Games | Classic • Adventure • Modern • Super Smash Bros. |
---|---|
Comics | Promo Comic • Archie Pre-Genesis • Sonic the Comic • Archie Post-Genesis |
Shows | AoSTH • SatAM • X • Boom |
Movies | OVA • Paramount |
Others | Evil Sonic (Archie) |
“ | Merlina... Every world has its end. I know that's kinda sad, but... That's why we gotta live life to the fullest in the time we have. At least, that's what I figure. | „ |
~ Sonic's forward mindset.[1] |
“ | When a problem seems too big to solve on your own, you do what you can... And maybe ask a little help from your friends. Right? | „ | |
~ Sonic discussing Tails' self-esteem troubles.[2] |
“ | Your plan will end like all your plans do: with you sitting in a pile of busted robot parts wondering how you failed so badly. | „ |
~ Sonic defying Dr. Eggman.[3] |
“ | Nothing starts until you take action. If you've got time to worry, then run! | „ | |
~ Sonic's advice to Princess Elise. |
“ | 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! |
„ | |
~ Sonic and Tails at the end of Otherworldly Comedy.[4] |
“ | 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] |
“ | 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] |
“ | 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] |
“ | Shahra: I'm sorry. It's my fault this is happening to... |
„ |
~ Sonic comforting Shahra.[8] |
“ | I'm Sonic! Sonic the Hedgehog! I have no master except the wind that blows free! | „ |
~ Sonic's declaration to Sir Percival.[9] |
“ | 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] |
“ | 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] |
“ | 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] |
“ | 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] |
“ | 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] |
“ | You wanna test me, eggheads? Question: How do you tick off a hedgehog? Answer: Mess with his friends! | „ | |
~ Sonic to the Chaos Council.[19] |
“ | 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] |
“ | I don't lose races, especially not at the finish line! | „ | |
~ Sonic.[21] |
“ | It was cool the first couple of times...How do I fix this? | „ | |
~ Sonic's reaction to Ghost Hill.[22] |
“ | 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] |
“ | 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] |
“ | We've got to... stop him! Shahra... Please! Lend me your... POWER!'' | „ |
~ Darkspine's plea, directly after transforming.[23] |
“ | 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! |
„ |
~ Chip explaining why Sonic wasn't corrupted by Dark Gaia.[24] |
“ | So when the sun goes down, I turn into...this? | „ | |
~ Sonic's initial reaction to his transformation.[25] |
“ | Dark Queen Merlina: You could never understand my sorrow at seeing the ruinous future of this kingdom. |
„ | |
~ 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 and Excalibur, refuting Dark Queen Merlina.[1] |
“ | Dark Queen Merlina: Your selfishness is going to be the end of it all. Do you not understand? |
„ | |
~ Excalibur Sonic and Excalibur to The Dark Queen.[1] |
“ | Dark Queen Merlina: Why can you not understand how magnificent an everlasting kingdom will be? |
„ |
~ 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] |
“ | 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] |
“ | 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] |
“ | 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. |
“ | We don't have time to be fancy. | „ |
~ Super Sonic to Super Silver after effortlessly defeating Giant Zavok.[31] |
“ | Behold the power of the Chaos Emeralds! | „ |
~ Sonic before starting a race.[32] |
“ | 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] |
“ | Go forth and unleash Super Sonic's new power! | „ |
~ Notification after unleashing Super Sonic's hidden power.[34] |
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:
- Greater Superhuman Physical Characteristics
- Greater Acrobatics (All Types; Consistently displays varying kinds of acrobatics; this ranges from leaping hundreds of meters in a single bound, bouncing of several enemies, traversing nearly any type of terrain possible, run on enemies while making acrobatic movements to confuse them, climb up and down any surface no matter how thin or how compromising the terrain is, etc, all while he is constantly fighting and doing complex movements, even being in an environment with shifting gravity fails to slow him down so long as there are objects or enemies nearby for him to interact with.[37][38][39][40][41][42][43][44][45][46][47][14] Sonic's entire movement and fighting style hones into doubling down on his athleticism combined with his speed, allowing him to employ it both in and out of combat.[48][49][50][51][52][53][54][55][56][57][58][59][60][61][62][63][64][65][66][67][68][69][70][71][72][73][74][75][76][77][78][79][80][81][82][83][84][85][86][87][88][89][90][91][92][93][94][95][96][97][98][99][100] Shown to be able to "run" and move just as fast and efficiently with his hands as he can with his legs)
- Greater Enhanced Senses (Consistently able to react to things out of his line of sight)
