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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)

Sonic happy render
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]
SonicAndMario2016Rio Sonic Flag 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 discussing Tails' self-esteem troubles.[2]

Modern Sonic 2D
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]
SonicAndMario2016Rio Sonic Flag Nothing starts until you take action. If you've got time to worry, then run!
~ Sonic's advice to Princess Elise.

Sonic Channel 2023 06 wallpaper
SCWallpaperJune2024

Sonic: Didn’t you say it would be a while before the world was completely back to normal? Well, then we’ve gotta go and enjoy the various alternate worlds before then!

Tails: G-Good point! Plus there are some friends we haven’t met yet!

S: First up is Jet! I can’t wait to see how he turned out. Hope I’ll make it in time, though…

T: Hold on! Wait for me, Sonic!

In addition to countless adventures, the blue, round planet of Sonic and his friends carries the endless possibilities of “other worlds” under cover.
Toward that far and wide horizon, the adventurous blue hedgehog “Sonic the Hedgehog” set off today in search of new adventures…!

~ Sonic and Tails at the end of Otherworldly Comedy.[4]

Sonic frontiers cyberspace energy arm by nibroc-rock

Credit to Nibroc

SonicAndMario2016Rio Sonic Flag 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 interacting with Sage.[5]

Corrupted Sonic 2D better render
SonicAndMario2016Rio Sonic Flag 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.[6]

SecretRingsRenders01
I wish for a mountain of handkerchiefs. Now, just let yourself cry. As much as you need to. You'll have plenty of handkerchiefs to help you through it.
~ Sonic comforting Shahra.[7]

Secret Rings Sonic 2D

Shahra: I'm sorry. It's my fault this is happening to...
Sonic: Hahaha. Hey, don't worry about it. Besides, don't you know how fast I am? Time may fly. But I'm even faster!

~ Sonic comforting Shahra.[8]

Black Knight Sonic
I'm Sonic! Sonic the Hedgehog! I have no master except the wind that blows free!
~ Sonic's declaration to Sir Percival.[9]

Sonic Black Knight 2D
It was never about chivalry for me... I just gotta do what I've gotta do, that's all.
~ Sonic's determination against the Dark Queen and his allies' concerns.[10]

I play by my own rules. Remember that.
~ Sonic, defying Caliburn to help others.[11]

Sonic The Hedgehog Riders Zero Gravity
I'll show you what true speed really is!
~ Sonic's declaration to Jet.[12]

RidersSonic
All right! Bring it on!
~ Sonic, prior to a race.[13]

Even without wings, I can still fly! Right?
~ Sonic teasing Jet.

Sonic IDW Ultimate Render
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.[14]
SonicAndMario2016Rio Sonic Flag 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, refusing to let Scrapnik Mecha willingly die.[15]

IDW Infected Sonic
Think, man, think! One touch and you're not saving anyone! You'll only make it worse!
~ Sonic's woes regarding the Metal Virus.[16]

Extreme Gear IDW Sonic

Phantom Rider right colors
All right , listen up! The only "rogue" here is that greenhorn Jet and his cheer squad, you're lookin' at the Phantom Rider! I'm about to turn this whole place upside down, and none'a you are fast enough to stop me!
~ A disguised Sonic taunting the Extreme Gear racers.[17]

PrimeSonicStanding
SonicAndMario2016Rio Sonic Flag Okay, crew! There are two things that are gonna happen here! One, we protect that big shiny rock! And two, we stick together no matter what it takes! Now let's go crack that rotten egg!
~ Sonic encouraging his friends to battle for the Paradox Prism.[18]

Sonic (Sonic Prime)
SonicAndMario2016Rio Sonic Flag You wanna test me, eggheads? Question: How do you tick off a hedgehog? Answer: Mess with his friends!
~ Sonic to the Chaos Council.[19]

SonicDashBoscageMazeSonic
SonicAndMario2016Rio Sonic Flag You wanna sit on the sidelines and watch your world get trashed? Be my guest. Me? I'm off to help Thorn.
~ Sonic berating the Scavengers.[20]

Sonic (Prime) (No Place)
SonicAndMario2016Rio Sonic Flag I don't lose races, especially not at the finish line!
~ Sonic.[21]

Sonic (Prime) (Ghost Hill)
SonicAndMario2016Rio Sonic Flag It was cool the first couple of times...How do I fix this?
~ Sonic's reaction to Ghost Hill.[22]

Sonic (Prime) (The Grim)
SonicAndMario2016Rio Sonic Flag Think whatever you want, but it's true. Even after everything you've done, everything we've been through, together, against each other...you're still my friend, Nine.
~ Sonic, assuring Nine of their friendship.[18]

SFSB Darkspine Sonic
If this is your world, then it's a world that I don't want any part of!
~ Darkspine Sonic confronting Alf Layla wa-Layla.[23]

Darkspine Sonic 2D
Your tale is finished, Erazor! Next time, try writing a better story!
~ Darkspine after defeating Erazor's monstrous form.[23]

We've got to... stop him! Shahra... Please! Lend me your... POWER!''
~ Darkspine's plea, directly after transforming.[23]

SFSBWerehog

Chip: I haven't done anything, Sonic. You're the reason you haven't changed at all. You're too strong too strong to lose yourself!
Werehog Sonic: I'm the reason?
Chip: Yeah! You never doubt yourself, no matter what. You never give in to the night, or the darkness inside your heart.

~ Chip explaining why Sonic wasn't corrupted by Dark Gaia.[24]

Sonic Channel - Sonic the Werehog
Do I need a reason to want to help out a friend?
~ Werehog Sonic after Chip recovers his memories of being Light Gaia.[24]

Sonic the Werehog Unleashed Mode
AAAWOOOOOO!
~ Werehog Sonic howling as he uses Unleashed Mode.

Sonic Runners Werehog Icon1 So when the sun goes down, I turn into...this?
~ Sonic's initial reaction to his transformation.[25]

SFSB Excalibur Sonic
A New KingSonic

Dark Queen Merlina: You could never understand my sorrow at seeing the ruinous future of this kingdom.
Sonic: Good, 'cause I don't ever want to know such one-sided sadness.
Excalibur: Foolish wizard! You're willing to sacrifice countless others just to escape your own sorrow?!

~ Excalibur Sonic and Excalibur, berating The Dark Queen.[1]

Dark Queen Merlina: This story and the world it created will come to an end. Is that what you wish?
Excalibur Sonic: Nah, it's not gonna end. My stories only end when I stop running!
Excalibur: No, it won't be an end. But rather the beginning of a new story!

~ Excalibur Sonic and Excalibur, refuting Dark Queen Merlina.[1]

Excalibur Sonic 2D End
A New KingSonic

Dark Queen Merlina: Your selfishness is going to be the end of it all. Do you not understand?
Sonic: I already told you, I don't mind playing the bad guy every once in a while.
Excalibur: Everything must have it's end and we will be yours!

