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Classic Sonic the Hedgehog (3D)

Classic Base Form Sonic

Classic super sonic 2k by modernlixes day49iy-pre

Classic Super Sonic

Classic Hyper Sonic (Multi-Color) (2D)

Hyper Sonic

Sonic dreamcast era by nibroc rock-d9mvv43

Dreamcast Base From Sonic

Dreamcast super sonic render by nibroc rock-daulc5h

Dreamcast Super Sonic

Sonic the Hedgehog-0

Modern Base Form Sonic

Super Sonic Modern Render

Modern Super Sonic

"You're too slow!"

- Sonic taunting his opponent.




Summary[]

Sonic the Hedgehog is the main and titular protagonist of the video game series of the same name and the mascot of SEGA. Born on Christmas Island, Sonic abandoned his home at an early age to persue danger and adventures. Becoming a carefree adventurer, Sonic has spent most of his life traveling around the world and far beyond, usually in his beloved Tornado with his best friend, Tails, as his sidekick. He has since become the champion of peace after stepping into the battle against iniquity, having used his abilities to defend his world and those far beyond from the forces of evil, especially his arch-nemesis, Dr. Eggman, and his empire.

General Information, Powers, Abilities, and Statistics[]

Tier: Low 2-C | 2-C | 2-C | 2-B | 2-A | 2-C | 2-B | Low 2-C | 1-A | 2-B | 1-A | 1-A | High 1-A

Name: Sonic the Hedgehog

Origin: Sonic the Hedgehog (Video Game Series)

Gender: Male

Age: 15

Classification: Anthropomorphic Hedgehog, Speed-Type, Leader of Team Sonic

Powers and Abilities:

