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Articles about Sonic The Hedgehog
Games ClassicAdventureModernSuper Smash Bros.
Comics Promo ComicArchie Pre-GenesisSonic the ComicArchie Post-Genesis
Shows AoSTHSatAMXBoom
Movies OVAParamount
Others Evil Sonic (Archie)

Talk about low budget flights, no food or movies? I'm outta here! I like running better.
~ Sonic as he escapes the G.U.N's helicopter.[1]
Okay then, let's get ready to do this. We'll show that creep the real superpower of teamwork!
~ Sonic as him and his friends are about to fight Metal Madness.

Adventure Sonic 2D
What you see is what you get. Just a guy that loves adventure. I'm Sonic the Hedgehog!
~ Adventure Sonic to Adventure Shadow.[2]
Oh, it's nothing. Come on! Let's go home! To the planet that's as cool and blue as me!
~ Adventure Sonic to Adventure Amy.

SA2 Level Upgrades Sonic

Credit to Nibroc

The ultimate power is fueled by everyone's wish. Let me show you Super Sonic power!
~ Super Sonic to the Biolizard[3]
Did you really think you had a chance?
~ Super Sonic after defeating the FinalHazard[4]

You actually thought you could defeat me... by transforming into a monster?!
~ Super Sonic to Metal Overlord[5]
Too bad it's all over... FOR YOU!
~ Super Sonic to Metal Overlord[5]

I'll never look back. I've got no regrets 'cause time doesn't wait for me. I choose to go my own way.
~ Sonic's philosophy on life

Summary

Sonic the Hedgehog (ソニック・ザ・ヘッジホッグ Sonikku za Hejjihoggu?) is the main protagonist of the video game series sharing his name, being created by Yuji Naka and Naota Oshima in the 16-bit era of gaming and first appearing in 1990's Rad Mobile as a car ornament. He is the primary mascot of Sega, with his franchise being the core focus of its Sonic Team division.

After countless times of saving the world, most often from his nemesis Dr. Eggman, Sonic has become a world-renowned hero. He is a free spirit and never stays in one place for very long before he's off on another journey, although the constant dangers-- typically spurred by the mad scientist himself-- oftentimes has him in the presence of the various friends and allies that make the ensemble cast.

Some time after the events of the Classic Era, Sonic returned from a long journey of training and encountered Chaos.[6] When the God of Destruction attained the state of Perfect Chaos from using the negative power of the Chaos Emeralds by the journey's climax, Sonic used them to become Super Sonic and bring about the creature's defeat by neutralizing it's negative energy.

Ever since, Sonic has made new friends and enemies alike throughout his many travels and adventures across the world. While never the type to linger, Sonic is always around to ensure the planet's safety should the need ever arrive. After repairing the world Eggman split apart and defeating Gemerl,[7] Sonic moved on to new adventures and dangers; never losing his optimistic heroic and free spirit.

Powers and Stats

Tier: 4-B, higher with the Light Speed Attack and with 3 Power Cores | 4-B | 3-C | Varies. 2-C, up to 1-C

Key: Sonic Adventure - Sonic Heroes | Shadow the Hedgehog (2005) - Sonic Battle (Pre-Ultimate Emerl) | Sonic Battle (Post-Ultimate Emerl) - Sonic Advance 3 | Super Sonic

Name: Sonic the Hedgehog

Origin: Sonic the Hedgehog (Sonic Adventure)

Gender: Male

Age: 15

Classification: Anthropomorphic Hedgehog, Leader of Team Sonic, The Blue Blur, Big Blue (From Rouge)

Powers and Abilities:

All the Powers and Abilities of his Classic Self plus:

Unconventional Resistance to:

All Resistances of his Classic Self plus:

Sonic has access to all of his Classic Era monitors plus the following:

All of Base Sonic's abilities on a vastly enhanced scale plus:

Resistance to:

Greater Resistance to:

Adventure Sonic doesn't have a specific Extreme Gear. For a more in-depth look at the mechanics behind Extreme Gear, as well as each specific board and the nature of the subclasses and powers provided, consult this page.


