches it out as he punches and spins around in mid-air.
- Triple Wild Claw: Sonic charges forward and slashes upward with his left hand and then his right hand in front of him, making them cross together above him in a "X" fashion. After that, Sonic brings his arms slightly back before slashing with both his hands in front of him at the same time in a cross chop-like fashion.
- Ultimate Wild Combo: Sonic does two forward extended vertical slashes with his left and right hand, which he follows by stretching his arms and hands out the sides and spins around on the ground like a top while slashing with his hands. Sonic then jumps forward through mid-air while still having his arms and hands outstretched, where he spins around once again before landing on the ground. There, he then stretches out his arms and starts sweeping them vertically in front of him while slashing.
- Were-Claw: Sonic the Werehog makes a forward dash while crossing his hands in front of him, before violently slashing his claws to both sides in a quick and swift motion. This damages and dizzies enemies.
- Were-Claw Charge: Sonic charges forward while doing several quick and ferocious slashing motions in front of him with his claws, mowing down any foe in his path.
- Were-Cyclone: Sonic pulls back his right fist and begins focusing a large amount of energy into it. Once charged enough, Sonic stretches his arms out to the sides and spins rapidly, slashing out with his claws in a circular motion. After doing this for a second, Sonic reverses his spin for about half a second before stopping and punching out to each side with both his fists enlarged.
- Were-Tornado: Sonic pulls back his right fist and begins focusing energy into it. Once charged enough, he stretches his arms out to the sides and spins rapidly while slashing out with his claws in a circular motion.
- Were-Hammer: Sonic does two forward and extended jabs with his left and right fists before thrusting his right arm forward in a wide slashing uppercut to the opponent. After that, Sonic follows up by swinging his left fist in a wide arch above him and right down on the opponent.
- Feral Were-Hammer: Sonic follows up by throwing two simultaneous punches with both his fists side-by-side at his opponent, where he enlarges his fists and stretches his arms over a large area as he punches.
- Were-Rush: Sonic dashes through mid-air and swings both of his arms back so they cross over, before crossing both of his arms in front of him and causing a powerful slash attack in a cross-chop fashion.
- Were-Wallop: Sonic the Werehog stretches his arms upward as he performs a double uppercut to his opponents while slashing upwards with his energy-enveloped claws.
- Werewheel Rush: Sonic launches a series of offensive cartwheels along the ground, where he punches anyone caught in his path. At the end of his series of cartwheels, Sonic jumps into the air and brings his hands together in a collective fist before performing a forward somersault to bringing his fists down on opponents, utilizing his momentum from his flip to increase the impact.
- Wild Were-Whip: Sonic steps backwards from a guarded position before bringing both his arms behind his back and placing the palms of his hands on the ground. After this, he stretches out his arms and swings them simultaneously over himself in a wide arch while slashing and brings his claws down in front of him in a similar fashion to a whip.
- Wild Whirl: Sonic does two forward and extended vertical slashes with his left and right hand before enlarging his right fist and stretches out his right arm as he spins clockwise around himself, striking his opponent with a backhand punch from his right fist. While keeping his right arm outstretched, Sonic immediately after spins around himself counterclockwise while slashing out in a wide circle.
- Feral Wild Whirl: Sonic then stretches his arms and hands out the sides and spins around several times like a top while slashing with his hands over a long range.
- Wild Whirl Were-Hammer: After performing the Wild Whirl, Sonic jumps high into the air and enlarges his right fist before throwing it directly and vertically into the ground in a powerful punch, with the impact being powerful enough to knock any nearby opponent into the air.
- Dash: Sonic assumes a runner's position before running on all fours, greatly increasing his speed within his Werehog state for greater speed and maneuverability.[10]
- Unleashed Mode: Sonic the Werehog taps into the energies of Dark Gaia that he has absorbed. When activating, Sonic lets out a howl as his entire body becomes surrounded in an aura of cyan energy. While active, Sonic's physical prowess is greatly amplified for a limited period of time.[10]
- Fire Manipulation: Darkspine Sonic can create concentrated flames on his hands and feet to amplify the destructive force behind his attacks, and form highly powerful bursts of flames.
- Reality Manipulation: Due to being empowered by three of the seven World Rings Darkspine Sonic possesses a degree of control over the fabric of reality. He can rewrite universes in his image and reverse the effects of reality warping on a universal scale.