~ Excalibur Sonic and Excalibur to The Dark Queen.[1]


Dark Queen Merlina: Why can you not understand how magnificent an everlasting kingdom will be?
Sonic: What I can't understand is how you can call such a boring-sounding place "magnificent".
Excalibur: Do you honestly think such a world would function properly?

~ Excalibur Sonic and Excalibur to The Dark Queen.[1]

Whoa. Now this is speed! Nine, you've really outdone yourself.
~ Sonic to Tails Nine after absorbing even more Prism energy[26]
Heh, I knew that would work! No you didn't. Did so! Whatever! Race you to Shadow? Way ahead of you... me? Us?
~ Sonic, talking to an afterimage after receiving even more Prism energy from Nine.[26]

Modern Super Sonic
SonicDashSuperSonicToken The present day... The here and now that you've stolen... Time to take it back!
~ Super Sonic's declaration to Solaris.[27]
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.[28]

2D Modern Super Sonic
SonicDashSuperSonicToken Time to scramble some Eggmen, SUPER SONIC STYLE!
~ Super Sonic as he advances to fight the Time Eater[29]
For the fate of the world... (...) LET'S GO!
~ Super Sonic as he begins the fight with the Egg Wizard, alongside Burning Blaze.[30]

SonicChannelSuperSonic
Sonic Channel 2023 01 wallpaper No matter what you do with me, you’ll never be able to do with this planet as you like. Because it’s got us on it! The reason I’m here now as Super Sonic is because of the many people I’ve met! You know nothing about the strength of these bonds…
~ Super Sonic to Dr. Eggman.

IDW Artbook Super Sonic
We don't have time to be fancy.
~ Super Sonic to Super Silver after effortlessly defeating Giant Zavok.[31]

Super SonicRidersModel
Behold the power of the Chaos Emeralds!
~ Sonic before starting a race.[32]

Super Sonic (Hidden Power)
I can feel the enemy's approach is nigh. Go. You have been given all we can give you. I... can do nothing more for my people. I entrust the rest to you.
~ Master King to Sonic as he finishes his training to master his Cyber Corruption.[33]

Super Sonic (Hidden Power) 2D
Go forth and unleash Super Sonic's new power!
~ Notification after unleashing Super Sonic's hidden power.[34]

Sorry, Master King! Looks like I'm going all-out after all!
~ Super Sonic moments before unleashing the full extent of his new power.[35]

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.

Sonic's many adventures have served as a testament against evil's iniquity, a champion of freedom with a never-give-up attitude who is renowned worldwide for saving it countless times. Well-known for his legendary cocky attitude, easy-going demeanor and somewhat short temper (yet strong sense of justice, compassion, and love for freedom and adventure), Sonic uses his abilities to protect the innocent of his world and beyond from those who choose endanger it. That goes especially for his arch-nemesis, Dr. Eggman, who he defends the world from most often.

Whether in times of peace or great struggle, regardless of the perception from allies and foes around him, Sonic remains true to himself and does nothing other than what he truly feels is right.

Powers and Stats

Tier: 2-C, higher with Boost | 2-C, higher with Boost, far higher with transformations, even higher with his Strongest Attacks | At least 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 2-C, higher with Phantom Rush, even higher with Double Boost and Triple Boost | At least 2-C | Varies. At least 2-C, up to 1-C, higher with Charged Attacks | 1-C, far higher at Full Power

Key: Sonic the Hedgehog (2006) - Sonic Riders: Zero Gravity | Sonic and the Secret Rings - Sonic Free Riders | Sonic Colors - Sonic Forces (Pre-Imprisonment) | Sonic Forces (Post-Imprisonment) - Onwards | Shatter Sonic | Super Sonic | Starfall Super Sonic

Name: Sonic the Hedgehog, Big Blue(Rouge), "Sir Sonic, Knight of the Wind", Knave the Hedgehog, The One and True King Arthur(Caliburn)

Origin: Sonic the Hedgehog (Sonic The Hedgehog (2006)

Gender: Male

Age: 15

Classification: "Modern Sonic", Anthropomorphic Hedgehog, The Fastest Thing Alive, World's Fastest Hedgehog, The Blue Blur, Team Sonic's Leader, The Legendary Blue Hedgehog, Blue Hedgehog, Blue Wind, The Iblis Trigger(Silver), Hero Across Time and Space,[36] Blue Rat, Blue Buffoon, Pincushion, Patient Zero of the Metal Virus(Dr. Eggman), The Blue Blight, Little Blue Savior(Infinite)

Powers and Abilities:

All innate abilities of his Classic and Adventure Eras selves plus:


  • Boost (Standard & Sonic Boom)

All previous innate abilities plus:

All innate abilities of his Base including:

  • Limited Creation (Possesses Skills that produce additional Rings for him[176])

  • 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)
  • Fusionism & Transformation (Caliburn can fuse with Arondinght, Galatine and Laevatein into Excalibur and turning Sonic into Excalibur Sonic)

All Resistances of his Classic and Adventure Era selves plus:

All previous Resistances plus:

All previous Resistances plus:

All innate abilities of his Sonic and the Secret Rings - Sonic Free Riders key on an enhanced scale plus:

Most innate abilities of his Sonic and the Secret Rings - Sonic Free Riders plus;

  • Healing & Stamina Recovery (Rather than acting as a blanket from harm, Sonic utilizes Rings in his Werehog state to restore vitality from received damage)

All innate abilities of his Sonic and the Secret Rings - Sonic Free Riders & the Sacred Sword on an enhanced scale plus:

  • Limited Body Control (Excalibur who can extend itself for greater reach)

All Base abilities on an incredibly higher scale plus:

Greater Resistance to:

Same equipment as his Adventure and Classic selves, plus:

Contains Wisps, which grant;

  • 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)
  • Boost (Final Color Blaster)

  • 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)
  • 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)

  • Plant Manipulation (The Boscage Maze's Prism Shard can make plants grow faster, being able to be used as weapons and traps)
  • Electricity Manipulation & Air Manipulation (The No Place's Prism Shard is able to generate thunder storms with air currents strong enough to create a tornado of stones. Also able to directly fire lighting bolts)

  • Statistics Amplification (Of Damage, Speed, Jump Height, Energy, Oxygen, Luck, and Event)
  • Further Magnetism Manipulation
  • Probability Manipulation (Non-Combat Applicable via Luck Stat)
  • Power Bestowal
  • Further Accelerated Development (Increases Experience gained from Chaos Orbs and steps made)
  • Further Inventory Duplication (Pets can enable characters to collect hundreds of thousands of Rings per Ring)
  • Fusionism (Fast Friends can take up to 150% of all of your Pets best Power, Experience gain, and Ring counts)
  • Aura (Several Trails emit an aura around the character)


  • Attack Potency: Low Multiverse level (Defeated several of Dr. Eggman's creations that are referred[302] to as[303] his most powerful[304] inventions by that point after the creation of the Super Egg Robot[305][Statistics Values 1]), higher with Boost