Superhuman Physical Characteristics, Primarily of Speed, Small Size (Type 0; Sonic is 1 Meter tall), Acrobatics (Sonic repeatedly shows great agility, dexterity, and coordination. He regularly performs hypermobile movements with his body, complimented by his ability to curl into a ball, like when he uses his Spin Dash or Homing Attack. Capable of running along many surfaces whether they be structures or water, and can traverse a large variety of terrain with no issue at blazing speeds, from corkscrews and loop-de-loops to exploding spaceships and aquatic environments or even hazardous volcanoes. Able to increase his forward and upward momentum and utilize double jumps, as well as bring his momentum to a screeching halt both on the ground and in the air. 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. 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), Stealth (Impressed Epsio with his moves, with the chameleon calling his skill brilliant and saying Sonic had all the makings of ninja with the use of his speed), Vehicular (Is a master Extreme Gear Rider and race car driver and can pilot the Tornado) and Weapon Mastery (Is a master swordsman, having fought and defeated the Knights of The Round Table and King Arthur), Toon Force (Includes Elasticity (Has survived being flattened and recovered immediately multiple times. Can grow his hands or feet to deal more damage), Fourth Wall Awareness (Sonic's idle animation in various games waits for the player to move him. He causes game overs in Sonic CD when he becomes impatience with the player. Has acknowledged being in a game and greeted the player in later games, such as directly talking to the audience), and Dimensional Storage (Has access to Hammerspace and uses it to store Chaos Emeralds and Rings. Additionally, he has reached into his enemies' personal hammerspace to take away their weapons)), Martial Arts (Displayed great hand-to-hand combat ability in Sonic the Fighters, Battle, and Frontiers. Bested in 1v1s Mirror Fighter, a clone of himself; Metal Sonic and later the E-Mech under 20 seconds. Can implement dancing moves with a balance of offense and defense in his fighting style. Despite Emerl constantly fighting & learning from most cast during Sonic Battle, the hedgehog had still more teach him about combat by the end of the game. In merely 2 training sessions, he became the successor of the secret art of the Linshao Kung Fu under the tutelage of Master Shuifon the Iron Fist. As a Kenpo practitioner, 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.) Surface Scaling and Water Walking (Through sheer speed), Enhanced Senses (Hearing, Reflexes, and possibly sight. Can maneuver around perfectly in pitch black conditions) Self-Sustenance (Type 1 and possibly 3;Can breathe in space,Can run and explore for days with no sleep in Sonic Frontiers), Body Control and Natural Weaponry (Can sharpen his spines to perform his Spin Attacks), Supernatural Luck, Precognition and Extrasensory Perception (Hedgehog's have a lot of luck, can predict things and detect danger by sneezing. His quills can identify and detect danger. He is also able to sense the attacks of his enemies moments before they happen. Is able to see what's around them when spinning (be it a Spin Attack, Jump, or Dash) due to "kinetic eyesight" and potentially "a bit of instinct"), Homing Attack and Limited Instinctive Reactions (The Homing Attack is an automatic body movement that makes the user instinctively crash into an opponent's weak point), Analytical Prediction (Shown to notice patterns in his opponent's style and adapt to fight accordingly), Genius Intelligence, Hacking (Capable of hacking into Eggman's technology in order to Infiltrate his base, take control of a Super Badnik, activate or detonate electronic devices on his bases), Accelerated Development (Can learn new skills rather quickly, as he replicated Chaos Control after seeing Shadow use it once. Noted by himself and his friends to improve at a quick rate. Kept exceeding Zig and Zavok's 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. 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), Non-Physical Interaction (Can tag the Hyudoros with his spin attacks, stand on explosions, and hit Vector's musical notes), and Dimensional Travel (Can travel towards Special Stages, which are stated to be other dimensions, by collecting 50 Rings. Noted to have returned to his world from the Arabian Nights and World of Camelot alternate realities, but how he did so is unknown. Alongside the Avatar, Sonic was able to break through Null Space and return to Earth using a Double Boost. Broke free from Cyberspace with his own power in the beginning of Sonic Frontiers), Aura (The Light Speed Attack forms orbs around Sonic while he's charging it to deter interruptions and fend off attackers. While using his boost technique, Sonic creates an aura that coats him and allows him to barrel into enemies and obstacles with no repercussions), Energy (Can imbue his Spin Dash with charged up energy to amplify the power of his Spin Attacks. Using the Light Speed Attack, Sonic channels his conserved energies for a far faster and more powerful Homing Attack. Can launch a volley of energy spheres that home in on his target), Air (Can generate blasts of wind, homing air currents, and create tornadoes), and Vibration Manipulation (Can project harmful shock waves to send enemies flying), Restoration (It’s noted by Classic Tails that when the Time Eater travels through time, it tears space apart and results in said locations being left as a void that leaves them "empty and dead". As stated by Modern Tails, both Sonics are able to accelerate through time to repair space as a consequence of their running; something he describes as “returning color and life”. In the JP script, the Sonics are noted to be restoring the flow of time by them running), Time Stop (Can temporarily stop time), Invulnerability with Sonic Boom, Afterimage and Forcefield Creation (With Boost Mode, Phantom Rush, Barrier, Insta-Shield, and Sonic Guard), Attack Reflection via Insta-Shield and Parry, Shield Penetration, Light Generation, Limited Absolute Stamina, and Ring Creation (All with his Cyloop. Sonic leaves a light trail behind him when using this move. Sonic can use this move to shatter defenses that are otherwise impervious to his attacks (including barriers, armor, and force-fields), draw an infinity symbol for infinite stamina lasting one minute, and generate an infinite amount of Rings with repeated Cyloops), Limited Magnetism Generation (The Boost allows Sonic to draw in nearby Rings), Burrowing, Flight (Can use his Boost to freely propel himself through the air and even outer space), Regeneration (Mid; Can repeatedly survive being either flattened or crushed flat) and Healing (Can heal from any damage he may have taken by vibrating his molecules at high speeds), Indomitable Will (Kept being himself without losing hope or succumbing to his negative feelings even while under Dark Gaia's influence. His unbreakable spirit made Sage question his ability to persist despite being in a state where he could barely stand, allowing her to realize his drive comes from protecting those precious to him. Was acknowledged by one of the greatest warriors among the Ancients as a formidable warrior for not only his skill, but also his unbreakable will. 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), Status Effect Inducement (Can stun enemies with the Somersault, or by yelling. The Spin Dash can paralyze opponents), One Hit KO (The Ichikoro Gauge allows Sonic to knock out the opponent in one hit once enough energy is transferred to it), Statistics Amplification (With Soul Surge, Spin and Drop Dash, Super Peel Out, Light Speed Attack, Hyper Mode, Sonic Boom, Speed Up, Acceleration Up, Attack Support, Boost Mode, and Strength Support 8) and Reduction (Via Cyloop), Acausality (Type 1) and Resistance to Existance Erasure and Void, (Unaffected by the Time Eater erasing history and all of space-time/reality, which would include places such as Maginaryworld, and leaving everything as a colorless void. It was noted that Sonic and Classic Sonic had to restore the flow of time to restore their friends, including Amy, Knuckles and Tails, who were unaffected by Void's presence and attacks), Reality, Text, Law (Left unaffected by Alf Layla-Wa Layla warping the Arabian Nights reality and leaving it a distorted voidthat would've allowed him to alter it as he wished), Madness (Was not affected by being exposed to the Phantom Ruby, which destroyed the sanity of the Hard Boiled Heavies. Can withstand the power and presence of the World Rings, which were what likely drove the genies of the Arabian Nights mad), Thermal, Radiation (Unfazed by the extremely hot temperatures of the Lava Reef Zone or falling directly into a star and the extremely cold temperatures of the Icecap Zone), Fate and Plot (Despite being said to have been added to the story of the Arabian Nights, as well as being confirmed by the end of Secret Rings, Sonic ultimately defeated Erazor Djinn despite being implied to be the sacrifice that would be key to controlling the World Rings. Defied the grim fate that was said to await him by King Solomon. Those who are written into the story have it become their destiny), Poison and Acid (Can travel through the most dangerous areas of Chemical Plant Zone without any trouble, even being able to dip inside of the chemicals without repercussions. Can withstand the acid of poisonous frogs and Slime Djinns with no negative side effects), Spatial (Can survive Shadow the Hedgehog's Chaos Powers attacks, which can distort space), Time and Age (Can traverse the Special Stages of the Time Stones, which alter and remove time from their stages. The mysterious Time Stones are also said to be able to turn a desert into a jungle, and a polluted lake into a beautiful lake by crossing through time. Can move within White Space, an area where Time doesn't exist), Curse (Resisted the effects of being cursed), Gravity (Can resist the gravitational pull of black holes), Soul (Occasionally won back control from the Ifrit during the final skirmish in Sonic Rivals 2, whose abilities work by binding the soul), Causality (Upon Sage witnessing Sonic fighting against his corruption while scaling the towers of Rhea Island, who often performed assessments on his performance throughout his journey through calculations that she can perform on the scale of millions, alluded to his defiance as an attempt to transcend causality), Conceptual (Types 1 and 3), Information (Type 2), Perception, Dream, Memory, Emotional, and Mind Manipulation and Paralysis Inducement, Power Nullification, and Corruption (Types 1 and 2)(Unaffected by the corruptive influence of Dark Gaia because he is too strong to lose himself, with Dark Gaia's creatures being manifestations of people's ambient negative emotions. Sonic can withstand attacks from Void, who is said to possess a power of darkness that can bring an end to Maginaryworld, which would include the Ancients' dream of persisting their legacy in Cyber Space, with Void himself being referred to as said darkness directly on multiple occasions while directly stating he is the dreams themselves. Sage stated Sonic was enduring cyber corruption better than she calculated after already having absorbed extensive amounts of corruptive Cyber Energy by freeing Amy, Knuckles, and Tails from their Cyber Cages. After completing all of the Tower Trials, Sonic gained control over his Cyber Corruption to the point that he no longer felt it's physical detriment, which has shown these effects. Resisted the telepathic abilities of the Voxai Overmind), Corrosion Inducement (Can interact and fight with Void, whose darkness was corroding away the life within the Nature Zone before it was restored), Transmutation (Can resist being converted into a ring by Chaotix Recital. Can break free from being turned into stone by the Gargoyle Djinns), Statistics Reduction (Using the Spin Dash circumvents Sonic being hindered by passive speed penalties), BFR (Broke free from Cyber Space with his own power, a feat The End considered as doing the impossible), Freezing, and Absolute Zero (Can quickly recover from being frozen solid, is seemingly unaffected by Absolute Zero)