Attack Potency: Solar System level (Superior to his classic self. Repeatedly defeated Chaos after he absorbed up to four Chaos Emeralds,[51] where the energy produced from one alone could move planetary fragments or split the Earth[52][7][Statistics Values 1]), higher with the Light Speed Attack (The LSA is capable of letting Sonic one-shot enemies he normally takes several hits to destroy), higher with 3 Power Cores (As noted by Dr. Starline, Power Cores are concentrated energy that each double the user's attributes[53] upon harnessing it [an 8x increase at Max Level][Statistics Values 2]) | Solar System level (On par with Shadow by the time of the Black Arms invasion, who surpassed his previous threshold of strength. Fought Emerl after he gained all seven Chaos Emeralds, who had grown in strength with each one, and had a much easier time than Shadow did. While teaming up with Shadow, they fought Emerl at its full power as it had the Chaos Emeralds[54][Statistics Values 3]), higher with the Light Speed Attack | Galaxy level (Confronted Ultimate Emerl and inflicted enough damage to break him down,[55] who was stated to have surpassed his limits after having copied and captured the power of the Final Egg Blaster, made at least 128 times more powerful[Statistics Values 4] due to the 7 Chaos Emeralds he had amplified himself with, which each grant their user an amplfication superior to what Power Cores can provide. Fought Gemerl and repeatedly destroyed various Eggtech mechas comprised of him,[7] an upgrade of Emerl who was stated to be the ultimate fighting robot), higher with the Light Speed Attack | Varies (Powered by the seven Chaos Emeralds, which possess immense chaotic energies with fluctuating power levels, with Sonic able to harness varying levels of positive energy), Low Multiverse level (12 universes. The Chaos Emeralds contribute half the power to destroy Sonic and Blaze's dimensions) up to Complex Multiverse level (Should superior to Classic Super Sonic, who destroyed the Phantom King and aided in the fight against the Time Eater. Superior to the power of the World Rings[Statistics Values 5])

Speed: Massively FTL (Superior to his classic self. Stated to instantly reach lightspeed[56] and is referred to as having warp-speed.[57] Outpaced the pull of a black hole.[26] Kept up with Chaos 6[Statistics Values 6]) to Massively FTL+ (Was stated to be moving faster than he ever did before alongside Shadow during their fight[58][Statistics Values 7]), higher reaction speed[Statistics Values 8], far higher with the Spin Dash & Super Peel Out[Statistics Values 9] and with 3 Power Cores (Each power cores amplifying his speed by two times)[Statistics Values 9] | Massively FTL+ (Should be faster than before. Kept up with Shadow during the Black Arms invasion and with several of his rivals in Sonic Battle, including Emerl after he acquired all 7 Chaos Emeralds[Statistics Values 10]) higher reaction speed[Statistics Values 11], far higher with the Spin Dash & Super Peel Out[Statistics Values 12] | Massively FTL+ (Can keep up with the Egg Mobile, Gemerl and Eggtech compromised of both,[7] the former of which traveled to the Nonagression zone[Statistics Values 13]), higher reaction speed[Statistics Values 14], far higher with the Spin Dash and Super Peel Out[Statistics Values 15] | Varies (Powered by the seven Chaos Emeralds, which possess immense chaotic energies with fluctuating power levels, 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) to Immeasurable (Far faster than his Base. Should be far faster than his Classic self)

Lifting Strength: Class M (Toppled over the Egg Golem.[59] Provided a fourth of the strength necessary to stop the Riot Train, a massive locomotive[26][Statistics Values 16]) | At least Class M (Should be stronger than before) | At least Class M (Should be stronger than before) | Immeasurable (Powered by the Chaos Emeralds, which are superior to the World Rings used to empower Darkspine Sonic. Superior to his Classic self)

Striking Strength: Solar System level (Can harm members of Team Dark and Team Rose[60]), higher with the Light Speed Attack and with 3 Power Cores | Solar System level (Can harm the likes of Shadow and Emerl[54]) ,[61] higher with the Light Speed Attack | Galaxy level (Fought Emerl at its strongest when the gizoid was Ultimate Emerl.[55] Can destroy Eggtech machines comprised of Gemerl[7]), higher with the Light Speed Attack | Varies, Low Multiverse level up to Complex Multiverse level[Statistics Values 5]