- Indomitable Will (Sonic has displayed immense willpower with a relentlessness courage and an absolute unwillingness to give up, no matter how frightening and hopeless a situation might be; Endured the "Arrow of Judgement", which slowly drained his life-force and brought him to his knees, and managed to defeat Erazor Djinn all the while. Chip stated Sonic never doubted himself no matter what and deemed Sonic "too strong" to lose himself[101] under Dark Gaia's influence, which brings out the darkness of one's heart[102] and make them fall into despair.[103] Stood firm in his resolve after having his friend and mentor killed in front of him and receiving a debilitating beating, refusing to falter even when the Knights of the Round Table insisted on him giving up and fleeing.[10] Endured constant torture of some form aboard of the Death Egg for six months straight without suffering any repercussions to his mental stability and treating it as a minor annoyance. Ran at top speed almost nonstop for several days[42] with minimal rest in order to fight off the effects of the Metal Virus, being physically, emotionally, and mentally exhausted[104] while still fighting to contain the Zombot Plague and rescue survivors. Fought against Mecha Sonic Mk. II with an injured ankle even when it felt like "being stabbed by a thousand needles"[105] when running on it, breaking his limits in the process and eventually overwhelming the Scrapnik. Endured[5] prolonged[106] and repeated exposure[6] to Cyber Corruption; even losing his sense of touch and forgetting memories regarding himself and barely remembering what his objective was[107] failed to stop him. His refusal to quit made Sage question his ability to persist[108], allowing her to theorize his drive comes from protecting those precious to him.[109]. Was acknowledged as one of the greatest warriors among the Ancients[110] as a formidable warrior for not only his skill, but also his unbreakable will.[111] Despite the various challenges and threats he faced during his time on the Starfall Islands, be it enduring his Cyber Corruption to hazardous encounters with the Titans, The End stated that Sonic's courage had never wavered[28])
- Accelerated Development (Training, Battle & Passive - Physical Stats, Abilities & Other [Fighting Skill]; Same[112] as[113] his[114] Adventure Era-self.[115] Noted by himself and his friends to improve at a quick rate.[116][117][118][119][120][121][122][123][124][125][126][127][128][129][130][131][132][133][134][135][136] Quickly learned Ninjutsu after trying Espio's regular everyday training section for the first time, with him saying that Sonic had all the makings of a ninja.[137][138][139]. Became much faster after Sonic Colors as he could casually steal a chili dog[140] without Tails being able to react to it. Kept exceeding Zik[141] and Zavok's[142] expectations after seeing him in action before. The Zeti even when teaming up in trio teams continued to lose to Sonic despite being in confident in defeating him as their power was overflowing thanks to the Extractor.[143] Despite initially getting blitzed and overpowered by the Egg Enforcers when they were powered by Prism Energy, he later grew enough to be able to keep up and somewhat fight against the superior mechs of the Chaos Council when they were doing the same. Sonic grew stronger after six months of imprisonment in the Death Egg with his hands and knees bound. Was later stated to exceed previous data by Infinite during their second encounter, and stated himself to grow stronger every second[144] before later quickly overwhelming Infinite despite previously being on even ground minutes ago. Was initially equal to Surge, who was calibrated with his Bio-Data to be his equal,[145] and that was so similar in all aspects that Dr. Eggman's systems were unable to differentiate her from him. But after a while he was able to completely blitz and overwhelm her casually as the fight went on, dominating the battle.[14] Destroyed a door that tanked his earlier attack earlier on in a conversation[146])
- Genius Intelligence
- Vehicular Mastery (Went from a beginner with in use of Extreme Gear[147][148][149][150] to competing and even getting the better of the Wind Master. Defeated Metal Sonic in an Extreme Gear race even while the later had gathered everyone's data, having calibrated his style perfectly making him unbeatable on Extreme Gear by Eggman's own word.[151])
- Hacking (Capable of hacking into Eggman's technology[6] to take control of a Super Badnik, activate[152] or detonate[153] electronic devices on his bases)
- Toon Force
- Hammerspace (Can hold countless Rings, Pets, Trails and vehicles in his hammerspace)
- Sound Manipulation (Able to stun others by yelling[154])
- Breaking the Fourth Wall (Can talk to[155] the player[156] and interact with the end credits[157])
- Boost (Standard & Sonic Boom)
All previous innate abilities plus:
- Martial Arts (In merely 2 training sessions,[158][159] he became the successor of the secret art of the Linshao Kung Fu under the tutelage of Master Shuifon the Iron Fist. As Kenpo practitioner,[160][161] he avoids wasting unnecessary energy in combat. Highly impressed Master Zik with his skill during combat, with the old Zeti even calling Sonic a master in his own right[162][163][164])
- Expert Swordsman (Quickly grew in practice & combat, mastered 3 dueling styles along the way and became a legendary knight.[165][166][167][168][169][170][171][172] by the end of Sonic and the Black Knight)
- Enhanced Analytical Prediction (Sonic is capable of precisely timing his attacks with his opponent multiple times in a roll, canceling the attacks and giving him an opening for a counter attack)
- Extrasensory Perception (His quills can identify and detect danger[173])
All innate abilities of his Base including:
- Accelerated Development (Through Leveling; Abilities)
- Statistics Amplification & Acrobatics (Possesses many Skills that improve his mobility & stats[174])
- Explosion Manipulation (With Crest of Fire, his Homing Attack causes explosions upon hitting his targets[174])
- Limited Wish Granting & Summoning (By rubbing her ring,[175] Sonic can summon Shahra who can grant him simple wishes)
- Limited Creation (Ring Bonus provides him with 5 Rings from the start of the mission while Power Restart does it after revival[174])
- Damage Reduction (Ring Saver[174] allows him to reduce the number of lost Rings from damage while Soul Armor[174] reduces the amount of lost Soul Energy from damage. Sub S-Armour[174] reduces the amount of lost Soul Energy to a greater extend but at the cost of losing more Rings from damage.)