Damage Transferal (Rings completely shield Sonic from harm so long as he has at least 1 in his possession. Upon taking an instance of damage, a varying amount will scatter from Sonic with higher durability causing less to drop) and Reduction (With Shara's Ring, Sonic can use the Ring Saver, Soul Armor, and Sub-S Armor Skills. Ring Saver allows him to reduce the number of lost Rings from damage while Soul Armor reduces the amount of lost Soul Energy from damage. Sub S-Armour reduces the amount of lost Soul Energy to a greater extend but at the cost of losing more Rings from damage), Healing (With the Replenisher, Med Emitter, Health, Health Leaf, Health Seed, and Health Root. In SegaSonic the Hedgehog and Sonic Unleashed, Rings are also shown to be able to restore health and vitality), Statistics Amplification (With Power Sneakers Item Box and Skill, Rings, Shara's Ring, Caliburn, Attack, High Speed, Boost, Octo Boost, Soda Rocket, Gear Parts, Hot Rod, Herb of Toughness, Crazy Beans, Iron Tonic, Prune Juice, Psychic Water, Rock Salt, Speed Bar, Energy Core, and various equipment and equippable skills) and Reduction (Via Slow, Speed Down, Status Trap, Lead Sneakers, Ice Cannon, Low Moonstone, and various equipment) and Power Augmentation (In Sonic Frontiers, when Sonic holds the maximum amount of Rings he can, he sparks with electricity and gets a permanent boost in speed until he gets hit and loses some of his Rings. Can Upgrade his Spin Dash with the Long Spin Dash Skill) and Nullification (Via Forcejewels, Speed Down, and Status Trap), Self-Sustenance (Type 3)(With Endless Boost, which gives him never ending energy at the cost of not being able to hold any Rings), Flight (Via Extreme Gear, Rocket Shoes, and RC Hovercraft and Balloon), Crash! (With the Parts Lock Item Box (Self) and Gear Part (Others)), Teleportation (With Attract (Others), Forcejewels and Cards (Self and Others), Player Swap (Self and Others), and Chaos Emeralds (Self)), Plant Growth (The Chaos Emeralds caused large flowers to instantly bloom), Fire (With the Flame Ring, Shara's Ring, and Fire), Water (With the Water and Aqua Rings), Earth (With the Earth Ring), Air (With Air, Special Item, Air Saver, Wind Ring, and Green Gem), Ice (With the Ice Ring, Boost, and Mines and Ice), Electricity (With Lightning and Stun), Weather (The Aqua Ring can control storms), Gravity (With the Arks of the Cosmos and RC UFO), Vector (With Green Gem, Power Break, and Long Spin Dash), Perception (Via Illusion), Chi (With Shara's Ring and Caliburn, Sonic can manipulate his Soul Energy for several applications), Power-Up (Via Change and Forcejewels), Probability (Via Forcejewels, Cards, Item Rank+1, and Clover Juice), Color (With Colorball, Mosaic, and Pocket Rainbow), Chaos, Reality, Spatial (Anyone with a Chaos Emerald can use it's power to warp reality and distort space), Law, Causality, Information ((Type 2) The Chaos Emeralds were the very basis of what the Ancients built their technology around, in which the gems power all their systems including Cyber Space, a realm stated by The End to be a separate reality and also referred to by Dr. Eggman as a digital dimension. Tails pieced together that Cyber Space was used to store information down to the very essences of who the Ancients were, an idea supported by how the Elder described it as being able to upload their hopes, dreams, and memories. 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), Holy (The Chaos Emeralds are described as wondrous and miracle gems that perform miracles once they are all gathered together, with 2 examples being resurrecting Sonic and Super Transformations), Dream, Mind, Conceptual ((Type 1) The Chaos Emeralds are stated to be the super-substances of dreams, with the power of dreams being capable of awakening Super Sonic. The 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, destroying all of space-time and turning everything into nothing in the process. That additionally encompasses Maginaryworld and all the dreams contained within Fourth Dimensional Space), and Time Manipulation (With the Red Gem, Time Freezes, Break, Bonus, Stop, and Stones, and Chaos Emeralds), Resistance Negation (Through Chaos Control, the Chaos Emeralds can stop time and freeze the likes of Tails in place despite him being shown to be unaffected by other means of Time Stop, such as through the Time Switch. They can also manipulate time to either slow or freeze the likes of Sonic, Shadow, and Silver in place; each of whom were unaffected by White Space, a void that specifically needed Classic and Modern Sonic's speed to restore its flow of time), Dimensional (Sonic and Tails used the Chaos Emeralds to return home from Blaze's home dimension. The Chaos Emerald monitor sends Sonic to a Special Stage that holds a Chaos Emerald) and Time Travel (With the Time Stones and Chaos Emeralds), Weapon (With Skateboard Item Box and Skill, Explosion, Free Throw, and Tee Shot), Object (With Jet Board), Ring (With Random and 5 Ring Bonus, Rings, Ring Can, Ring Container, Safety Net, Shara's Ring, and Caliburn), Platform (With the RC Hovercraft), Shockwave (With Power Skill and Stomp), and Sand Vortex (With Twister), Forcefield Creation (With Stopnite and Caliburn and the other Sacred Swords (Also of the Standard, Fire, Electricity, Water, and Magnetic variants With the various Shield power-ups and Skills)), Underwater Breathing (Type 3 (With the Aqua Shield)), Light (With Flash), Black Hole (With the Ark of the Cosmos), Sound Wave (Via Mega Horn), and Magnetism Generation (Via Magnet, Ring Eater, Shara's Ring, and Caliburn), Invisibility (With Ghost, RC Bomber, and Transarency), Invulnerability (With Invincibility and Invincible Start), Transmutation (With Ring Time and Shara's Ring), Transformation (With the World Rings, Sacred Swords, S, Super Sonic (Skill), and Chaos Emeralds), Extrasensory Perception (Via Treasure Scanner, which allows him to see hidden item he couldn’t see before), Size Reduction (Via the Magic Gloves and Purple Gem), Homing Attack (Via Target Torpedo, Energy Core, Homing Attack (Skill), Manual Rocket, Self-Propelled Bomb, Drone, Twister, and Mines), Status Effect (With the Colorball, Mosaic, Vision Trap, Flash, Confusion, Confusing Star, Pocket Rainbow, Reverse, Octo-Ink, Bug Spray (Only on Insectoid enemies), Lightning, and Stun), Fear (With the Spooky Charm. Can cause enemies to flee), Damage (Self-Afflicted. When breaking open a Robotnik Item Box, it deals the same amount of damage to Sonic as a Badnik. Hitting with a shield power up will take it away, hitting it with rings will cause them to be dropped, and breaking it open without rings will kill Sonic (Though, due to how the Sonic games work, that could just be game mechanics)), Curse (Via Curse Opal), and Explosion Inducement (With Sonic Crackers, Target Torpedo, Shara's Ring, Mine, Bomb, Bowling Bomb, Exploding Balloon, Blowfish, Ice Cannon, Drone, RC Helicopters and Fighter Jets, and Magic Gloves), Attack Reflection (With Caliburn, Sonic can reflect magical attacks with his sword slashes), Fusionism (Caliburn can fuse with Arondinght, Galatine and Laevatein into Excaliburn and turn Sonic into Excaliburn Sonic), Sealing (With the Magic Gloves and the Chaos Emeralds), Life-Force Absorption (With the Nocturne Blade), Resurrection (With 1-Up (Self), Continue (Self), Angel Amulet (Self), Revival Ring (Others), Ring of Life (Others), Last Chance (Self), and the Chaos Emeralds (Others (Elise used them to revive Sonic))), Purification (Types 1 (The Chaos Emeralds cleaned the air over South Island of Dr. Robotnik's air pollution) and 3 (The Cure All Spray, Rock Salt, and Antidote can heal status effects)), Emotion Empowerment (The Chaos Emeralds can be empowered by both positive and negative emotions. They are also often said to turn people's thoughts into power 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 their power and gain strength), Summoning (With Carbuncle, Eggman Card, Shara's Ring, and equippable skills), Immortality ((Type 2) With Caliburn, Sonic has access to Soul Resurrection. With it, Sonic can harness Soul Energy to act as a substitute of his health on lethal damage) and 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), Body Puppetry (Via Forcejewels and Cards), BFR (Can send targets outside space-time with the Chaos Emeralds, or use Chaos Control to send others to different dimensions), Wish Granting (With Shahra's ring. Not used for offensive maneuvers, however), Resistance to BFR (Mere contact with a Chaos Emerald takes Sonic out of an unwanted dimension), Life-Force Absorption, Status Effect Inducement, Statistics Reduction, Poison, Probability (With the Immunity Booster and Idol, Paralysis Cure and Immunity, Sure Footed, and Poison Brooch), Fire (With the Fire Shield), Electricity (With the Thunder Shield), Ice (With the Fiery and Hot Fiery Quaff and the Ice Broach), Memory (Having a Chaos Emerald prevented Sonic and Tails from loosing their memories to an incident Eggman caused, which unknowingly warped reality and their history at large), and Fear Manipulation (With the Filter of Tranquility and Vial of Calm), and Petrification (With Stone Protection, Stone Broach, and Petrification Immunity)