- 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.
- Speed Break: Sonic accelerates to speeds surpassing what he can achieve normally, leaving streaks of fire in his slipstream. While active, Sonic is invulnerable and can damage enemies and obstacles by crashing into them. Just like Time Break, Darkspine Sonic can use this technique nigh-limitlessly due to creating his own energy to fuel it.
- Time Break: Sonic slows down the flow of time, bringing his surrounds and opponents to a nigh-halt and leaving them to his mercy. Unlike his base form, Darkspine Sonic can use this nigh-limitlessly due to creating his own energy to fuel the technique. This move has no canonical impact on his own speed and doesn't affect him, as shown in cutscenes.
Chaos Energy Manipulation: In his Super form, Sonic's Chaos Energy based powers are enhanced on a tremendous scale. In addition, he gains new Chaos Powers. Due to being empowered by the Emeralds' Positive energies, Sonic is capable of neutralizing negative energies. He can also purify negative emotions, like when he reverted Perfect Chaos back to normal by purifying it of its anger and rage (rendering his will to fight inert). Also, Sonic can unleash powerful blasts of Chaos Energy and channel Chaos Energy to amplify the power of his strikes and form defensive barriers.
- Arrow of Light: Super Sonic draws light into his body and begins absorbing it. Once he has gathered enough light, Super Sonic immerses himself in the gathered light, thus turning himself into "an arrow of light", and charges into the opponent with immense force.
- Constructs: Alongside his normal moveset, Super Sonic can create golden constructs of punches and kicks to attack his enemy in a quick barrage. Against the Wyvern Titan, Super Sonic created chains by using his Cyloop on it. During his fight against the Knight, Super Sonic had created sword-like constructs that stab through the Titan to both hold it in place or attack it directly using one. Super Sonic can create energy duplicates of himself to strike an enemy with fiercer power.
- Deflect: Super Sonic swings his arm forward, which covers him in a shield of slate-gray energy that deflects enemy projectiles back at the enemy.
- Super Sonic Boost: Super Sonic surrounds himself in a golden aura of Chaos Energy before ramming the target with incredible speed, resulting in a rather devastating impact.
- Bolt of lightning: A variation of the Super Sonic Boost. Super Sonic reaches top speed and becomes a "bolt of lightning"
- Super Sonic Spinning: Super Sonic curls into a ball and begin spinning while charging up Chaos Energy. Once charged, he shoots himself forward as a powerful project and rams into nearby targets.
- Turbo Boost: Super Sonic surrounds himself in a brilliant golden aura that amplifies his speed. This can be used for extensive maneuverability or deployed in short bursts to evade attacks.
- Super Sonic Power/Super Sonic Overdrive: With the help of Super Tails & Super Knuckles, They charge up an attack and release a barrage of Homing Attacks and Light-Speed Attacks on their opponents.
- Perfect Parry:An upgraded version of the Parry, this technique can allow Starfall Super Sonic to repel any attacks, including unblockable ones.
Note: The topic of Invulnerability for Super Forms was discussed and agreed upon within a recent CRT (September of 2021). Look to the notes on the verse page for further info.