Durability: Solar System level (Can take hits from Adventure Shadow, his equal, higher with 3 Power Cores[62][60]) | Solar System level (Can take hits from the likes of Shadow and Emerl at his full power[20][63]) | Galaxy level (Can withstand attacks from Ultimate Emerl[55] and Gemerl, as well as Eggtech mechas which use the latter as a basis[7]) | Varies, Low Multiverse level up to Complex Multiverse level[Statistics Values 5]

Stamina: Superhuman (Went through days of straight adventuring across Sonic Heroes with little to no rest[60] Fought Shadow The Hedgehog until they were both on a similar level of exhaustion) | Infinite (Is powered by the Chaos Emeralds)

Range: Standard Melee Range, Hundreds of Meters with abilities | Standard Melee Range, up to Complex Multiversal with abilities[Statistics Values 5]

Standard Equipment:

Power Sneakers, Chaos Emeralds (Has collected and carried the Chaos Emeralds throughout various installments), Rings, Item Boxes, Light Speed Shoes, Crystal Ring, Bounce Bracelet, Flame Ring, Mystic Melody and Magic Hands, Sonic Crackers.

Grind Shoes, Sonic Chao, His own Piko Piko Hammer, Slow Down Boots, Magical Card, Lasso, Cowboy Pistol, Forcejewels, Tornado, Cyclone, Eggmobile, Skateboard


Intelligence: Gifted normally, Extraordinary Genius combatant (More experienced than his Classic self. Successfully created a unique fighting style that mixes up dance moves with his great speed that balances offense and defense.[14][15] Sonic has great perception skills, such as when he realized Shadow was using the Chaos Emerald to "warp"[64] despite never having encountered this ability prior, later on later replicated Chaos Control himself[65] in his first try of it with a fake Chaos Emerald, something that Shadow deemed impossible[2] despite his intricacies with Chaos Energy. While costing a lot for him to use it the first time, Sonic quickly improved upon it to continuously use it against[66] Shadow with no further repercussions. Sonic can "perfectly read" patterns, adapt and outperform[67][68][15][69][70] his opponents mid fight, even against master martial[71] artists[72] such as Knuckles, and Emerl, the latter of which being 4.000 year old war combat machine with its combative data alone having caused Gerald Robotnik's strongest computer to crash upon trying to load it, that then went on to scan the fighting style, skills and data of[20] the playable cast[73] down to their very poses, including Sonic himself, with the blue blur still being unimpressed[16] by Emerl and continued to teach him more.[17] When Emerl awakened to his Ultimate form, using a fighting style that mixed it up all of the moves he had scanned prior, Sonic was still able to adapt and beat him in less than 30 seconds.[74] Additionally, Sonic is also able to quickly learn how to use skillfully use weapons, such as a lasso,[26] on the fly. Continuously dwarfs Eggman, a super genius intellect, in battle)

Weaknesses: Sonic can be cocky and overconfident at times and has trouble in aquatic areas due to his inability to swim | 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 a return-to-sender fashion, and deter charging opponents.
      • Flying Spin Attack: In contrast to the Spin Jump, Sonic can utilize this technique while already in a vulnerable position within mid-air.
    • 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 (potentially repeatedly) or attack other enemies in his nearby vicinity.
        • 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.
      • 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.
      • 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.
        • 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.
  • Somersault: Sonic flips his body and attacks with his legs.
    • Fire Somersault: A variation of the somersault, imbuing Sonic's kicks with intense flames when he has the Flame Ring equipped.
    • 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.
  • 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.
  • 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.
  • 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.
  • 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.

  • 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.