    Speed: Massively FTL+ (Vastly superior[113] to his Adventure Era-self. Capable of evading crashing meteors on a ship traveling through interstellar space[306][Statistics Values 2]), higher reaction speed, far higher with the Spin Dash and Super Peel Out[Statistics Values 3], even higher with the Boost (Sonic's Boost enhances his speed by nearly 8x,[Statistics Values 4] with the technique managing to amaze his younger self even after having witnessed Metal Sonic's V. Maximum Overdrive Attack)

    Lifting Strength: Class M (Superior to his Classic and Adventure Era selves[Statistics Values 5])

    Striking Strength: Low Multiverse level (Can match opponents comparable to himself)

    Durability: Low Multiverse level (Can take hits from Knuckles.[306] Able to withstand attacks from those comparable to him), higher with Boost. Up to Complex Multiverse level (6-D) Damage Transferal with several Rings (Having enough Rings shields damage from those as strong as Supreme)

    Attack Potency: Low Multiverse level (Defeated Erazor Djinn after he had absorbed half of the Arabian Nights[307], which are comprised of its main reality and the Night Palace. Bested King Arthur, who was empowered by the Scabbard of Excalibur, which is what gave the Dark Queen her powers[308][Statistics Values 6]), higher with Boost, far higher with Transformations (Darkspine Sonic: Defeated Alf Layla-wa Layla, a being superior to Base Sonic who destroyed the space-time of the Arabian Nights upon transforming and planned to recreate it in his image. Restored the Arabian Nights' reality with a hand gesture,[23] and is empowered by three of the World Rings. Werehog Sonic: Caused by the conjunction of both Dark Gaia's energy and the Chaos Emeralds,[309] which makes him far stronger than his Base at the time. Fought and destroyed the Egg Dragoon.[310] Excalibur Sonic: Parried slashes from Dark Queen Merlina, who easily stomped his Base form[Statistics Values 7]), even higher with his Strongest Attacks (Only with Soul Surge could he deal damage to Dark Queen Merlina, even finishing her off with Meteor Charge)

    Speed: Infinite (Traversed the entirety of the corridor in Night Palace, which is stated to be infinite in size[175][311]), higher reaction speed[Statistics Values 8], far higher with the Spin Dash and Super Peel Out[Statistics Values 9], even higher with the Boost[Statistics Values 10], Varies with Transformations (Werehog Sonic is considerably slower than his Base in Travel Speed, but by how much is uncertain. Darkspine and Excalibur Sonic are far faster than his Base, and can go even faster with Soul Surge)

    Lifting Strength: At least Class M (Stronger than before[Statistics Values 11]), Varies with Transformations (Excalibur Sonic: Stronger than his Base. Werehog Sonic: 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[155][Statistics Values 12]. Darkspine Sonic: Immeasurable (With slight difficulty, Darkspine can push back and launch[23] 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[Statistics Values 13])

    Striking Strength: Low Multiverse level (Can harm the likes of Erazor Djinn and King Arthur with his blows), higher with Transformations (Darkspine Sonic: Reflected Alf Layla wa-Layla's strongest attack back at him. Werehog Sonic: Far stronger than his Base at the time,[155] trading off a bulk of his speed in favor of raw strength[312][313][254][314]. Excalibur Sonic: Can trade blows with Merlina and harm her)

    Durability: Low Multiverse level (Can take attacks from the likes of Erazor Djinn and King Arthur), higher with Guard (While using Caliburn, Sonic can guard against attacks as strong as even Sir Lancelot's Chaos Blast). even higher with transformations (Darkspine Sonic: Can take hits from Alf Layla-wa Layla. Werehog Sonic: Is able to take hits from machines such as the Egg Dragoon and is noted to be tougher than[315][316] his usual self. Excalibur Sonic: Can take attacks from Dark Queen Merlina). Up to Complex Multiverse level (6-D) Damage Transferal with Rings

    Attack Potency: At least Low Multiverse level (Fought the Nega-Wisp Armor[317] and the Eggrobo,[318] which is stated to have a destructive force which could not be measured by Dr. Eggman. Can hold his own with robots powered by the Paradox Prism. Defeated Perfect Chaos in combat[319] and destroyed the Egg Dragoon,[320] the latter having provided a challenge to his Werehog form.[Statistics Values 14]), higher with Boost, Focused Homing Attack, Flying Kick, Prism Energy, and Color Powers (Can overwhelm high-level Badniks and the Zeti[321][322][323][324][2][Statistics Values 15]), even higher with the Final Color Blaster (Overpowered the Nega-Wisp Armor's ultimate move,[325] destroying the mecha in the process), Energy Cores (His meteor strikes slowed Shadow's Boost, with a direct charge completely breaking it and quickly overwhelming him[326]), and Planetary Life-force (With just a small portion of this energy bestowed by the Wisps, he managed to overpower the Eggrobo's guard and destroy it[327])

    Speed: Infinite (Far faster than before. Can catch up to and keep pace with several of Eggman’s ships, some of which have traveled to Planet Wisp and should be superior to the likes of Dodon Pa's Rocket that was used to do the same, with the planet being "across the universe", which is infinite in size. Can keep up to Eggman ships that. Blitzed Tails casually, stealing a chili dog before he could react. Kept up with the Eggrobo[Statistics Values 16]), higher reaction speed[Statistics Values 17], far higher with the Spin Dash and Super Peel Out[Statistics Values 18], even higher with Color Powers (Tagged Metal Sonic several times before the latter could do anything against him) and the Boost[Statistics Values 19], Immeasurable by accelerating through erased time (Sonic is stated by Tails to be accelerating through time by running through the zones in White Space[140])

    Lifting Strength: Multi-Stellar (Grew in strength to defeat and push back the Egg Dragoon, and should thus be comparable to his Werehog self[Statistics Values 20])

    Striking Strength: At least Low Multiverse level (Can match those comparable to him with his blows), higher with the Focused Homing Attack and Flying Kick (The Focused Homing Attack allows him to quickly overwhelm comparable opponents like Zazz.[328] Can breach Zavok's guard with either of these moves[329])

    Durability: At least Low Multiverse level (Can take hits from several members of the Deadly Six, as well as attacks from Perfect Chaos. Directly survived the Paradox Prism's destruction and re-shaping of reality while he was at the epicenter, which destroyed the Prime World into the Shatterverse[19]). Up to Complex Multiverse level (6-D) Damage Transferal with Rings

    Attack Potency: At least Low Multiverse level (Comparable to his durability. Amplified by three Prism Shards of the Paradox Prism, with each Prism Shard creating a distorted version of the main reality that make up the Shatterverse. The energy of 3 Prism Shards was enough to destroy Chaos Sonic in one attack, who was much stronger than him prior[330], and is able to effortlessly beat up opponents who are superior to his Base[Statistics Values 21][26]), far higher with 4 Prism Shards (Much stronger than before, annihilating the Prismatic Titan with a single attack when Sonic with 3 Prism Shards was unable to make it flinch beforehand[Statistics Values 22][26])