All abilities of his Base From and With the Chaos Emeralds and Rings but to a far greater extent, Empathetic and Light Manipulation and Absorption (Super Sonic can absorb light to strengthen himself and allow him to use the Arrow of Light), Power Bestowal (Can pass Chaos Energy onto others, allowing them to achieve Super transformations of their own) and Nullification and Purification (Type 2 (Cleanses negative energies varying from evil beings to things as simple as anger and negative emotions. Super Sonic was stated to neutralize the negative energies of Perfect Chaos and made it become nice again, rendering its will to fight inert. Super Sonic can expand his aura to a large enough extent that it fully consumes several duplicates of Perfect Chaos surrounding him and even shattered the alternate worlds Dr. Eggman would go on to create. Eggman theorized that Super Sonic's power neutralized "Otherworldification" and referred to this as Sonic eradicating all of his dreams, an idea to be taken literally due to the Phantom Ruby applying everyone's inner desires to the planet)), Regeneration Negation (Up to Low-Godly; Super Sonic was able to decapitate Solaris. Even when it revitalized and reformed itself with wings, the damage to it remained. Solaris is the complete form of it's 2 halves, Mephiles and Iblis, remerged into one being, meaning that Solaris should have the abilities that both Mephiles and Iblis do. Mephiles and Iblis are repeatedly referred to as immaterial, eternal, immortal beings that can manifest different corporeal forms and continuously reform themselves from the complete physical destruction of their bodies), Creation (Super Sonic can create things from golden constructs of punches and kicks to golden chains he created to restrain Wyvern to sword-like constructs to both hold Knight in place and stab into it using one), Duplication (Super Sonic is able to create hollow energy duplicates of himself to strike an enemy alongside him), Acausality ((Type 4) Ultimately defeated The End despite the latter's ability to manipulate the laws of the world to the bottom of causality and it's 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), Resistance to Death Manipulation (Super Sonic can withstand touching the Eye of Solaris, which instantly kills those who touch it)