    • 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.
      • Jumping Skill: Sonic's jumping skill, Sonic Jump, allows the blue hedgehog to convert his speed to air time.
      • Air Action: Sonic is able to increase his torque by spinning through the air with Sonic Ballet.
      • Guard Skill: Using Sonic Guard, Sonic utilizes his own speed to block attacks.
      • Heal Skill: With Sonic Heal, the hedgehog heals any damage received by vibrating his molecules at high speeds.
    • 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.
      • 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.
      • Dash Attack: Sonic performs Windmill, an attack in the form of a spinning kick using dance moves while using his Dashing Skill.
      • Air Attack: While in the air, Sonic performs the Sonic Rocket to launch a diagonal yet powerful kick in midair.
      • 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.
      • Ground Shot: Sonic Wave serves as a longer-range means of attack, a shockwave created by Sonic through a powerful High Speed Spin.
        • 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.
      • 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.
        • 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.
      • Ground Trap: Sonic's trap, the Sonic Cracker, allows him to plant a bomb that burrow itself into the ground and becomes undetectable.
        • Air Trap: The S. Air Cracker lets Sonic toss a landmine directly underneath him.
    • Others
      • Strength Support: Strength Support 8 passively increases Sonic's defense, making him more resilient to attacks.
      • Attack Support: Attack SUpport 6 passively increases Sonic's attack power, making his blows stronger.
      • 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.

    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.[7]

    • 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.

    • 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.
    • Shields: Items that Sonic is able to use to defend himself, which come in four different variants.
      • 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.

    Hyper ModeUsing 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.

    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.

    • Super Sonic Spinning: Super Sonic begins spinning in mid-air while charging Chaos Energy. Once charged, he shoots himself forward as a powerful projectile and rams into nearby targets.
    • Super Sonic Boost: Super Sonic surrounds himself in a powerful fiery aura of chaos energy and flies into the target at incredible speed.
      • Bolt of lightning: A variation of the Super Sonic Boost. Super Sonic reaches top speed and becomes a "bolt of lightning"
    • 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.


    Note 1: 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

    Notable Matchups

    Victories:

    • Garou (One Punch Man) Garou's Profile (Both were 3-C, Sonic had access to Force Jewels, Enhanced Spin Dash (Unique), and 3 Rings; Garou was furious; Speed was equalized)

    Losses:

    Inconclusive:

    • Raiden Shogun (Genshin Impact) Raiden's profile (Pre-Ultimate Emerl Sonic was used; Battle took place near the base of Amakumo Peak; Starting Distance was 10 meters; Speed was equalized; Sonic's starting ring count was 5)