    Speed: Infinite (Ludicrously faster than before to a point where his basic movement allows him to physically stay in multiple places at once and can physically interact with himself; with emphasis that the energy of the Prism enhances statistics[Statistics Values 23][26]) higher with 4 Prism Shards

    Lifting Strength: Multi-Stellar (Equal to [if not superior than] his Base)

    Striking Strength: At least Low Multiverse level (Easily able to knock around those comparable and superior to his Base)

    Durability: At least Low Multiverse level (Superior to his Base. Able to endure the recoil of his blows)

    Attack Potency: At least Low Multiverse level (Grew in strength to fight on even footing with Infinite. Later fought and damaged the Death Egg Robot.[331] Fought on even terms with Zombot Shadow[332]. Effortlessly dealt with Giga Omega, which was providing trouble to several of his friends at once.[333][334] After having his potential unlocked fully by Hermit Koco, he grew even stronger.[335] Grew to one shot a door that tanked his Spin Dash earlier on, with the train itself being a Badnik[146][Statistics Values 24]), higher with Boost, Focused Homing Attack, Flying Kick, Color Powers and Phantom Rush (Phantom Rush raises Sonic's attack by 1.2 times), even higher with Double Boost (Overwhelmed Infinite's guard alongside the Avatar[336]) and Triple Boost (Ultimately defeated the Death Egg Robot using a Triple Boost with The Rookie and Classic Sonic[331])

    Speed: Infinite (Kept up with Infinite with his normal speed,[144] who easily dodged his Boost technique earlier on, without giving him time to react as he was doing so[337] and that could somewhat react to a Double Boost.[Statistics Values 25][338] 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.[Statistics Values 26][339] Was stated to have ran faster than ever before by the time of Sonic Frontiers[340][Statistics Values 27]), higher reaction speed, far higher with the Spin Dash and Super Peel Out[Statistics Values 28], even higher with the Boost[Statistics Values 29], 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[341])[Statistics Values 30] and Triple Boost (Blitzed the Death Egg Robot)[Statistics Values 31], Immeasurable by accelerating through erased time.

    Lifting Strength: Multi-Stellar (Grew strong enough to fight and knock back Infinite after their first encounter[144]. Grappled with Zombot Shadow and held him at bay before Silver intervened)

    Striking Strength: At least Low Multiverse level (Can strike Zombots, which were immune to Espio's weaponry), higher with the Focused Homing Attack, Flying Kick and Phantom Rush

    Durability: At least Low Multiverse level (Able to withstand several attacks from a casual Infinite within their first rematch.[144] Could take hits from powerful Zombots, such as Shadow. Traded blows with Surge, who is perfectly calibrated to resemble him[14] using his own Bio-Data.[342] Survived being choked and electrocuted by her, even as the Dynamo Cage overloaded and she was using her electric powers in water[232]). Up to Complex Multiverse level (6-D) Damage Transferal with Rings

    Attack Potency: Varies (Powered by the seven Chaos Emeralds, which possess immense chaotic energies with fluctuating power levels,[343] with the power harnessed depending on the levels of the users emotions and aptitude), at least Low Multiverse level (Should be superior to his Classic and Adventure Era-selves. Superior to the power of the seven World Rings and the Paradox Prism, as he is powered by the Chaos Emeralds, which are comparable to the Sol Emeralds that when didn't had a user controlling them, could forcefully make two Universes fuse and be destroyed[Statistics Values 32]), up to Complex Multiverse level (Defeated the Egg Wizard alongside Burning Blaze.[344] Easily defeated the Time Eater alongside his Classic self and reversed the damage[345] done across all of space-time and all of reality as a whole,[346] which includes a multiverse with innumerable, potentially infinite timelines as well as several higher dimensional realms.[347][348][222] Fought and destroyed three of the[5] four[277] different[6] 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 its energy projectiles, and block an energy beam from it at the end of their fight[Statistics Values 33]), higher with Super Sonic Boost, far higher with Double Super Sonic Boost (Managed to overpower Time Eater's Sun Burst and destroy him when Double Boosting with his Classic Counterpart[Statistics Values 33]), even higher with Charged Attacks (Fought first form Solaris somewhat casually and became serious only against its second form. With the Arrow of Light, Super Sonic was able to shatter the armor of Solaris when it was impervious to his non-charged attacks.[27] Destroyed Light-Man Eggman's core with a single attack once he charged the Arrow of Light.[4] After damaging The End alongside Sage piloting Supreme, he could pierce through its entire body after charging up an immense amount of power[28][Statistics Values 34]), Several of his abilities ignore durability

    Speed: Varies (Powered by the seven Chaos Emeralds, which possess immense chaotic energies with fluctuating power levels,[343] with the power harnessed depending on the levels of the users emotions and aptitude), Infinite (Far faster than anything his Base form can do. Faster than Darkspine Sonic and Shatter Sonic, as he is empowered by the seven Chaos Emeralds, which are superior to the seven World Rings and the Paradox Prism. Flew to the Exception, a space between 2 universes)[Statistics Values 35], up to Immeasurable at his peak (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. Can keep with the Time Eater alongside his classic counterpart and easily avoid attacks from him while they fight in the Infinite Tunnel Dimension[Statistics Values 36]), higher reaction speed, far higher with the Spin Dash (Blitzed Time Eater with the Homing Attack) and Super Peel Out, much higher with the Boost, even higher with the Power Boost, even higher still with the Super Sonic Boost (Quickly outmaneuvered and caught up to Time Eater.[140] Completely outpaced it when Super Sonic was Double Boosting with his Classic Counterpart) and with Charged Attacks (At full capacity, the Arrow of Light can attack Solaris faster than it can even cross its arms to defend itself while any less would get blocked by it in time.[27] Blitzed Light-Man Eggman with his Arrow of Light, leaving him unable to react to his attack[4])

    Lifting Strength: Immeasurable (Powered by the seven Chaos Emeralds, which are superior to the seven World Rings used to empower Darkspine Sonic and that could move 2 universes to one another[Statistics Values 37]) up to far higher at his peak (Comparable to Solaris as both are powered by the full power of the Seven Chaos Emeralds[Statistics Values 38]), even higher with Charged Attacks (Capable of staggering Solaris with his Arrow of Light technique when fully charged, with any less of a charge being ineffective[Statistics Values 33][27])

    Striking Strength: Varies, at least Low Multiverse level (Superior to his Adventure and Classic Era-selves. Far superior to the likes of the seven World Rings and the Paradox Prism), up to Complex Multiverse level at his peak (Comparable in power to Super Shadow, who used his Spears of Light to destroy Solaris' cosmic armor), higher with the Focused Homing Attack, Flying Kick and Phantom Rush, far higher with Charged Attacks

    Durability: Varies, Low Multiverse level (Can endure multiple missiles from the Egg Salamander), up to Complex Multiverse level at his peak (Can take attacks from Solaris and Egg Wizard), higher with Super Sonic Boost. Invulnerability makes it difficult to conventionally harm him