Gallery
Others
Notable Victories:
- Metal Sonic (Game) (Main Sonic Continuity) Metal Sonic's Profile (Both were in their Modern Base states)
- Mephiles (Game) (Main Sonic Continuity) Mephiles' Profile (Sonic has all his equipment, and is bloodlusted)
- Finalhazard (Main Sonic Continuity) Biolizard's Profile (Super Sonic and Finalhazard were used. Speed was equalized)
- Metal Overlord (Main Sonic Continuity) Metal Sonic's Profile (Super Sonic and Metal Overlord were used, speed was equalized, battle took place on Angel Island, and both were 50 meters away from each other)
- Gingka Hagane (Beyblade) Gingka's Profile (Both were Low 2-C, Shogun Steel Gingka was used, speed was equalized, and the battle took place at the Station Square)
- Darkspine Sonic (Sonic the Hedgehog) Sonic's Profile (Excalibur Sonic and Darkspine Sonic were used. Speed was equalized)
- Shadow the Hedgehog (Light Mobius) (Archie's Sonic the Hedgehog) Shadow's Profile (Base Shadow and Modern Era Sonic were used. The battle took place where King Shadow fought King Sonic. Game Sonic was bloodlusted, had 6 Chaos Emeralds, Wisps, and optional equipment. Speed was not equalized)
Notable Losses:
- Excalibur Sonic (Sonic the Hedgehog) Sonic's Profile (Excalibur Sonic and Darkspine Sonic were used. Speed was equalized)
- Sonic the Hedgehog (Archie Pre-Genesis Wave) (Archie's Sonic the Hedgehog) Sonic's Profile (Base Archie Sonic and Modern Era Sonic were used. Battle took place on the video game continuity's Angel Island with a starting distance of 35 Meters. Both had optional equipment and speed was equalized)
Inconclusive Matches:
- CC Goku (Super Dragon Ball Heroes) Goku's Profile (Starfall Super Sonic and Super Saiyan Blue Universe Tree Goku were being used, both were 5D, and Speed was equalized)
- Arceus (Pokémon) Arceus´s profile (Super Sonic and Arceus in his "Avatar' key were being used. Speed was equalized)
- Shadow the Hedgehog (Game) (Main Sonic Continuity) Shadow’s Profile (Speed was equalized, both had access to one Chaos Emerald and were bloodlusted)
- Super Shadow (Game) (Main Sonic Continuity) Shadow's Profile (Base Archie Sonic and Modern Era Sonic were used. Battle took place on Game Sonic's Angel Island with a starting distance of 35 Meters. Both had optional equipment and speed was equalized)
References
- ↑ 1.0 1.1 1.2 Sonic and the Black Knight: Dark Hollow (Defeat the Boss: The Dark Queen)
- ↑ 2.0 2.1 Sonic Colors: Rise of the Wisps - Part 2
- ↑ Sonic Forces
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Sonic Frontiers: Kronos Island
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Sonic Frontiers: Chaos Island
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Sonic the Hedgehog #50
- ↑ Sonic the Hedgehog: Scrapnik Island #4
- ↑ Sonic the Hedgehog #19
- ↑ Sonic Prime S1E1, "Shattered"
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 Sonic Unleashed
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Sonic and the Secret Rings: Boss Alf Layla wa-Layla
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Sonic the Hedgehog (2006): VS Solaris (Last Episode)
- ↑ 13.0 13.1 13.2 13.3 13.4 Sonic Frontiers: Vs The End
- ↑ Sonic Rush Adventure Boss 9 (Final Boss) - Egg Wizard
- ↑ 15.0 15.1 15.2 15.3 Sonic the Hedgehog #29
- ↑ 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 Sonic Frontiers Another Story: Vs Supreme/The End
- ↑ 17.0 17.1 Sonic the Hedgehog #14
- ↑ 18.0 18.1 Sonic 06: Sonic's Story
- ↑ 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 Sonic and the Black Knight
- ↑ 20.0 20.1 20.2 20.3 20.4 Sonic Lost World (Wii U)
- ↑ 21.0 21.1 21.2 21.3 Sonic Lost World (3DS)
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 22.13 22.14 22.15 22.16 22.17 22.18 22.19 22.20 Sonic Frontiers
- ↑ 23.0 23.1 Sonic the Hedgehog #1