- Chi Manipulation (Capable of manipulating his Soul Energy to achieve several affects)
- Chi Restoration (Possesses several Skills that can help built up his Soul Energy)
- Time Manipulation (Time Break allows him to slow down time for his opponents without repercussion to himself)
- Self-Resurrection (So long as Sonic has enough Soul Gauge energy, a lethal attack will instead take said energy from him and allow him to continue fighting[175])
- Statistics Amplification & Fire Generation (With Speed Break, Sonic is able to massively increase his speed and turn him into a hurtling projectile with increased defense similar to the Boost. Additionally, flames are left in Sonic's slipstream[175])
- Forcefield Creation (Via Guard[176])
- Attack Reflection (Can reflect magical attacks with his sword slashes[176])
- Limited Magnetism Manipulation (Possesses Skills that allows him to attract Fairies passively[176])
- Statistics Amplification & Acrobatics (Like with Shahra's Ring, he gains many Skills that improve his stats & mobility[176])
- Chi Manipulation (Capable of manipulating his Soul Energy to achieve several affects[176])
- Chi Restoration (Can built up Soul Energy by attacking enemies, parrying their attacks, blocking them or using certain Skills[176])
- Statistics Amplification (With Soul Surge, Sonic can boost either his travel speed akin to Speed Break or his attack power and combat speed[176])
- Immortality (Type 2; With Soul Resurrection, Sonic can harness Soul Energy to act as a substitute of his health on lethal damage[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)
- Greater Forcefield Creation (Placing all four Sacred Swords on the monument creates a barriers big enough to cover the entire Castle Camelot)
- Fusionism & Transformation (Caliburn can fuse with Arondinght, Galatine and Laevatein into Excalibur and turning Sonic into Excalibur Sonic)
All previous innate abilities including:
- Stealth Mastery & More Martial Arts (Impressed Epsio, a Ninjutsu master, with his moves, with the chameleon calling his skill brilliant and saying Sonic had all the makings of ninja with the use of his speed[137][138][139])
- Enhanced Non-Physical Interaction (Music; Is able to naturally hit Vector's musical notes[177])
- Air Manipulation & Status Effect Inducement (The Somersault Kick creates a compressed air wave by kicking midair, which can stun enemies[178])
- Perception Manipulation (Can slow down his perception enough to see those who were comparable to him in snail's pace, but it does take a brief toll on his stamina when he uses it)
- Greater Afterimage Creation (Can create[179] a greater number of afterimages than before through sheer speed[14])
- Energy Restoration (Via Blast Off, which allows him to immediately gather energy for a Boost.[181] With Gauge Rebooter,[182] the same is done after he is revived. Also via Smasher Bonus and Ring Energy Bonus, which allows him to restore energy for his Boost when breaking enemies/obstacles and when collecting Rings respectively.[183][184] With Auto-Gauge,[185] energy for his Boost recovers passively over time. Boost Gauge Up also allows him to extend the amount of energy he can put on his Boost[186])
- More Statistics Amplifications (Via Speed Up & Direct Jump, Acceleration, Trick Mastery, and Power Sneakers all of which amplify his overall speed,[187][188] jump height[189] and acceleration[190]). Also Via Serial Homing, which allows Sonic to perform Homing Attacks even quicker than before)
- Aura, Energy Manipulation, Statistics Amplification & Electricity Manipulation (Prism Energy can gather up inside Sonic, expanding into an aura of energy and electricity around his body as he runs.[19] Accumulating Prism Energy makes Sonic significantly stronger[26])
- Minor Reactive Evolution (Each new environment of the Shatterverse realities that Sonic enters changes his shoes and gloves to best fit with the needed maneuverability for the area[195])
Boscage Maze:
- Retractable Claws & Surface Scaling (Gains claws that allows him to better climb and lock on surfaces[196])
- Underground Mobility (Can use his claws to quickly dig holes and traverse underground[196])
No Place:
- Free Movement & Minor Levitation (His shoes work like hovercrafts, allowing him to hover on top of water and stopping him from sinking in it. While also allowing him to "run" on air[193])
The Grim:
All previous innate abilities plus:
- Boost (Double, Triple & Power)
- Enhanced Extrasensory Perception (Can sense the attacks of his enemies moments before it happens[198])
- Statistics Amplification (Ability; With Phantom Rush[199])
- Pocket Reality Manipulation & Enhanced Dimensional Travel (Was able to break through Null Space and return to Earth using a Double Boost[200])
- Greater Attack Reflection & Self-Perception Amplification (Through his Parry, which slows things to a crawl without affecting Sonic himself[198] should he parry an attack[198] and can reflect energy-based projectiles back at his opponent)
- Aura, Light Manipulation, Barrier Negation, Telekinesis, Stamina Recovery & Limited Creation (All with the Cyloop technique. Sonic can encircle his enemy with his Cyloop[106] to shatter defenses[106] that are otherwise impervious to his attacks,[201] can use his Cyloop[106] as a way to grasp things without coming into physical contact with them, can draw an infinity symbol for infinite stamina lasting one minute, and is able to spawn Rings[198])
- Additional Martial Arts (Was trained in the Ninjutsu Arts by Espio)
- Corruption (Type 1), Disease Manipulation, Biological Manipulation, Transmutation, & Memory Manipulation (Infected with the Metal Virus, being able to pass it by physical touch, in which organic tissue is transformed into a metallic substance,[202] creating a Zombot.[203] Individuals that are infected have no memories of their actions taken as a Zombot[31])