    Attack Potency: Complex Multiverse level (Prior to utilizing his Hidden Power, Super Sonic could barely scratch a possessed Supreme.[35] By combining his Cyber Corruption with his Super Form, he taps into a greater amount of power and can effectively damage Supreme[35][Statistics Values 33]), far higher at Full Power (By drawing out the fullest extent of his Cyber Corruption for a final attack, Super Sonic ultimately finished off Supreme and dealt with The End in one strike[35][Statistics Values 39]) Several of his abilities ignore durability

    Speed: Immeasurable (Utilizing his hidden power, Super Sonic can attack Supreme point-blank so fast that it's as if he never moved[35][Statistics Values 40]), higher reaction speed, far higher with the Spin Dash and Super Peel Out, even higher with the Boost, much higher with the Power Boost, even higher still with the Super Sonic Boost and with Charged Attacks

    Lifting Strength: Immeasurable (Super Sonic leaves The End-possessed Supreme physically reeling when he breaks free from its grip[35][Statistics Values 33])

    Striking Strength: Complex Multiverse level (A barrage of punches from Starfall Super Sonic left Supreme helpless for an extended period of time)

    Durability: 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[35]). Invulnerability makes it difficult to conventionally harm him


    Stamina: Superhuman (Endured the "Arrow of Judgement", which slowly drained his life-force, weakening him to such a level that he was left on his knees, and much later was still capable of standing up to fight against Erazor Djiin. Withstood a beating from Merlina and refused to give up regardless of his physical condition. 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. 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), same, if not higher, with transformations, Infinite with Endless Boost (Gains never ending energy at the cost of not being able to hold any Rings) | Infinite (Is powered by all 7 Chaos Emeralds) | Infinite (Uses a Super State as its base, and should thus have its stamina directly)

    Range:

    Standard Melee Range, Extended Melee Range with Caliburn, Hundreds of Meters with abilities. Up to countless, possibly Complex Multiversal With Chaos Control (Chaos Control can halt time in White Space, as Shadow intended to freeze the moment in time where Maria and Gerald were being restored to the timeline to prevent it, despite it repeatedly being stated that all of space-time was erased. Should be superior to Base Eggman and Primordial Form Time Eater, which can respectively travel reach White Space and Time Eater's Lair). Beyond baseline Complex Multiversal with the 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[341])

    Same as his base form, Low Multiversal with abilities (Moves such as Time Break allow Darkspine Sonic to freeze the flow of time. Fixed the entirety of the Arabian Nights reality with a hand gesture, which consists both its main reality and the Night Palace)

    Same as his base form, Extended Melee Range to Several Meters via Elasticity (Able to extend his limbs that far), Hundreds of Meters with abilities (Able to create shockwaves that cover that far by pounding the ground)

    Same as his base form, Extended Melee Range, higher with Excalibur's extension, Thousands of Kilometers with abilities (Excalibur is made by the combined power of all 4 Sacred Swords, with them being able to create a giant barrier that can cover that far)

    All of his base form's range enhanced, Standard Melee Range; Hundreds of Meters, up to Low Complex Multiversal with his Aura (Super Sonic's aura swallowed several duplicates of Perfect Chaos and shattered alternate worlds of the Phantom Ruby all through out the Egg Field); Varies Low Multiversal (Powered by all 7 Chaos Emeralds, with the Emeralds being able to, alongside the Sol Emeralds, reach to 2 universes[Statistics Values 1]), up to Beyond baseline Complex Multiverse level with abilities (6-D. Able to affect Solaris, who Dr. Eggman twice states is an extra-dimensional lifeform[349][350] that would make it superior to the likes of Illumina and Void. Travelled to the Infinite Tunnel Dimension alongside Classic Super Sonic. Should be comparable to Solaris due to being powered by the full power of the Chaos Emeralds, which allowed him to destroy "everything" across all of time, which would include Null Space)

    Same, if not higher than Super Sonic

    Standard Equipment:

    • Power Sneakers: Sonic's signature nearly friction-proof footwear that can withstand the intensity of him running at high speeds.
    • Gloves: A pair of white gloves made of a soft material to protect his hands.
    • Chaos Emeralds: Seven powerful artifacts containing the "ultimate power" that allows Sonic to harness its Chaos Energy. The Chaos Emeralds can be used to use Chaos Powers, Emerald Powers or grant Sonic his Super form.
    • Rings Multiple golden rings that Sonic can carry in-order to protect himself from damage.
    • Item Boxes: Capsules or Monitors that can grant him power-ups, which can be used offensively or defensively
      • Wisps: Colorful alien creatures each with their own unique abilities that Sonic can absorb to use the Hyper-go-on to perform the Color Powers.
    • Sonic Crackers: A stationary landmine that flashes blue which Sonic can use to set up explosive traps.

    • Light Speed Shoes: A special upgrade that change from being attachment to his Power Sneakers or unique golden shoes made from the same material as Rings. This upgrade grant Sonic the ability to use the Light Speed Dash (Although he's now capable to performing the ability without them).
    • Crystal Ring: A smooth, cyan bracelet Sonic can wear on his wrist that shortens the charge-up time for the Light Speed Dash and Light Speed Attack.
    • Bounce Bracelet: A specialized bracelet device Sonic can wear on his wrist that allows him to perform the Bound Jump (Although he's now capable to performing the ability without them).
    • Flame Ring: A golden bracelet with a vermilion drop-shaped crystal embedded into the outer edge that flashes when Sonic is wearing it on his wrist. When wearing it, Sonic's somersault technique is transformed into the Fire Somersault.
    • Mystic Melody: A transverse, mystical flute Sonic can play which can reveal hidden items, platforms and pathways.
    • Magic Gloves: A set of three yellow spikes attached on the top of the Bounce Bracelet. When wearing the Magic Gloves, they allow Sonic to perform the Magic Hands.
    • Stomping Shoes: A pair of heavy steel shoes that resemble the Power Sneakers, but have spikes on the soles that allows him to perform the Stomp. (Although he's now capable to performing the ability without them).
    • Wall Jump Shoes: A pair of sneakers resembling the Power Sneakers, but have coils equipped on their soles to allow Sonic to perform the Wall Jump. (Although he's now capable to performing the ability without them).
    • Air Boost Shoes: A pair of shoes resembling the Power Sneakers, but have small white wings on the sides that lets Sonic perform the Air Boost. (Although he's now capable to performing the ability without them).