- ↑ 24.0 24.1 24.2 Sonic the Hedgehog #2
- ↑ 25.0 25.1 Sonic the Hedgehog #6
- ↑ 26.0 26.1 26.2 Sonic the Hedgehog #7
- ↑ 27.0 27.1 Sonic the Hedgehog #23
- ↑ 28.0 28.1 Sonic the Hedgehog #25
- ↑ 29.0 29.1 Sonic the Hedgehog #39
- ↑ 30.0 30.1 Sonic the Hedgehog #41
- ↑ 31.0 31.1 Sonic the Hedgehog #42
- ↑ 32.0 32.1 Sonic the Hedgehog #51
- ↑ 33.0 33.1 Sonic the Hedgehog #55
- ↑ Sonic Rivals Box Artwork
- ↑ Sonic The Hedgehog (2006) Box Artwork
- ↑ Sonic Rivals 2 Box Artwork
- ↑ Sonic Colors (DS) Mission 2-1 Intro
- ↑ Sonic Colors (DS) Mission 2-1 Success 1
- ↑ Sonic Colors (DS) Mission 2-1 Success 2
- ↑ Sonic Colors (DS) Mission 2-1 Triumph
- ↑ Sonic Colors (DS) Mission 2-2 Triumph
- ↑ Sonic Colors (DS) Mission 2-3 Triumph
- ↑ Sonic Colors (DS) Mission 4-3 Success 2
- ↑ Sonic Colors (DS) Mission 4-3 Triumph
- ↑ Sonic Colors (DS) Mission 5-1 Success 2
- ↑ Sonic Colors (DS) Mission 5-2 Success 1
- ↑ Sonic Colors (DS) Mission 5-3 Triumph
- ↑ Sonic Colors (DS) Mission 6-1 Intro
- ↑ Sonic Colors (DS) Mission 6-1 Success 1
- ↑ Sonic Colors (DS) Mission 6-1 Success 2
- ↑ Sonic Colors (DS) Mission 6-1 Triumph
- ↑ Sonic Colors (DS) Mission 6-2 Intro
- ↑ Sonic Colors (DS) Mission 6-2 Success 1
- ↑ Sonic Colors (DS) Mission 6-2 Triumph
- ↑ Sonic Colors (DS) Mission 6-3 Mission Success 1
- ↑ Sonic Colors (DS) Mission 6-3 Success 2
- ↑ Sonic Colors (DS) Mission 6-3 Triumph
- ↑ 58.0 58.1 58.2 58.3 Sonic Generations
- ↑ 59.0 59.1 59.2 Sonic Lost World
- ↑ 60.0 60.1 60.2 60.3 Sonic Forces: Stage 9 - Mystic Jungle (Vs. Infinite)
- ↑ Sonic Rivals (Shadow's Story)
- ↑ Sonic Rivals (Knuckles' Story)
- ↑ Sonic Riders Intro Cutscene
- ↑ Sonic Riders Green Cave
- ↑ Sonic Riders Sand Ruins
- ↑ Sonic Riders Babylon Garden
- ↑ Sonic Riders: Sonic's LV1 Attack
- ↑ 68.0 68.1 Sonic Colors (Wii)
- ↑ Sonic Colors (Wii): End Credits
- ↑ Sonic Unleashed: Adabat - Jungle Joyride (VS Egg Lancer)
- ↑ Sonic Frontiers: Rhea Island (Second Tower)
- ↑ Sonic Frontiers: Rhea Island (Fourth Tower)
- ↑ Sonic Frontiers: Another Story (Second Tower Intro)
- ↑ Sonic Frontiers: Another Story (Second Tower Clear)
- ↑ 75.0 75.1 Sonic Unleashed: "Kung Fu Speed", Chun-nan Side Mission
- ↑ Sonic Colors (Wii): Sweet Mountain
- ↑ Sonic Colors (Wii): Asteroid Coaster
- ↑ 78.0 78.1 Sonic Lost World (Boss Master Zik round 1)
- ↑ 79.0 79.1 Sonic Lost World (Boss Master Zik round 2)
- ↑ 80.0 80.1 Sonic Lost World (Boss Master Zik round 3)
- ↑ 81.0 81.1 Sonic and the Black Knight: Misty Lake: 1st Training Session
- ↑ 82.0 82.1 Sonic and the Black Knight: Misty Lake: 2nd Training Session
- ↑ 83.0 83.1 Sonic and the Black Knight: Misty Lake: Boss Fight
- ↑ 84.0 84.1 Sonic and the Black Knight: Deep Woods: Boss Fight
- ↑ 85.0 85.1 Sonic and the Black Knight: Titanic Plain: Boss Fight
- ↑ 86.0 86.1 Sonic and the Black Knight: Molten Mine: Boss Fight
- ↑ 87.0 87.1 Sonic and the Black Knight: Farawell Avolon: Boss Fight
- ↑ 88.0 88.1 Sonic and the Black Knight: Dark Hollow: Boss Fight
- ↑ Sonic and the Secret Rings; [Dinosaur Jungle]
- ↑ 90.0 90.1 90.2 90.3 90.4 90.5 90.6 90.7 Sonic and the Secret Rings Saikyou Kouryaku Guide
- ↑ 91.0 91.1 91.2 91.3 91.4 91.5 91.6 Sonic and the Secret Rings
- ↑ 92.0 92.1 Sonic Colors (DS): Mission 4-2 Success 1
- ↑ 93.0 93.1 Sonic Colors (DS): Mission 4-2 Success 2
- ↑ 94.0 94.1 Sonic Colors (DS): Mission 4-2 Triumph
- ↑ Sonic Generations; "Rooftop Run (Vector Mission)"
- ↑ Sonic Generations: Crisis City (Ring Time Mission)
- ↑ Sonic Forces (Stage 24: Metropolis - Null Space)
- ↑ 98.0 98.1 98.2 98.3 Sonic Frontiers; "Ares Island"
- ↑ Sonic Frontiers; "Ouranos Island"
- ↑ 100.0 100.1 Sonic the Hedgehog issue #13
- ↑ Sonic the Hedgehog #15
- ↑ Sonic Boom Description: A high-speed kick that unleashes shockwaves that pummels the enemy.