All previous innate abilities plus:
Cyber Corruption (Utilization):
- Energy Manipulation (Many of Sonic's attacks when Cyber Corrupted revolve around harnessing its energy for attacks)
- Shockwave Generation (With the Spin Slash, which creates a shockwave-like multi-hitting attack. Sonic Boom allows the user to release a torrent of rapid-fire shockwaves.[204] Cyclone Slash does this to an even greater extent with many more hits in quicker succession[205])
- Homing Attack (The Homing Shot lets the user launch tracking energy spheres at the opponent[206])
- Aura (With the Wild Rush, which grants the user an aura as they hone in on their opponent[207])
All Resistances of his Classic and Adventure Era selves plus:
- Possession, Mind & Soul Manipulation (Limited; Sonic was able to mildly resist Ifrit's control over him, although Sonic was eventually taken over[208])
- Reality Warping
- Fate Manipulation, Plot Manipulation & Law Manipulation (Despite being said to have been added to the story[209] of the Arabian Nights, as well as being confirmed by the end of Sonic and Secret Rings,[210] Sonic ultimately defeated Erazor Djinn despite being implied[211] to be the sacrifice that would be key to controlling the World Rings.[212] Defied the grim fate that was said to await him[213] by King Solomon. Those who are written into the story have it become their destiny,[212] being a fundamental principle that the Arabian Nights' reality functions on)
- Fire Manipulation & Text Manipulation (Able to withstand the flames of a weakened Ifrit Golem, which were stated to be capable of burning the pages of the Arabian Nights and Remained unaffected when Alf Layla-wa Layla warped the Arabian Nights reality into a distorted void that would've allowed him to alter it as he wished[212])
- Petrification (Can break free from being turned to stone by the Gargoyle Djinn[175])
- Corruption (Type 2) & Conceptual Mind Manipulation (Type 3; Sonic was uninfluenced by Dark Gaia's influence because he is too strong to lose himself,[214] with Dark Gaia's creatures being manifestations of people's ambient emotions[215])
- Madness Manipulation (Can withstand the power and presence of the World Rings, which were what likely drove the genies of the Arabian Nights mad[175])
All previous Resistances plus:
- Black Hole & Matter Manipulation (Sub-Atomic; Survived getting sucked inside a massive black hole, which tears apart matter down to its sub-atomic particles)
- Sealing (Can enter in the Gateways of the Shatterverse, where other individuals like Shadow are unable to get inside, which is an attribute unique to him[22])
- Transmutation/Deconstruction (Can withstand the effects of the Blue Wisps)
- Existence Erasure & Void Manipulation (5-D; Was fine after the Time Eater erased all of space-time/reality,[216][217][218][219][220][221][222][223][224][225][226][227][228][229][230] which would include fifth-dimensional realms like Cyber Space and Maginaryworld. It was specifically noted that White Space needed Classic and Modern Sonic's speed to restore its flow of time to restore their friends[140])
- Conceptual Erasure (Type 1 [5-D], 1 Layer; Withstood all of reality being erased from the Time Eater erasing Dr. Eggman's past defeats, which would include the destruction of Maginaryworld. Even Amy, Tails, and Knuckles needed to be restored, who could withstand Void's darkness that threatened to destroy Maginaryworld)
- Memory Erasure, Soul Erasure, Data Erasure & Information Erasure (Type 2 [5-D]; Despite the Time Eater erasing Cyber Space, a realm comprised of fundamental information with souls, memories, and data, Sonic was unaffected)
- Emotion/Feeling Erasure, Dream Erasure & Mind Erasure (5-D; The Time Eater destroyed the dreams in Maginaryworld that would include destroying the dreams that people have which are representations of parts of the dreamer's mind or the emotions they represent)
- Plot Erasure & Law Erasure (Able to withstand the Time Eater's erasure that erased the Arabian Nights, a realm where what is written in the story becomes somebody's fate and destiny)
- Causality Manipulation & Time Manipulation (6-D; White space needed to have Classic and Modern Sonic restore its flow of time and counteract the effect, being constantly referred to as a timeless void/realm without time due to the erasure of all reality, meaning it would operate on hypertime)
All previous Resistances plus:
- Sound Manipulation & Electricity Manipulation (Like other racers, Sonic can withstand the effects of the Magenta and Ivory Wisps.[231] Additionally, Sonic was able to withstand being electrocuted in water by Surge while she was amped with Hyper-Go-On[232])
- Corruption (Type 1), Biological Manipulation, Disease Manipulation & Greater Transmutation (His biometrics[233] allow him fight off[234] the effects of the Metal Virus, which possesses mutagenic properties that transmutes organic life forms into a metal-like substance)
- Greater Poison Manipulation (Is unconcerned holding dangerously poisonous animals like the red stingray, blue-ringed octopus and poisonous dart frog)
- Causality Manipulation (4-D, possibly higher; Upon Sage witnessing Sonic fighting against his corruption while scaling the towers of Rhea Island, who often performed assessments on his performance throughout his journey through calculations that she can perform on the scale of millions, she alluded to his defiance as an attempt to transcend causality.[235] Ultimately defeated The End despite the latter's ability to manipulate the laws of the world to the bottom of causality,[236] which referred to his actions as something that transcends law and time.[237] The causality Sonic attempted to transcend originated from a logic-defying forcefield created by Cyber Space, a five-dimensional realm, hence the control over causality Sonic resisted may have had similar potency)