All abilities of his Super Transformation but to a far greater extent, Underwater Breathing (Type 2), One Hit Kill (Can use the Hyper Flash to emit a blinding flash of light that destroys all enemies in range)

Attack Potency: Universe Level+ (Defeated Silver Sonic, who was powered by a Chaos Emerald, which contains an entire universe) | Low Multiverse Level (Vastly superior to his Base From. Powered by all of the 7 Chaos Emeralds) | Low Multiverse Level (Defeated the Giant Eggman Robo, who was powered by the Master Emerald, an artifact that houses enough power to match all 7 of the Chaos Emeralds combined) | Multiverse Level (Vastly superior to his Base From) | Multiverse Level+ (Vastly superior to his Super Transformation. Powered by the 7 Super Emeralds, which are vastly superior to the Chaos Emeralds) | Low Multiverse Level (Superior to his Classic Self. Defeated Chaos after he absorbed 4 and later 6 Chaos Emeralds) | Multiverse Level (Vastly superior to his Base From. Defeated Perfect Chaos, a fellow Super Transformation, who was vastly superior to it's previous forms to the point where his Dreamcast Base From didn't stand a chance) | Low Multiverse Level (Should be stronger than his Dreamcast Self) | Outerverse Level (Alongside Super Shadow and Super Silver, defeated Solaris, and was possibly able to do so on his own. Solaris was stated to be a Super-dimensional lifeform. Super-Dimensional is the translation of the term 超次元 or chō jigen, which means "beyond higher dimensions," meaning Solaris would be transcendent above such dimensions. Additionally, Solaris is described as having the power to make the very meaning of time disappear, which would require destroying the concept of time) | Multiverse Level (Defeated Dreamcast Era Perfect Chaos in Base From) | Outerverse Level (Alongside Classic Super Sonic, Defeated the Time Eater, who destroyed space-time on a scale encompassing all of reality/"all of space-time", which includes a multiverse consisting of innumerable, potentially infinite number of universes, including Maginaryworld, a 5-D construct, and was able to override the time travel that erased Solaris in order to pull Crisis City (A location from the alternate future timeline that Iblis (1/2 of Solaris) ravaged the Earth and keep Solaris erased from existence, meaning that the Time Eater's potency is able to effect Solaris) | Outerverse Level (Managed to hold his own against and even daze Infinite, who had completely curbstomped Sonic in Base Form 6 months prior, though still ultimately lost and couldn't defeat him without aid. Infinite has been confirmed by SEGA themselves to be the strongest villain that Sonic has faced yet, making him stronger than even Solaris or the Time Eater) | High Outerverse Level (Is able to defeat garantuan Titans, who were powerful enough to no-sell an assault from and one-shot his Modern Base From)