- ↑ Cyclone Slash Description: Circle the enemy and let loose a stream of shockwaves.
- ↑ Homing Shot Description: Launch a volley of energy spheres at the enemy.
- ↑ Wild Rush Description: A high-speed, zigzagging attack.
- ↑ Sonic Rivals 2
- ↑ 107.0 107.1 Sonic and the Secret Rings: World 1 (Lost Prologue)
- ↑ Sonic and the Secret Rings End Credits
- ↑ Sonic and the Secret Rings: World 2 (Sand Oasis)
- ↑ 110.0 110.1 110.2 Sonic and the Secret Rings: World 8 (Night Palace)
- ↑ Sonic and the Secret Rings: World 7 (Skeleton Dome)
- ↑ 112.0 112.1 Sonic Unleashed: Jungle Joyride (Egg Lancer)
- ↑ 113.0 113.1 113.2 Sonic Unleashed; The Bestiary
- ↑ Team Sonic Racing: IDW One-Shot
- ↑ 115.0 115.1 Sonic the Hedgehog #56
- ↑ Sonic the Hedgehog #21
- ↑ Sonic the Hedgehog #16
- ↑ 118.0 118.1 Sonic Frontiers (JP): Rhea Island
- ↑ 119.0 119.1 Sonic Frontiers (JP): Introduction Cutscene
- ↑ 120.0 120.1 Sonic Frontiers (JP): Vs The End
- ↑ Sonic Frontiers: Another Story
- ↑ 122.0 122.1 Sonic Superstars Final Episode
- ↑ Shadow the Hedgehog: Stage 4-1 Air Fleet
- ↑ Shadow the Hedgehog: Stage 4-1 Central City
- ↑ Shadow the Hedgehog: VS Diablo and Sonic
- ↑ Shadow The Hedgehog Intro
- ↑ Shadow the Hedgehog: Official Video Game Website
- ↑ Shadow the Hedgehog (2005)
- ↑ 129.0 129.1 129.2 Sonic Adventure: Last Story
- ↑ Sonic the Hedgehog Encyclo-speed-ia: Sonic 2 (16 bit)
- ↑ Sonic Advance Hisshou Perfect Guide
- ↑ Sonic Heroes Guide Book
- ↑ Shadow The Hedgehog Prima Guide
- ↑ Sonic Advance 3 Saikyou Kouryaku Guide
- ↑ Sega & Sonic All-Star Racing: Sonic's bio
- ↑ Sega & Sonic All-Star Racing: Shadow's bio
- ↑ 137.0 137.1 Sonic Sticker Collection 2010
- ↑ Sonic Ultimate Character Guide 2016
- ↑ Sonic Forces Speed Battle: Super Sonic
- ↑ 140.0 140.1 140.2 Sonic Channel Calendar “Otherworld Comedy” Story Act 12: Eggman’s Ultimate Weapon (December 2023)
- ↑ Sonic Mania: Egg Reverie Zone
- ↑ 142.0 142.1 Sonic Shuffle
- ↑ Sonic Frontiers: Rhea Island
- ↑ Sonic Frontiers
- ↑ Sonic the Hedgehog (2006) Sonic's Story Intro Cutscene
- ↑ 146.0 146.1 Sonic the Hedgehog (2006) Silver's Story: White Acropolis
- ↑ Sonic Channel: Wall Cover Story (Sonic & Silver Part 2)
- ↑ Sonic Unleashed (Wii/PS2 Version)
- ↑ 149.0 149.1 Sonic Rush Adventure
- ↑ Sonic Adventure 2 Last Episode
- ↑ Sonic Frontiers: VS The End (Pop Up)
- ↑ 152.0 152.1 Sonic Frontiers: "Ares Island (Titan Boss)
- ↑ Sonic Frontiers; "Chaos Island (Titan Boss)"
- ↑ 154.0 154.1 Sonic Heroes Last Story