- Cyber Corruption (Full Corruption; Sage stated Sonic was enduring cyber corruption better than she calculated[6] after already having absorbed extensive amounts of corruptive Cyber Energy by freeing Amy,[5] Knuckles,[106] and Tails[6] from their Cyber Cages. After completing the Tower Trials, Sonic gained control over his Cyber Corruption to the point that he no longer felt its physical detriment[238])
All innate abilities of his Sonic and the Secret Rings - Sonic Free Riders key on an enhanced scale plus:
- Greater Fire Manipulation (Darkspine is able to not only lace his attacks with flames, but conjure and charge it to create blasts as well)
- Aura (constantly enveloped in a flaming orange aura)
- Darkness Manipulation (Darkspine is able to harness the power of darkness)
- Greater Air Manipulation (Darkspine is able to harness the power of wind)
- Emotional Empowerment (Empowered by the World Rings of Rage, Hatred and Sadness, with each being a manifestation of a specific emotion[23])
- Reality Warping, Greater Space-Time Manipulation, Plot Manipulation & Text Manipulation (Restored the Arabian Nights reality, along with its space-time, with a wave of the hand after it was destroyed by Alf Layla wa-Layla[23]. Can bend and manipulate the reality of the Arabian Nights, a reality comprised of innumerable inscriptions[209])
- Enhanced Non-Physical Interaction (Plot, Text and Space-Time; Able to deflect and interact with the ultimate attack of Alf Layla wa-Laya that consisted of the words of the Arabian Nights itself, which is the plot that makes up its reality)
Most innate abilities of his Sonic and the Secret Rings - Sonic Free Riders plus;
- Bodily Weaponry (Conventional; Possesses claws)
- Enhanced Body Control & Elasticity (As the Werehog, Sonic is able to stretch his arms over long distances[155])
- Size Manipulation (Capable of enlarging his arms and hands to increase the power and range of his attacks even further[155])
- Enhanced Non-Physical Interaction (Can destroy Dark Gaia's minions several of which are manifestations of people's negative thoughts, emotions and actions)
- Energy Manipulation (Can manipulate Dark Gaia Force for various effects)
- Damage Boost (Able to use Dark Gaia Energy to augment his striking power)
- Forcefield Creation (Can use Dark Gaia Energy to form defensive barriers around himself)
- Aura & Berserk Mode (Can enter Unleashed Mode, a temporary state signified by a blue hue which grants vastly greater strength and speed[155])
- Greater Vibration Manipulation (He can cause destructive tremors with the colossal force of his blows[155])
- Status Effect Inducement (His attacks can cause dizziness in an opponent)
- Healing & Stamina Recovery (Rather than acting as a blanket from harm, Sonic utilizes Rings in his Werehog state to restore vitality from received damage)
All innate abilities of his Sonic and the Secret Rings - Sonic Free Riders & the Sacred Sword on an enhanced scale plus:
- Power Nullification (Can shatter magic barriers with sword attacks)
- Limited Body Control (Excalibur who can extend itself for greater reach)
- Statistics Amplification & Aura (With Meteor Charge)
All Base abilities on an incredibly higher scale plus:
- Self-Sustenance (Type 3)
- Invulnerability (Super Forms are empowered by Chaos Energy that largely stems from the will and emotions of the user, best displayed through Shadow being immune to all[240] sources[241] of[242] damage[243] when unleashing the hidden power of good or evil[244] from within himself that allows him to tap into a reserve of enhanced Chaos Powers.[245] As a Super Form is a transformation empowered by the negative or positive emotions of the user,[246] their Invulnerability is tied to emotional power harnessed through the Chaos Emeralds. Super Forms are verbatim stated to be invincible, indestructible and invulnerable[247][248][249][250][251][252][253][254][255][256][4])
- Invulnerability Negation (Can harm other Super form users with this trait)
- Acausality (Type 4; Sage noted Sonic was attempting to transcend causality by refusing to succumb to the cyber corruption which plagued him.[235] Despite its attunement being the ruling of everything in the universe that exists that has gone unchallenged since time immemorial, The End referred to its own defeat as something that transcends law and time.[237] Super Forms can function in the Egg Reverie Zone, a dimension where time is constantly distorted and causes Base characters to float aimlessly [displayed further when they are helpless once again upon reverting back][257])
- Regeneration Negation (Up to Low-Godly; The full power of the Chaos Emeralds allowed Sonic to bypass Solaris' regeneration, decapitating it. Even when Solaris revitalized and reformed itself with wings, the damage to it remained[27])
- Dream Manipulation & Conceptual Destruction (Type 1 [6-D]; Dreams have a fundamental nature within the multiverse due to it being where dreams become reality. The Chaos Emeralds are referred to as the super-substance of dreams,[258] with the power of dreams being capable of awakening Super Sonic,[259] and emotions are necessary for dreams to exist.[259]. The Chaos Emeralds allowed Mephiles and Iblis to fuse back into Solaris, who immediately became a threat that would swallow all timelines and destroy the very meaning of time[27] that additionally encompasses the existence of Maginaryworld and all the dreams contained within Fourth Dimensional Space that in itself is Illumina's dream[259]. Dr. Eggman stated Solaris' plan was to swallow all timelines and destroy the very meaning of time itself,[27] which would include Maginaryworld as a whole)
- Empathic Manipulation & Nonduality (Type 2 [Dreams & Nightmares]) & Enhanced Abstract Existence (Type 1 for his energy; Due to the Chaos Emerald's energy being the super-substances and giving vitality to all living things, their energy is both part of and more abstract than abstract beings such as The End, Void, which is additionally stated to be part of the emotions necessary for dreams to exist, and even Illumina and the Precioustone)