    Optional Equipment:

    • Grind Shoes: A pair of unique sneakers that appear virtually friction-proof and specialize in grinding on surfaces.
    • Sonic Chao: Sonic's own companion Chao he can use for offensive purposes.
    • Piko Piko Hammer: Sonic's own stylized Piko Piko Hammer.
    • Slow Down Boots: A pair of sneakers identical to the Power Sneakers except its Eggman Empire decal on the sole. These shoes were made with the power of the Chaos Emerald and slow Sonic down.
    • Custom Shoes: Footwear Sonic received from Alberto Roberto which can be used to harness the power of gems or have upgrades attached to it.
      • Antigravity: An unseen item that can be attached to the custom shoes grants him the Sliding Attack (Although he's now capable to performing the ability without them).
      • Light Chip: Similar to the Light Speed Shoes, this unseen item that can be attached to the Custom Shoes allows Sonic to use the Light Speed Dash (Although he's now capable to performing the ability without them).
      • Gems:
    • Shahra's Ring: The Ting belonging to Shahra, the Genie of the Ring, and which is used by Sonic to grant his wishes.
    • Magic Lamp: A magical oil lamp that was capable of sealing away Erazor Djinn and granting Sonic three wishes.
    • Ark of the Cosmos: An ancient ring-shaped stone that posses a magnetic field allows them to take a mass' energy, or gravity, and convert it into other forms of energy, making them a powerful energy source. This also allows Sonic to manipulate gravity.
    • Power-Ups:
    • Pearls: Small spherical objects with a faint orange aura, used to charge up Sonic's Soul Gauge with Soul.
      • Rich Pearls: A more powerful variant of the Pearls that charges Sonic's Soul Gauge with Soul twenty times greater than the regular soul.
    • Energy Cores: A glowing, purple energy orb that Sonic can absorb to grant him the ability to use Sonic Power Up!.
    • Planetary Lifeforce: Glowing green energy that is the very essence of life itself
    • Regulator: A special device invented by Tails Nine which regulated the Prism energy of the Paradox Prism that was inside of Sonic.
    • Time Freeze: A gray, half-frozen stopwatch that freezes the flow of time.
    • Warp Topaz: A round topaz gemstone with a red swirl that warps space and can create gateways to other locations.

    • Clarent: Sonic's practice sword he used before obtaining Caliburn. It's a basic but poorly cared for arming sword.
    • Sacred Swords:
      • Caliburn:
      • Arondight:
      • Galatine:
      • Laevatein:

    • Fairies:
      • Yellow Fairies: Small yellow Fairies that grant Sonic a certain amount of Rings.
      • Red Fairies: Small red fFairies that fill up Sonic's Soul Gauge with Soul when used.
    • Treasury Necklaces:
      • Ice Broach: A blue broach that gives Sonic a greater resistance against ice-based attacks.
      • Poison Broach: A purple broach that gives Sonic a greater resistance against poison-based attacks.
      • Stone Broach: A gray broach that gives Sonic a greater resistance against petrification attacks.
      • Expensive Broach: A highly detailed and round broach that lets Sonic identify an item .
      • Cure-all Broach: A golden broach that gives Sonic a greater resistance to all status effects.
    • Treasury Medicines:
      • Antidote: A vial containing a purple liquid used for lessening the effects of poison ailments.
      • Superior Antidote: A vial containing a purple liquid used for gaining near immunity the effects of poison ailments.
      • Herb of Toughness: A brown water bottle with a blue and white label on it and a cork sealing it up. When equipped it lets Sonic lose less Rings.
      • Herb of Strength: The Herb of Strength is a black bottle with a cork sealing it up and a brown label on it. When equipped it increases the amount of Soul Sonic earns when earning said energy.
      • Healing Potion: A simple round bottle with a long neck and a cork sealing it up that contains a blue liquid. When equipped to Sonic, it will grant him five Rings whenever he respawns after being defeated.
      • Healing Draught: A cylinder-shaped bottle with a glass lid that has a blue jewel fasten on top of it and contains a white-blue liquid. When equipped to Sonic, it will grant him ten Rings whenever he respawns after being defeated.
      • Fiery Quaff:
      • Hot Fiery Quaff:
      • Vial of Calm:
      • Philter of Tranquility:
      • Stone Protection:
      • Paralysis Cure:
      • Paralysis Immunity:
      • Petrification Immunity:

    • 1 Force March: Forces an opponent to move.
    • 6 Force March: Force an opponent to move a greater distance than before.
    • Barrier Amber: Creates a barrier so an opponent can't pass him.
    • Battle Ruby: Changes the Ring and Event Spaces into Battle Spaces.
    • Blockite: Protects Sonic from the effects of the other opponents' Forcejewels.
    • Carbuncle: Contains a fairy that will eat one of Sonic's Forcejewels, if Sonic has no Forcejewels equipped it will resort to eating itself.
    • Chamelionite: Transforms into a random Forcejewel, and uses its power immediately.
    • Curse Opal: Forcefully prevent an opponent from moving for a period of time.
    • Deletite: Destroys one of the opponent's Forcejewels.
    • Duplichaos: Transforms itself into a different Forcejewel.
    • Fivealive: Can move for longer periods, but he is prevented from using any Forcejewels.
    • Foolmoon: Swap Sonic's high card for an opponent's low card.
    • Geasdain: Forcefully move an opponent far distances for a certain amount of time.
    • Hi-Speederald: Use 3 cards for movement or battle.
    • Hypnotite: Throws away all cards with the same value.
    • Lose Quartz: Changes the Battle, Event, and Plus Ring Spaces into Minus Ring Spaces for a period of time.
    • Low Moonstone: Lessens the power of the Precioustone, and weakens the monsters.
    • Magnifire: Increases Sonic's area on the roulette.
    • Maharajite: Swaps Sonic's low card for an opponents high card
    • Max-Speederald: Uses 5 cards for movement or battle.
    • Medium: Teleports all opponents to the space Sonic is on.
    • Packlite: Prevents all opponents from reaching the Precioustone for a period of time.
    • Preciousite: Spins a card, and if Sonic rolls a one, he'll jump straight to the Precioustone.
    • Reducite: Reduces an opponents's area on the roulette.
    • Ringidium: Changes the Battle, Event and Minus Ring Spaces into Plus Ring Spaces for a period of time.
    • Shield Quartz: For a period of time, no opponents can use a Forcejewel.
    • Shuffire: Shuffles and redistributes all opponents' Forcejewels.
    • Sonic-Speederald: Moves Sonic an incredible distance in a random direction.
    • Speederald: Uses 2 cards for movement or battle.
    • Stopnite: Blocks off a space for a period of time so the other opponents can't pass through.
    • Swap Jewel: Swaps Sonic's location with another opponent.
    • Teleport Ruby: Teleports Sonic near an opponent.
    • Thief's Eye: Steals a Forcejewel from an opponent.
    • Transfire: Teleports other opponents to a random location.
    • Turbo-Speederald: Use 4 cards for movement or battle.
    • Warp Crystal: Randomly teleports Sonic to a different area.
    • Warponite: All opponents and himself will be teleported to a random location.
    • Wastone: Forces a player to use a Forcejewel the next turn.

    • Magical Card: A playing card given to Sonic by Illumina that can cause various effects to himself and others.
    • Maginaryworld Minigames Items
      • Ring Lasso: A lasso used to grab a hold onto items, such as sacks of Rings
      • Cowboy Pistol: A standard pistol from a western-styled shoot out.
      • Canon Gun: A large, orange coloured firearm that fires out bullets
      • Bucket-O-Rings: A silver bucket that can hold up to ten Rings at a time
      • Sonic Tank: A tank with abilities to fire bullets and gain Rings from all opponents destroyed.
      • Bomb: A black bomb that will detonate after a period of time.
      • Sonic Live Guitar: A guitar that attracts Rings to Sonic when played well.
      • Sonicola: A freshly shaken can of soda.
      • Sonic Parasol: A blue parasol used for shelter against the sun.
      • Surfboard: A simple surfboard used to surf on waves.