    References

    1. Sonic Adventure 2 (Hero Story); [First cutscene]
    2. 2.0 2.1 Sonic Adventure 2; [After clearing through Final Rush]
    3. Sonic Adventure 2; [Last story: Sonic Recap]
    4. 4.0 4.1 4.2 Sonic Adventure 2
    5. 5.0 5.1 Sonic Heroes: Last Story Final Boss
    6. Sonic Adventure: Sonic's Story
    7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 Sonic Advance 3
    8. Sonic Heroes [Opening cutscene]
    9. Sonic Rush: Leaf Storm Zone 1 Act 2
    10. Sonic Advance 2: Music Plant Zone Act 1
    11. Sonic Battle: Sonic's Story;
    12. 12.0 12.1 Sonic Speed Simulator
    13. Sonic Unleashed: Mazuri Gaia Temple
    14. 14.0 14.1 Sonic Battle Japanese Website
    15. 15.0 15.1 15.2 Sonic Battle Saikyou Kouryaku Guide
    16. 16.0 16.1 Sonic Battle: Shadow Story
    17. 17.0 17.1 Sonic Battle: Emerl Story
    18. Sonic Shuffle: Ring Lasso (Mini Game)
    19. Sonic Advance 2
    20. 20.0 20.1 20.2 20.3 20.4 20.5 Sonic Battle
    21. Sonic the Hedgehog (2006): Silver's Story
    22. Sonic Adventure 2: Hero Story
    23. The Murder of Sonic the Hedgehog
    24. Sonic the Hedgehog (2006): Sonic's Episode
    25. Sonic Prime S1E7; "It Takes One to No Place"
    26. 26.00 26.01 26.02 26.03 26.04 26.05 26.06 26.07 26.08 26.09 Sonic Shuffle
    27. Sonic Heroes: Lost Jungle (Team Sonic)
    28. Sonic Heroes: Stage 04 - Power Plant (Team Sonic)
    29. Sonic the Hedgehog: Bad Guys #2
    30. Shadow the Hedgehog: Official Video Game Website
    31. Shadow the Hedgehog (2005)
    32. Sonic Frontiers (JP): Rhea Island
    33. Sonic Frontiers (JP): Vs The End
    34. Sonic Adventure: Last Story
    35. Sonic the Hedgehog #27
    36. 36.0 36.1 36.2 36.3 Sonic the Hedgehog (2006): VS Solaris (Last Episode)
    37. Sonic Chaos JP Manual
    38. Sonic Dream Team: Official Concept Art
    39. 39.0 39.1 Sonic Frontiers: Chaos Island
    40. Sonic Frontiers: Vs The End
    41. Sonic Frontiers: Kronos Island
    42. Sonic Frontiers: Rhea Island
    43. Sonic Frontiers (JP): Introduction Cutscene
    44. Sonic Frontiers
    45. Sonic 06: Official Game Guide pg. 320
    46. Sonic Channel Calender "Otherworld Comedy" Story Act 6: The True Princess?! (June 2023)
    47. Sonic the Hedgehog #29
    48. Sonic Colors (DS): Sweet Mountain - Area 2, Mission 1
    49. Sonic Lost World: Desert Ruins Zone 1
    50. Sonic Colors: Planet Wisp Act 1
    51. Sonic Adventure: Chaos 4 Boss Battle (Sonic's Story)
    52. Sonic Unleashed
    53. Sonic the Hedgehog: Bad Guys #2
    54. 54.0 54.1 Sonic Battle Shadow's Story
    55. 55.0 55.1 55.2 Sonic Battle Emerl's story Final Boss
    56. Sonic Adventure Navigation Guide
    57. Sonic Adventure: Amaray Case Backside Description
    58. Sonic Adventure 2
    59. Sonic Adventure 2 Battle: Hero Story - Boss - Egg Golem
    60. 60.0 60.1 60.2 Sonic Heroes
    61. Shadow the hedgehog
    62. Sonic Adventure 2 Battle: Hero Story - Last Boss - Shadow
    63. Shadow The Hedgehog (2005)
    64. Sonic Adventure 2 (Hero Story): VS F-6t BIG FOOT
    65. Sonic Adventure 2 (Hero Story) Stage 16 Crazy Gadget
    66. Sonic Adventure 2 (Dark Story) VS Sonic
    67. Shadow 2005: VS Black Doom (Final Haunt)
    68. Sonic Battle: VS Knuckles (Sonic's Story)
    69. Sonic Encyclo-speed-ia: VS Erazor Djinn (Night Palace)
    70. Sonic & The Secret Rings Guidebook
    71. Sonic Adventure 2 Manual
    72. Sonic Runners
    73. Sonic Battle Manual
    74. Sonic Battle: Emerl Story (VS Ultimate Emerl

    Notes/Explanations

    1. 30.1148117155 Foe
    2. 240.918493724 Foe
    3. 30.8375671967 KiloFoe
    4. 59.567 Zettafoe
    5. 5.0 5.1 5.2 5.3 6-D
    6. 185.6 c
    7. 1,484.8
    8. 5,939.2 c
    9. 9.0 9.1 11,878.4 c
    10. 1.5204352 Million c
    11. 6.0817408 Million c
    12. Far above 6.0817408 Million c
    13. Far above 7.068751424 Billion c
    14. 28.275005696 Billion c
    15. Far above 28.275005696 Billion c
    16. 4,389.10297 Metric Tons
    1. Rebirths are canonical, as Dr. Eggman accidentally rebirthed the entire timeline by using Rebirth Energy.
    2. This Sonic Channel story is linked to Windii's translation. For the official script, see here.
    3. The Possibly rating indicates the possibility of the Wisp bestowing their abilities upon the user, and not the abilities themselves being categorized as a possibility. As such, this extends to all Wisp pets from Sonic Speed Sim.

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