Speed: Immeasurable (Both Classic and Modern Sonic were capable of moving in the void created by the Time Eater, which is devoid of space and time. The void even managed to pull in Little Planet, which is already ignored by the passage of time. Both Sonics were also able to fix the damage caused by the Time Eater by accelerating through time), Possibly Irrelevant (The Void managed to effect Solaris, a Super-dimensional being that transcends dimensionality and had the power to destroy the concept of time) | Immeasurable, Possibly Irrelevant | Immeasurable, Possibly Irrelevant | Immeasurable, Possibly Irrelevant | Immeasurable, Possibly Irrelevant | Immeasurable, Possibly Irrelevant | Immeasurable, Possibly Irrelevant | Immeasurable, Possibly Irrelevant | Irrelevant (Fought Solaris, a Super-dimensional being that transcends dimensionality and had the power to destroy the concept of time) | Immeasurable, Possibly Irrelevant | Irrelevant | Irrelevant (Was able to move around in Null Space, and even escape it with the aid of the Avatar. Null Space is described as a place that is closed off from every dimension as well as a place where absolutely nothing exists, which could include even concepts) | Irrelevant

Lifting Strength: Class K (Toppled over the Death Egg Robot) | Unknown | Class K | Unknown | Unknown | Class M (Toppled over the Egg Golem) | Unknown | Class M | Irrelevant (Pushed back Solaris with his strikes. Solaris is a Super-Dimensional being) | Class M | Irrelevant (Pushed back the Time Eater) | Class M | Irrelevant

Striking Strength: Universal+ | Low Multiversal | Low Multiversal | Multiversal | Multiversal+ | Low Multiversal | Multiversal | Low Multiversal | Outerversal | Multiversal | Outerversal | Outerversal | High Outerversal

Durability: Universe Level+, Up to High Outerverse Level with enough Rings (Rings can completely shield the user from damage, including from the likes of Supreme after it was strengthened by the End, who was able to knock Froniers Sonic out of his Super Form) | Low Multiverse Level | Low Multiverse Level, Up to High Outerverse Level with enough Rings | Multiverse Level | Multiverse Level+ | Low Multiverse Level, Up to High Outerverse Level with enough Rings | Multiverse Level | Low Multiverse Level, Up to High Outerverse Level with enough Rings | Outerverse Level | Multiverse Level, Up to High Outerverse Level with enough Rings | Outerverse Level | Outerverse Level, Up to Complex Multiverse Level with enough Rings | High Outerverse Level

Stamina: Limitless (Is able to run, fight enemies, and explore the islands in Sonic Frontiers for days on end with 0 sleep and no signs of fatigue) | Limitless | Limitless

Range: Standard Melee Range, Tens of Meters with abilities | Standard Melee Range, Hundreds of Meters with abilities | Standard Melee Range, Hundreds of Meters with abilities

Standard Equipment:

  • Sonic's Shoes: Sonic's distinctive, trademark footwear. While not stated, the shoes appear nearly friction proof, meaning they wear out very slowly. Even after Sonic has been running with them for years at the speed of sound, the shoes show no more than slight superficial damage.
  • Rings: Mysterious gold rings of unknown origin that can be found anywhere in the world, in outer space, and even in other places beyond time and space. If Sonic has at least 1 Ring on him, he will be protected from being defeated when he takes damage. Instead, he simply looses Rings (Though, how many are dropped varies between game to game). Aside from this, Rings are also shown to be able to restore Sonic's health. The more Rings Sonic has on hand, the higher his top speed rises to, and when Sonic collects the maximum amount of Rings he can carry, he sparks with electricity and gets a permanent boost in speed until he gets hit and looses Rings.
  • Chaos Emeralds: 7 ancient emeralds that possess unlimited power. When Sonic has 1 in possession, he can use it to warp time, space, and reality, teleport, warp through dimensions and time, etc. If Sonic combines all seven Chaos Emeralds, he can achieve a Super Transformation and control unimaginable power.
  • Super Emeralds: The upgraded and transformed Chaos Emeralds via the power of the Master Emerald that have only appeared in Sonic the Hedgehog 3 and Knuckles. When Sonic has all 7 of them in his possession, he can achieve a Hyper State, which is far more powerful than a Super Transformation.

Optional Equipment:

  • Item Boxes: Containers that contain various kinds of power-ups or bonuses which can be used by Sonic, who can break them open by attacking them in order to obtain their power-ups.
    • Floating Item Boxes: Variants of the Item Boxes that resemble large red balloons with a few blue circles containing a five-pointed yellow star emblazoned on them. Like when opening regular Item Boxes, popping an Floating Item Box will in most cases result in the player receiving a power-up.
      • Invincible: An Item Box power-up that grants Sonic a shield consisting of 4-pointed white, sparkling stars, rendering Sonic immune to damage from enemies or obstacles, except for getting crushed or falling into a bottomless pit. Furthermore, Sonic will destroy or damage enemies upon physical contact, even when not attacking.
      • 1-Up: An Item Box power-up that grants Sonic an extra life.
      • Power Sneakers: An Item Box power-up that temporarily grants Sonic shoes that look identical to his iconic footwear that increase his running speed and jump height.
      • Shield: An Item Box power-up that grants Sonic a spherical force-field that can negate one instance of damage.
        • Flame Shield: An Item Box power-up that grants Sonic a flaming force-field that can typically negate one instance of damage, grant invulnerability to fire-based hazards and attacks, deflect small projectiles, and allow Sonic to use the Fireball Spin Dash. However, the Flame Shield will disappear upon contact with water.
        • Thunder Shield: An Item Box power-up that grants Sonic an electrified force-field that can typically negate one instance of damage, grant invulnerability to electricity-based hazards, deflect small projectiles, pull in Rings, and, for certain individuals, enable the Double Jump. However, the Thunder Shield will disappear upon contact with water.
        • Aqua Shield: An Item Box power-up that grants Sonic a bubble-like force-field that can typically negate one instance of damage, eliminate the need for air bubbles while underwater, deflect small projectiles, and enable the Bound Jump.
        • Magnetic Shield: An Item Box power-up that grants Sonic a magnetic force-field that can typically negate one instance of damage and pull in Rings like a magnet, similar to the Thunder Shield. However, unlike the Thunder Shield, the Magnetic Shield does not disappear upon contact with water and does not deflect minor projectiles. Nor does it grant Sonic a Double Jump or make him invulnerable to harm from electricity-based obstacles.
      • Super Ring: An Item Box power-up that gives Sonic 10 Rings when he opens it.
      • Marker: An Item Box power-up that save's Sonic's progress up to that point in a Zone, so when Sonic loses a life, he will start over from the last Marker he opened.
      • Continue: An Item Box power-up that grants Sonic a Continue. As such, in case he loses all of his lives, the Continue will let him start a level over with 3 extra lives once.
      • Eggman Mark: An Item Box power-up that actually damages Sonic when he opens it.
      • Random: An Item Box power-up that grants Sonic a randomly-selected power-up from those available in the Item Boxes.
      • Player Swap: An Item Box power-up that swaps Sonic's position in a Zone with someone else in the area. In addition, any power-ups he might be carrying are transferred to the other person. However, objects like Rings and other statistics remain untouched.
      • Rocket Shoes: An Item Box power-up that temporarily grants Sonic a pair of footwear similar to Sonic's shoes that have rocket engines set on their heels. These grant Sonic the ability to fly through the air for a few seconds.
      • Time Stop: An Item Box power-up that causes time to freeze for a few moments when Sonic opens it.
      • S: An Item Box power-up that will allow Sonic to enter his Super State and get 50 Rings. If Sonic is already in one of these states, the Item Box will simply grant him 50 Rings.
      • Chaos Emerald (Power-Up): An Item Box power-up that will open a Star Circle above itself that leads into one of the Special Stage where a Chaos Emerald can be obtained if Sonic opens it while carrying 50 or more rings.
      • Jet Board: An Item Box power-up that grants Sonic a Snowboard.
      • Propeller Shoes: An Item Box power-up that temporarily grants Sonic a pair of footwear similar to Sonic's shoes that have propeller engines set on their heels. These grant Sonic better underwater travel for 8 seconds.
      • Jump: An Item Box power-up that allows Sonic to make a long jump while in his race car.
      • Mine: An Item Box power-up that allows Sonic to deploy a Mine on the field for his opponent(s) to collide with and be slowed down by.
      • Random Ring Bonus: An Item Box power-up that gives Sonic a random amount of Rings when he opens it.
      • Bomb: An Item Box power-up that destroys all enemies in the area.
      • Health: An Item Box power-up that restores Sonic's Health.
      • Attract: An Item Box power-up that can teleport an opponent to Sonic's general area when obtained.
      • Confusion: An Item Box power-up that scrambles Sonic's opponent's sense of direction, making it more difficult for them to move.
      • Slow: An Item Box power-up that can slow down Sonic's opponent significantly when obtained.
      • Transparency: An Item Box power-up that turns Sonic invisible for a short period of time when obtained.
      • Mosaic: An Item Box power-up that temporarily displays a kaleidoscope filter over Sonic's opponents' vision, distorting it and making it harder for them to see.
      • Rings (Power-Up): An Item Box power-up that grants Sonic 1 out of several specific amounts of Rings at once which are automatically added to Sonic's total Ring count.
      • Power Core (Power-Up): An Item Box power-up that grants Sonic 1 Power Core.
      • Tension Bonus: An Item Box power-up that partially fills up Sonic's Boost Gauge.
        • Maximum Tension Bonus: An Item Box power-up that completely fills up Sonic's Boost Gauge, allowing him to immediately use his Boost technique.
      • Air (Power-Up): An Item Box power-up that slightly refills Sonic's Air Tank.
      • High Speed: An Item Box power-up that gives a boost of speed to an Extreme Gear rider. However, its effect only last for about a second.
      • Speed Down: An Item Box power-up that slows an Extreme Gear rider down to no more than 120km/h and prevents GP actions. Its effects only last for a limited amount of time, however, the effect can be cancelled by jumping 3 times.