- Mind Manipulation, Physics Manipulation, & Empathic Manipulation (Dreams can encompass parts of the mind of the ones dreaming, with some dreams having altered physics.[260] Other dreams exist as negative emotions and ideas, such as lust, monopolization, and domination[259])
- Plot Manipulation & Text Manipulation (Dreams would also encompass Erazor djinn's desire to absorb, rule and remake the Arabian Nights, a reality that is fundamentally made of texts/manuscripts and narratives, with the words written being the story of the world itself, with all the characters following a set plot as their law and destiny)
- Law Manipulation, Causality Manipulation, Soul Manipulation & Information Manipulation (Type 2; Powered by the Chaos Emeralds, which were the very basis of what the Ancients built their technology around, in which the gems power all their systems including Cyber Space,[6] a realm stated by The End to be a separate reality[28] and also referred to by Dr. Eggman as a digital dimension.[5] Tails pieced together that Cyber Space was used to store information down to the very essences of who the Ancients were,[6] an idea supported by how the Elder described it as being able to upload their hopes, dreams, and memories.[261] Cyber Space also contains the souls of the Ancients. When a being enters Cyber Space, their memories physically alter and change the realm depending upon their memories. The forcefield surrounding the Starfall Islands that sucked Sonic, Tails, and Amy into Cyber Space was stated by Tails to defy the laws of the real world, manifesting logical disparities to the bottom of causality.[236] Additionally, Solaris after it had used the Chaos Emeralds to merge back into being, became a threat that would destroy all of reality by destroying time.[27] This would include periods when Cyber Space was active, be it in the far past with the Ancients to the current day with Sonic and Sage[262])
- Holy Manipulation (The Chaos Emeralds are described as wondrous and miracle[263] gems that perform[264] miracles[27] once they are all gathered together, the result of which result is the Super form)
- Positive Emotion Empowerment (Super Forms are strengthened by the positive emotions of those who achieve the transformation, which are stated to power the Chaos Emeralds.[246] A Chaos Emerald is often said to turn people's thoughts into power[264] and performed a miracle "in response to the thoughts of Sonic and all the people facing a crisis". Reacted to Silver's determination to save lives and be a hero, allowing him to harness its power and gain strength[265])
- Restoration (Physical, Metaphysical, Energy & Temporal; Super Sonic used the true power of the Chaos Emeralds to pacify Perfect Chaos from its fury and resentment it used to transform. Super Sonic purified Mother Wisp returning her to normal, after she was corrupted into a Nega-Wisp from having her energy drained by Eggman. He and his Classic Self were able to restore reality as a whole to its state prior to the Time Eater's havoc, undoing the damage across all of space-time.)
- Enhanced Non-Physical Interaction, Nonexistence Interaction & Nonexistence Erasure (Enhanced Nature Type 1, All Aspects [Other: History, Space-Time, Narrative and Text]; Super Sonic can directly attack the consciousness of Solaris. The Chaos Emeralds could interact and restore all of White Space, a realm of Nonexistence. After powering himself up with the Chaos Emeralds, Solaris almost destroyed/consumed all of existence on a scale that would encompass "everything" which would include White Space, with the end result of its destruction being the End of the World)
- Attack Reflection (With Deflect[266][267])
- Greater Chaos Energy Manipulation (Super Sonic's ability to harness and manipulate Chaos Energy is greatly increased, allowing him to use in a multitude of ways)
- True Flight
- Limited Magnetism Manipulation (Super Sonic can attract nearby Rings towards him[239])
- Passive Stamina Regeneration (Whenever one of the Super Hedgehogs is battling Solaris, the other 2 will passively regenerate Rings/Energy)
- Space-Time Manipulation (6-D; Can perform Chaos Control on a much larger scale than prior.[268] Chaos Control can halt time in White Space[269] despite it repeatedly being stated that all of space-time was erased[270][271][272][273][274][275], necessitating the use of hypertime. Shadow intended to freeze the moment in time where Maria and Gerald were being restored to the timeline in order to prevent it)
- Power Bestowal (Can pass Chaos Energy onto others, allowing them to achieve Super transformations of their own[27])
- Energy Projection & Homing Attack (Super Sonic can fire a "powerful homing laser",[276] shooting off multiple of them at once[28])
- Weapon Creation (Super Sonic can create things from golden constructs of punches and kicks[5] to golden chains he created to restrain Wyvern[277]) to sword-like constructs to both hold Knight in place and stab into it using one[278])
- Duplication (Super Sonic is able to create hollow energy duplicates of himself to strike an enemy alongside him[5])
- Aura (Explosive; Super Sonic's golden aura blows away those who make contact with it[31])
- Heat (When Sonic and Silver entered their Super Forms, it immediately burned away the Metal Virus so badly that it did not regenerate back, even though before it could regenerate from Base Sonic burning it off)
- Forcefield Creation (Super Sonic can create a constant barrier himself[279])
- Statistics Amplification (Able to use Chaos Energy to amplify his power to great extents, such as when he harmed Metal Overlord with his supercharged attacks despite Metal Overlord being immune to any damage from his regular attacks.[279] When fully charged, his Arrow of Light can harm Solaris despite any less of a charge being utterly ineffective)