- ↑ 155.0 155.1 Sonic Channel Calendar “Otherworld Comedy” Story Act 9: Be Myself (September 2023)
- ↑ Sonic Channel Calendar “Otherworld Comedy” Story Act 10: The Little Detective and the Mafia Don (October 2023)
- ↑ Sonic Channel Calendar “Otherworld Comedy” Story Act 11: An Unforgettable Rival (November 2023)
- ↑ Sonic Channel Calender "Otherworld Comedy" Story Act 6: The True Princess?! (June 2023)
- ↑ Sonic the Hedgehog (16-bit) Instructional Manual
- ↑ Sonic Colors (Wii) Manual
- ↑ Sonic the Hedgehog (8-bit) Manual
- ↑ Sonic the Hedgehog 2 (16-bit) Instructional Manual
- ↑ Sonic the Hedgehog 2 (8-bit) Manual
- ↑ Sonic the Hedgehog 3 Manual
- ↑ Sonic Adventure Manual
- ↑ Sonic Adventure 2 Manual
- ↑ Shadow the Hedgehog Manual
- ↑ Sonic the Hedgehog (2006) Manual
- ↑ Sonic Unleashed (HD) Manual
- ↑ Sonic Rivals 2: Silver and Espio campaign
- ↑ Sonic Prime Season 1 Episode 2 - The Yoke's On You
- ↑ Sonic Riders
- ↑ Sonic Riders: Zero Gravity
- ↑ Sonic Free Riders
- ↑ 175.0 175.1 Team Sonic Racing
- ↑ 176.0 176.1 176.2 Sonic Runners
- ↑ Sonic the Hedgehog (2006) Website: Dr Eggman
- ↑ Sonic the Hedgehog (2006) Prima Guide: Boss Battle Egg Cerberus
- ↑ Sonic the Hedgehog (2006) Prima Guide: Boss Battle Egg Wyvern
- ↑ Sonic Advance: The Moon Zone
- ↑ Sonic and the Secret Rings: Boss Battle (Erazor Djinn)
- ↑ Sonic and the Black Knight: Misty Lake (Defeat the Boss: King Arthur)
- ↑ Sonic Unleashed Prima Digital Guide, Page 5
- ↑ Sonic Unleashed: Eggmanland (Vs Egg Dragoon)
- ↑ Sonic Colors: Nega-Wisp Armor Boss battle
- ↑ Sonic Lost World (Wii U): Lava Mountain Zone 4
- ↑ Sonic Generations: Boss Battle (Perfect Chaos)
- ↑ 188.0 188.1 Sonic Generations: Egg Dragoon Boss Battle
- ↑ Sonic Colors (DS): Sweet Montain (VS Captain Jelly)
- ↑ Sonic Lost World (3DS): VS Master Zik
- ↑ Sonic Lost World (3DS): VS Zor
- ↑ Sonic Lost World (3DS): VS Zavok
- ↑ Sonic Colors (DS): Nega-Wisp Armor Boss battle
- ↑ Sonic Generations: VS Shadow
- ↑ Sonic Lost World (3DS): VS Eggrobo
- ↑ 196.0 196.1 Sonic Forces: Eggman Empire Fortress (VS. Death Egg Robot, Stage 30)
- ↑ Sonic the Hedgehog #31
- ↑ Sonic the Hedgehog #32
- ↑ Sonic Frontiers: Hermit Koco
- ↑ The Murder of Sonic The Hedgehog
- ↑ Sonic Forces: Eggman Empire Fortress (VS. Infinite, Stage 30)
- ↑ Sonic the Hedgehog #20
- ↑ 203.0 203.1 Sonic the Hedgehog #12
- ↑ Sonic Rush Adventure: Deep Core
- ↑ Sonic Generations (3DS)
- ↑ Sonic Generations: Final Battle
- ↑ Sonic Generations Official Strategy Guide
- ↑ Sonic the Hedgehog Encyclo-speed-ia
- ↑ TailsTube #4 (feat. Amy Rose).