    Tornado Biplane, Cyclone, Skateboard, Snowboard, Extreme Gears, Wave Cyclone, Aqua Blast, Magma Hurricane, Ocean Tornado, Deep Typhoon, SS Tornado EX, Speed Star.

    RC Vehicles


    Intelligence: Genius normally, Extraordinary Genius Combatant (Vastly superior[113] to 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[351] complete[352] mastery[353] over[354] in[355] any environment due to full control of his momentum.[356] Because of this, Sonic excels in applying his speed and agility into evasive maneuvers[357] and offensive techniques[358] fueled by momentum-based[357] combat,[359] allowing him to use his incredible agility both in and out of combat in nearly any type of terrain and situation.[360][361][362][363][364][365][366][367][368][369][370][371][372][373][374][375][376] Beyond clever applications of Sonic's speed is his capacity for adaptability and quick learning; learned swordsmanship so quick he became bored by it, effortlessly applying teachings "like it was nothing" in a manner deemed as "like a true knight" during his very first battle[377][378][379][380][381][382][383][384] and effortlessly applying it to his speed. In duels, Sonic is capable of of precisely timing his attacks with his opponent multiple times in a row, canceling the attacks and giving him an opening for a counter attack, doing so as early as his first real fight with Caliburn.[361] Bested the legendary Knights of the Round Table and King Arthur himself, becoming the greatest knight of all time.[385] Sonic is also knowledgeable on traditional martial arts such as Kenpo[386][387] and Kung Fu, the latter of which he quickly mastered after only 2 sections of training.[388][159] His skillset left Master Zik utterly impressed, calling his moves unique and acknowledging him as being a master on his own, with the Deadly Six being said to have been humiliated by him in battle.[98][389][390][391][392] Kept up with Neo Metal Sonic after he copied his Bio-Data, which allows him to copy one's own intellect for himself. Capable of out-racing, out-fighting & out-thinking Metal Sonic across most of their encounters, despite Metal's capabilities of copying and learning with each encounter and having powers & abilities similar to Sonic himself. Casually dominated Surge in combat, who was perfectly calibrated with his Bio-Data to be his equal and who was so similar in all aspects that Dr. Eggman's systems were unable to differentiate her from him. Easily defeated and mocked[393] 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. Referred to by Doctor Starline as the only being capable of standing up to Dr. Eggman with sheer skill alone.[394] Despite Dr. Eggman's intellect and vast list of creations, such as machines with years of research into Sonic's movement patterns, Sonic has come out on top over 227,000 times. Defied Sage's expectations, a supergenius AI, regarding both his chances of survival against the Titans and the handling of his Cyber Corruption, both of which she said it would be impossible for him to beat. Impressed and shocked the Ancients' greatest warriors and minds alike, the very beings who created Cyber Space, to the point where one referred to his potential as "limitless" and was incapable of comprehending the way he fought nor how he overcame the Titans. Sonic is able to greatly grow in areas outside of combat, such as when he very quickly grew from being an amateur at Extreme Gear to being on the same level as the greatest Extreme Gear racer in the world. Sonic became so good at it that he defeated Metal Sonic after he had copied the data of all the Extreme Gear racers in the World Grand Prix, including Sonic himself, and was declared unbeatable by Eggman. Able to successfully hack Eggman's technology to do what he wants)

    Weaknesses:

    Sonic can be cocky and overconfident at times and has trouble in aquatic areas due to his inability to swim. When the Warp Topaz receives too much of a charge, it will cause severe reality alterations and eventually explode, backfiring on the user. Without Starline's glove it is hard to gain precise control on the Topaz opening portals becomes more difficult

    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

    When using 4 Prism Shards of the Paradox Prism his power quickly runs out

    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[395] a return-to-sender fashion,[396] and deter charging opponents.[397]
        • Double Jump: After Sonic performs a Spin Jump, he quickly follows up with a second Spin Jump to reach up to higher grounds.
        • Flying Spin Attack: In contrast to the Spin Jump, Sonic can utilize this technique while already in a vulnerable position within mid-air.[398]
      • 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[40] (potentially repeatedly) or attack other enemies in his nearby vicinity.[38]
          • 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.[179]
          • 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.[179]

  • 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 Attack: 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.[399]

    • 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.[400]
      • Jumping Skill: Sonic's jumping skill, Sonic Jump, allows the blue hedgehog to convert his speed to air time.[401]
      • Air Action: Sonic is able to increase his torque by spinning through the air with Sonic Ballet.[402]
      • Guard Skill: Using Sonic Guard, Sonic utilizes his own speed to block attacks.[403]
      • Heal Skill: With Sonic Heal, the hedgehog heals any damage received by vibrating his molecules at high speeds.[404]
    • 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.[405]
      • 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.[406]
      • Dash Attack: Sonic performs Windmill, an attack in the form of a spinning kick using dance moves while using his Dashing Skill. [407]
      • Air Attack: While in the air, Sonic performs the Sonic Rocket to launch a diagonal yet powerful kick in midair.[408]
      • 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.[409]
      • Ground Shot: Sonic Wave serves as a longer-range means of attack, a shockwave created by Sonic through a powerful High Speed Spin.[410]
        • 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.[411]
      • 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.[412]
        • 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.[413]
      • Ground Trap: Sonic's trap, the Sonic Cracker, allows him to plant a bomb that burrow itself into the ground and becomes undetectable.[414]
        • Air Trap: The S. Air Cracker lets Sonic toss a landmine directly underneath him.[415]
    • Others
      • Strength Support: Strength Support 8 passively increases Sonic's defense, making him more resilient to attacks.[416]
      • Attack Support: Attack SUpport 6 passively increases Sonic's attack power, making his blows stronger.[417]
      • 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.[418]

    • 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.[419]

    • With Tails
      • Leap Jump: When performed on the ground, Tails will propel Sonic high into the air to quickly gain vertical distance.[419]
      • Propellor Catch: When performed in the air, Tails will carry Sonic and allow them to traverse through the air.[419]
      • Copter Combo: Tails grabs onto Sonic's hands and flies him around using his Propeller Flying technique.
        • Submarine Combo: Tails grabs onto Sonic's hands and swims him around by using his two tails as a propeller.
      • Rolling Combo: Sonic & Tails join up togethor and peform a much more larger/stronger Spin Attack.
    • With Knuckles
      • Knuckleball: When performed on the ground, Sonic throws Knuckles forward as he spins akin to a Spin Attack.[419]
      • Gliding Ride: When performed in the air, Sonic will rest atop Knuckles' back as he glides through the air.[419]
      • Fire Sliding: When performed on the ground, Sonic does a flip into a flaming slide which is longer than the normal Skid Attack.
    • 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.[419]
    • With Amy
    • With Team Sonic:
      • Rocket Accel: When paired with the rest of his team, Sonic, Tails & Knuckles can curl up into a Spin Attack and generate enough force to boost Sonic forwards while coated in a yellow aura.
      • 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.
    [419]