- Light Manipulation (Sonic can absorb light to strengthen himself[27] and allow him to use the Arrow of Light[27])
- Power Nullification (5-D; Super Sonic can expand his aura to a large enough extent that it fully consumes several duplicates of Perfect Chaos surrounding him[4] before shattering the alternate worlds[280] Dr. Eggman would go on to create; said worlds being labeled as "infinite" and "super-other dimensional". Eggman theorized that Super Sonic's power neutralized "Otherworldification" and referred to this as Sonic eradicating all of his dreams, an idea to be taken literally due to the Phantom Ruby applying everyone's inner desires to the planet[280][281][282][4])
- Boost (Super Sonic Boost)
- Memory Manipulation (5-D; Having a Chaos Emerald prevented Sonic and Tails from being altered by an incident Eggman caused, which unknowingly warped reality and their history at large[283][Note 1])
- Death Manipulation (Super Forms can withstand the Eyes of Solaris, which instantly kill those who touch it[27])
Greater Resistance to:
- Disease Manipulation, Biological Manipulation, Transmutation & Corruption (Type 1; Powered directly by the Chaos Emeralds, which prevented Zavok's infection and cured Sonic of the Metal Virus the moment he transformed into Super Sonic.[31] The Metal Virus in question transforms organic tissue into a metallic substance through physical contact to create a mindless Zombot[202])
- Text Manipulation, Plot Manipulation, Nonexistence Erasure (Enhanced Nature Type 1; All Aspects [Other: History, Space-Time, Narrative and Text]), Law Manipulation, Causality Manipulation, Information Manipulation (Type 2), Mind Manipulation, Empathic Manipulation, Soul Manipulation, Dream Manipulation, Conceptual Manipulation (Type 1 [6-D], 2 Layers; Super Forms can Survive attacks from the likes of Solaris, which have said effects. When Sonic transformed into his Super State, his Cyber Corruption, which was able to affect him despite resisting similar abilities previously, was halted, though it did not cure him outright)
- Cyber Corruption (Despite Sonic's corruption worsening throughout his journey across the Starfall Islands, becoming both more physically prominent and debilitating, transforming into Super Sonic always halted its progression)
All previous abilities plus:
- Platform Creation (With his Cyloop, which he can use to create a platform both above and below his opponent with crushing weight[35])
- Possibly Density Manipulation (Completing his Cyloop against The End causes the platforms holding Supreme to crush it further, but is never ascertained whether it's the platforms becoming heavier or simply increasing the force used[35])
- Enhanced Energy Manipulation (With his hidden power, Super Sonic is able to launch physical attacks as if they were ranged ones through energy[35])
- Cyber Aura (Super Sonic's Cyber Corruption can explode in a potent aura[35])
- Greater Information Manipulation (Type 2), Law Manipulation, Causality Manipulation, & Cyber Corruption (Type 1; The basis of Cyber Corruption is the infectious quality it has on those afflicted with it, stemming from the realm of Cyber Space)
Same equipment as his Adventure and Classic selves, plus:
- Damage Transferal (Up to 1-C [6-D] AP with Rings; Rings completely shield the user from harm so long as they have at least 1 in their possession.[284][285][286][287][288][289][290][291][292][293][294][295][296][35] Upon taking an instance of damage, a varying amount will scatter from the one who collected them with higher durability causing less to drop.[198] Rings can shield Base characters from damage, including from the likes of Void[259] and an amped Supreme[35] so long as they have enough in their possession)
- Healing & Stamina Recovery (Ring energy revitalizes the wielder and restores energy, as noted with Silver wanting to use some to replenish his energy. Rings are referred to by The End as being vitality)
- Statistics Amplification (Ring energy in the Sonic Riders series can amplify the user's speed by nearly 2x and increases their boost duration by nearly 2 seconds when going from level 1 to 3.[297][298][299] Achieving the max ring count in Sonic Frontiers grants Sonic the same speed for his boost that a default level 99 Speed Sonic has[198])
Contains Wisps, which grant;
- Surface Scaling (With Pink Spikes and Gray Quake)
- Fire Manipulation & Explosion Manipulation (With Red Burst and Black Bomb)
- Vibration Manipulation (With Blue Cube and Gray Quake)
- Energy Projection (With Cyan Laser and Crimson Eagle)
- Electricity Manipulation (With Ivory Lightning)
- Invisibility (With Jade Ghost)
- Deconstruction (With Indigo Asteroid)
- Transmutation, Black Hole Creation, Gravity Manipulation, Size Manipulation & Absorption (With Indigo Asteroid, Violet Void, and Purple Frenzy)
- Intangibility (With Jade Ghost, Violet Void, Red Burst, Cyan Laser & Ivory Lightning)
- Flight and Levitation (With Crimson Eagle, Green Hover, Indigo Asteroid, Jade Ghost, Magenta Rhythm, Orange Rocket and Violet Void)
- Speed Reduction & Void Manipulation (Usage of the Violet Void near opponents will slow them down[300])
- Gravity Manipulation, Deconstruction, Transmutation & Size Manipulation (With the Indigo Asteroid Wisp, which breaks down enemies and objects in its orbit and grows the more it consumes[301][143])
- Free Movement & Underground Mobility (With the Yellow Drill Wisp, which allows users of their energy to burrow underground and between gaps without issue as well as move through water at high speeds akin to a torpedo[301][156])
- Energy Projection (With the Cyan Laser Wisp, which lets the user hurtle forward as a destructive beam of energy[301])
- 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)