- ↑ 210.0 210.1 210.2 Sonic Rivals
- ↑ Sonic and the Secret Rings Guide
- ↑ Sonic Forces (Stage 1) Green Hill Lost Valley
- ↑ Sonic Forces: Eggman Empire Fortress (VS. Infinite, Stage 30)
- ↑ Sonic Forces: Eggman Empire Fortress (VS. Death Egg Robot, Stage 30)
- ↑ Sonic Frontiers: Speed Strats - Progression
- ↑ Sonic Forces: Stage 24 - Metropolis (Null Space)
- ↑ Sonic Unleashed US Manual
- ↑ Sonic Unleashed Prima Guide
- ↑ Sonic Channel: Werehog
- ↑ Sonic Lost World: Windy Hill Zone 4
- ↑ Sonic Lost World: Sky Road Zone 4
- ↑ Sonic the Hedgehog (2006) VS Solaris: Phase 1 Pop Ups
- ↑ Sonic the Hedgehog (2006) VS Solaris: Phase 2 Pop Ups
- ↑ Sonic Unleashed: Skyscraper Scamper Act 1
- ↑ Sonic Colors (Wii): Aquarium Park Act 1
- ↑ Sonic the Hedgehog (2006): Flame Core (Sonic's Episode)
- ↑ Sonic the Hedgehog (2006): Kingdom Valley (Sonic's Episode)
- ↑ Sonic Unleashed: Cool Edge Act 1
- ↑ Sonic the Hedgehog CD: Introduction Cutscene
- ↑ 230.0 230.1 Sonic the Hedgehog CD; "Outro"
- ↑ Sonic Unleashed; "Windmill Isle Act 2"
- ↑ Sonic Unleashed: Introduction Cutscene
- ↑ Sonic and the Black Knight Manual
- ↑ Sonic Colors (Wii) Sweet Mountain
- ↑ Sonic Colors (Wii) Asteroid Coaster
- ↑ Sonic Forces: VS Egg Dragoon
- ↑ Sonic Rush Adventure: Machine Labyrinth (Vs Boss, Sonic)
- ↑ Sonic Rush Adventure: Plant Kingdom (Vs Boss, Sonic)
- ↑ Sonic the Hedgehog: Triple Trouble
- ↑ Sonic Battle: Sonic Style Description
- ↑ Sonic Battle: Sonic Leap Description
- ↑ Sonic Battle: Sonic Jump Description
- ↑ Sonic Battle: Sonic Ballet Description
- ↑ Sonic Battle: Sonic Guard Description
- ↑ Sonic Battle: Sonic Heal Description
- ↑ Sonic Battle: Sonic Flare Description
- ↑ Sonic Battle: Sonic Up Draft Description
- ↑ Sonic Battle: Windmill Description
- ↑ Sonic Battle: Sonic Rocket Description
- ↑ Sonic Battle: Sonic Eagle Description
- ↑ Sonic Battle: Sonic Wave Description
- ↑ Sonic Battle: Sonic Storm Description
- ↑ Sonic Battle: Sonic Drive Description
- ↑ Sonic Battle: Sonic Meteor Description
- ↑ Sonic Battle: Sonic Cracker Description
- ↑ Sonic Battle: S. Air Cracker Description
- ↑ Sonic Battle: Strength Support 8 Description
- ↑ Sonic Battle: Attack SUpport 6 Description
- ↑ 259.0 259.1 259.2 259.3 259.4 259.5 259.6 259.7 Sonic Advance 3
- ↑ Sonic Heroes: Blue Tornado description
- ↑ Sonic Mania
- ↑ 262.0 262.1 262.2 Sonic Adventure 2
- ↑ Sonic the Hedgehog (2006)
- ↑ Sonic Advance 2
- ↑ Sonic Heroes
- ↑ 266.0 266.1 Sonic Adventure
- ↑ Sonic Advance
- ↑ Sonic and the Secret Rings: Charge Jump Description
- ↑ Sonic the Hedgehog 3
- ↑ Sonic the Hedgehog #4
Discussions
Discussion threads involving Sonic the Hedgehog |