    • 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.[430]
    • 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.[431]
      • 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.[432]
    • 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.[433]
    • 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.[434]
    • 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.
    • 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.[435]
      • Kick Boost Sonic delivers a powerful kick that can slide objects across the floor.[156]
    • 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.[436] 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.[437]
    • Somersault: Sonic flips his body[438] and attacks with his legs.[432]
      • Fire Somersault: A variation of the somersault, imbuing Sonic's kicks with intense flames when he has the Flame Ring equipped.[432]
      • 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.[439]
        • Super Skid: Sonic performs a variant of the Skid Attack while in the Boost Mode which increases the speed of the attack.
      • 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.[178]

    • Back Step: Sonic does a swift backflip, which allows him to quickly backtrack or reposition himself better within a fight.[175]
    • 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.[155]

      • 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.[306]
      • 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.[155]
      • 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.[198]
      • 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.[198]
    • Boost Mode: Once at top speed, Sonic leaves a trail of blue afterimages behind him as he runs.
    • Cartwheel: Sonic cartwheels to the left or right, appearing as nothing but a blur, and has proven useful for evading attacks.[155]
    • 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.[440]
    • Cliffhanger Flip: When Sonic is holding onto a ledge, he can pull himself up quickly with a flip.
    • Dash: Sonic gains an increase in speed and gains a figure eight-like blur while running.
    • 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.[155]
    • Hang: Sonic moves across ceilings quickly will hanging.
    • Hop: Sonic does a quick paced, short hop.
    • 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.[267]
    • 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.[441]
    • 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.[437]
    • 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.[14] This can be combined with his Drift and Boost techniques[442] 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.
    • Trick Action: While Sonic is in mid-air, he can perform a series of stunts which can charge up his Boost or gain extra height.
    • Vault: Sonic vaults over low walls while dashing.
    • Vault Dash: After Sonic uses the Vault, he flings of the surface with a dash.
    • Wall Climb: Sonic quickly climbs across walls.
    • Wall Jump: Sonic latches onto a wall and quickly jumps in an slight angle to another wall.
    • Wall Run: Sonic quickly runs across a wall.
    • Wall Shuffle: Sonic shuffles across the ledges of a wall.

    • 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.
    • Avatar: Sonic uses the power of the blue Chaos Emerald and creates an army of clones of himself which are coated in blue aura to damage enemies.
    • Bullet: Sonic uses the power of the red Chaos Emerald and becomes a fireball which can be launched in any direction repetitively to damage enemies.
    • Vision: Sonic uses the power of the purple Chaos Emerald and allows Sonic to view hidden objects/platforms which are usually unviewable to the naked eye.
    • Water: Sonic uses the power of the cyan Chaos Emerald and allows Sonic to liquefy himself, which lets him quickly travel freely through bodies of water.
    • Ivy: Sonic uses the power of the green Chaos Emerald and enables Sonic to grow massive vines with leaves as platforms from the ground to harm enemies/gain more height.
    • Slow: Sonic uses the power of the yellow Chaos Emerald and slows down the flow of time for everything/everyone else besides himself.
    • Extra: Sonic uses the power of the white Chaos Emerald and gains the ability to use a powerful Homing Attack to damage enemies.

    • 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, Sonic 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

  • 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.
    • Air Slash: Enables Sonic to slice through the air with ease.
    • Athleticism: Sonic loses less speed when moving uphill and in water.
    • Auto-Gauge: Sonic's Boost will charge automatically over time
    • Blast Off: Gives Sonic an extra Boost at the beginning when starting a stage
    • Boardmaster: Allows Sonic to equip and ride Skateboard.
      • Quick Slide: Allows Sonic to perform the Quick Step technique on a Skateboard.
    • Boost Gauge Up: Enhances Sonic's Boost technique to last even longer than usual.
    • Breath Holder: Prolongs Sonic's oxygen supply in underwater environments.
    • Custom Action: Sonic uses his Custom Shoes and modifies them with certain Gems to allow him to perform specific abilities.
      • Gun Drive: When using the Sky Gem, Sonic can throw an emerald and quickly dash towards it to catch it
      • Homing Smash: When using the White Gem, Sonic's Homing Attack can be stopped mid-air and charged up to deliver a much more powerful variant.
      • Mach Speed: When using the Blue Gem, Sonic gains a great increase in his speed.
      • Scale: When using the Purple Gem, Sonic shrinks to a miniscule size and enables him to jump infinitely.
      • Slow: When using the Red Gem, Sonic can slow down the flow of time.
      • Thunder Guard: When using the Yellow Gem, Sonic creates a Magnetic Shield.
      • Tornado: When using the Green Gem, Sonic generates a small whirlwind to damage his surroundings.
    • Direct Jump: Enhances Sonic's Wall Jump technique to be much faster, allowing him to cross/scale walls faster.
    • Double Air-Dash: Enables Sonic to perform a secondary Jump Dash/Air Dash.
    • Endless Boost: Allows Sonic to Boost without end but prevents him from picking up Rings.
    • Hercules Muscles: Enhances Sonic's upper body strength.
    • Invincible Start: Gives Sonic temporary Invincibility when starting a stage.
    • Long Spin Dash: Enhances Sonic's Spin Dash to be able to go further distances
    • 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.
    • Power Sneakers: Increases Sonic's speed to be even faster and reach top speeds even quicker.
    • Power Stomp: When using the Stomp, Sonic generates a powerful and larger shockwave compared to the regular Stomp.
    • Ring Boost: Enables Sonic to increase his Boost Gauge more by collecting Rings.
    • Ring Energy Bonus: Allows Sonic to charge up his Boost faster when absorbing Ring.
    • Ring Speed: Enables Sonic to increase his speed with the more Rings he collects.
    • Ring Start: Enables Sonic to start off with a total of 100 Rings.
    • 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 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.
    • Smasher Bonus: Enables Sonic to charge up his Boost faster by attacking enemies.
    • Sonic Power Up!: Allows Sonic to use a purple and empowered version of the Boost that can bypass through the protection of other Boosts.
    • Super Jump: Enhances Sonic's Spin Jump to be higher.
    • 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.
    • Tough: Enables Sonic to break through obstacles and enemies more easily and only lose 10 Rings when taking damage temporarily.
    • Treasure Scanner: Enables Sonic to see hidden objects which would usually be invisible to the naked eye.
    • Trick Mastery: Allows Sonic to perform Freestyle Tricks at a much master rate and charges Sonic's Boost technique quicker.
    • Twin Spin Attack: Enables Sonic to use an additional Spin Attack.
    • Wall Boost: Enables Sonic to perform a more powerful Boost off walls while climbing.

    • 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.[155]
  • 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.[155]

    • 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.

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