- Homing Attack & Explosion Manipulation (Via Target Torpedo, users can summon a bomb to explode other Riders on the race track or a torpedo tor track them down)
- Technology Manipulation & Power Nullification (Self-Afflicted; When breaking open a Parts Lock Item Box, the playable character's tech is temporarily shut down except for the tech's mobility)
- Statistics Amplification (Temporary via Attack & High Speed. With Attack, user gain further strength to plow through obstacles and they can run on foot to match the speed of Extreme Gear. High Speed grants increase acceleration of Extreme Gears to high speed)
- Status Effect Inducement (With Colorball, which obscures the vision of others)
- Homing Attack (With Mines)
- Fire Manipulation (With Fire)
- Ice Manipulation (With Ice)
- Perception Manipulation (With Illusion)
- Limited Magnetism Manipulation (With Magnet)
- Portal Creation, BFR, Spatial Manipulation & Reality Warping (The Warp Topaz' main ability is that of warping space to create gateways/portals to other places when in contact with an energy source, with strong enough of a force causing "severe reality alterations")
- Dimensional Travel & Explosion Manipulation (A strong enough of a charge can make a giant explosion that can send people to other universes)
- 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)
Abilities
- Statistics Amplification (With the White Gem, Herb of Toughness, Energy Core, Spring Shoes and Planetary Lifeforce)
- Homing Attack (With Energy Core)
- Chi Restoration (With Pearls and Red Fairies)
- Gravity Manipulation & Black Hole Creation (With the Ark of the Cosmos)
- Explosion Manipulation (With Bomb, Helicopters, and Fighter Jet RCs)
- Platform Creation (With Hovercraft RCs)
- Time Manipulation (With Red Gem and Time Freezes)
- Paralysis Inducement & Electricity Manipulation (Via Stun)
- Size Manipulation (With Purple Gem)
- Invisibility (With Stealth Jets)
- Magnetism Manipulation (Via Infinite Magnet)
Resistance to:
- Fear Manipulation (With the Vial of Calm and Philter of Tranquility)
- Poison Manipulation (With Poison Broach)
- Ice Manipulation (With the Hot Quaff, Fiery Hot Quaff and Ice Broach)
- Petrification (With Stone Protection and Petrification Immunity)
- Paralysis Inducement (With the Paralysis Cure and Paralysis Immunity)
Attack Potency: 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 RingsAttack 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 RingsAttack 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 RingsAttack 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 himAttack 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)
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: | |
|
Optional Equipment: | |
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]
- 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]
- 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]
- 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.
- Triple Kick: Sonic follows up with an additional kick in a quick flurry that sends the opponent flying back.
- 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.
- Twin Punch Spin: Sonic performs the Punch Spin, but Sonic gives two quick jabs before getting behind them rather than one.
- 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.
- 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.
- 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 Stamp: Sonic runs up a vertical surface before leaping back towards his opponent and stomping on his opponent.
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
- Hammer Spring: When performed either on the ground or in the air, Amy will use her Piko Piko Hammer to strike Sonic with an upwards swing to give him a large boost of height.[419]
- Piko Piko Hammer: When paired with Amy, Sonic gains access to his own variant of the Piko Piko Hammer.
- 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.
- Parry: While guarding, Sonic automatically parries attacks that strike him and deflects them without harm. A successful parry will slow things to a crawl without affecting Sonic himself, allowing more leeway for him to react.[198]
- 'Cyloop:' Leaving a light trail in his wake, enclosing it will result in various possible effects taking place.[420] This ranges from launching several enemies into the air at once to freely creating Rings and giving himself an unending amount of Boost for several minutes.[198]
- Quick Cyloop: This variant allows Sonic to use the move much more quickly,[421] making it even more difficult to react and avoid it.[198]
- Cross Slash: Sonic moves around the enemy in an arc, letting loose a stream of shockwaves[422] as he hovers through the air.[198]
- Homing Shot: Sonic launches a volley of energy spheres that home in[423] on his opponent.[198]
- Phantom Rush: With a maxed-out combo meter, Sonic enters this state. His attacks are 1.2x stronger[424] and he attacks so quickly that it appears as if four of him are attacking at once. This lasts indefinitely, so long as Sonic can keep his combo meter running.[198]
- Recovery Smash: After being thrown back by an attack, Sonic can recover before he hits the ground to lead with a fierce counterattack.[425][198]
- Sonic Boom: A high-speed kick which unleashes a flurry of powerful shockwaves at the enemy,[426] which Sonic can aim at other enemies within the same barrage while remaining stationary.[198]
- Spin Slash: Sonic repeatedly encircles an area directly in front of his enemy with a multi-hit spinning attack[427] for repeated damage.[198]
- Wild Rush: With this attack, Sonic distances himself from the enemy before zigzagging through the air to striking his opponent[428] and allowing for a continued assault afterwards.[198]
- Grand Slam: A powerful Spin Attack with a follow-up kick[429] to launch the enemy away.[198]
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.