      • Explosion: An Item Box power-up that will grant Sonic a bomb to use against his opponents.
      • GP Boost: An Item Box power-up that grants Sonic a random amount of Gravity Points.
      • Attack: An Item Box power-up that enables Sonic to jump off his Extreme Gear and run down the racing course at full speed on foot for about 10 seconds. While in this state, Sonic can strike enemies with his Spin Dash, activate Springs which are otherwise inoperable, access special shortcuts, and smash through barricades without slowing down (though he cannot earn Gravity Points by doing this). Once Attack wears off, Sonic gets back on his Extreme Gear and resumes racing regularly.
      • Colorball: An Item Box power-up that temporarily obscures Sonic's vision with multi-colored paint.
      • Parts Lock: An Item Box power-up that temporarily deactivates all the Gear Parts on Sonic's Extreme Gear and prevents GP actions.
      • Bowling Strike: An Item Box power-up that gives Sonic a bowling ball to throw ahead of him to attack his opponent, upon which the ball immediately grows to a giant size and rolls towards his opponent.
      • Free Throw: An Item Box power-up that gives Sonic a basketball to throw at his opponent.
      • Octo-Boost: An Item Box power-up that gives Sonic a small and spherical blue robot octopus that creates a rocket exhaust from it's mouth for a couple of seconds while he holds onto it, giving him a temporary burst of speed.
      • Octo-Ink: An Item Box power-up that gives Sonic a small and spherical pink robot octopus that releases a squirt of black ink behind him which becomes a black dome on the ground. If the racers make contact with the ink, their field of vision will be obscured for a short time.
      • Ring Can: An Item Box power-up that gives Sonic a silver can with recesses on the surface, a Ring symbol, and a handle. When Sonic shakes it, it will scatter a cluster of Rings in front of himself for him to pick up. The Ring Can can be shaken to release up to 3 clusters of Rings; afterwards, it will disappear.
      • Special Item: An Item Box power-up that causes Sonic to glow in a blue-white aura while his Air Gauge is filled to maximum capacity, turns white and constantly rumbles. In this state, Sonic has unlimited Air, allowing them to freely ride on and use Kick Dashes as many times as desired.
      • Soda Rocket: An Item Box power-up that gives Sonic a giant soda can that, when shaken enough, he will jump onto as it's lid is opened, resulting in the can being shot forward at extreme velocities for a couple of seconds, giving Sonic a temporary increase in speed. The harder the soda can is shaken, the further it will travel. However, the soda can still be steered by Sonic as normal.
      • Target Torpedo: An Item Box power-up that gives Sonic a black handheld torpedo that will lock on to one of Sonic's opponents and, when he throws it, fly directly into them, inflicting damage.
      • Tee Shot: An Item Box power-up that gives Sonic a golf club and causes a golf ball resting on a tee are to be suspended in front of him. By swinging the club as if playing golf, Sonic can shoot the golf ball at the racer in the 1st place of the current race. If the ball successfully connects with the rider, they will take damage and lose all of their Rings, then be stunned briefly, giving other racers the chance to overtake them.
      • Skateboard: An Item Box power-up that gives Sonic a skateboard that increases Sonic's downhill speed at the cost of disabling his other moves.
      • Ring Time: An Item Box power-up that allows Sonic to turn nearby enemies into Rings.
  • 20 Rings: A power-up/collectible that gives Sonic 20 Rings when he collects it.
  • Time Bonus: A power-up that rewinds Sonic's time limit by a certain amount of seconds, giving him more time to complete a task.
  • Time Stones: 7 gemstones that lie dormant on Little Planet. They have the power to control time to preform amazing wonders.
  • Change: A power-up that swaps power-ups between Sonic and someone else.
  • Lead Sneakers: A pair gray shoes with white straps and socks that actually make Sonic slower when he obtains them.
  • Self-Propelled Bomb: A black bomb with a red ring around it and white eyes without pupils that will move in the direction of Sonic's opponent when he obtains it. If anyone hits the bomb, it will explode and make it's target take damage.
  • Snowboard: A type of board that is built to be used on snow-like terrain. Sonic primarily uses it to quickly travel down snowy terrain.
  • Cyclone: A red sports car that Sonic used in racing competitions during his youth.
  • Pogo Spring: A spring-type power-up that Sonic can bounce around on like a Pogo Stick until he jumps off of it.
  • Flash: A shiny star that, when collected, emits a bright, white, blinding light that impairs the vision of both Sonic and his opponent.
  • Reverse: A white ball with a red "R" on it. When Sonic collects it, it reverses the steering for his race car for a few seconds.
  • Triangles: Formations made up of 2, 3, or 4 triangles that function similar to Item Boxes; bestowing Sonic with a certain power-up whenever he walks or spins into it.
    • ? Item: A Triangle power-up that destroys all enemies in the area.
  • Item Panels: Floating emblem-like objects that function similar to Triangles and Item Boxes; containing power-ups that can be obtained when touched.
    • 5 Ring Bonus: An Item Panel power-up that gives Sonic 5 Rings when he touches it.
  • Emerald Shards: Fragments of either a Chaos Emerald or the Master Emerald, created when the gems have been forced into shattering. They possess Chaos Emerald energy inside of them, but they're not as powerful as that of a completed Chaos or Master Emerald. Collecting all of the shards and bringing them back together again will reform their gestalt Emerald.
  • Level Up Items: Special pieces of equipment that can grant new powers and abilities to whoever is wearing them.
    • Light Speed Shoes: A pair of footwear based on Sonic's shoes that allow him to perform the Light Speed Dash and travel along trails of Rings.
    • Crystal Ring: A simple, smooth, cyan bracelet that Sonic wears on his right wrist. It allows him to take half the time to charge the Light Speed Dash and Attack.
    • Ancient Light: A hovering white orb of light that is absorbed into the body of those who touches it. Obtaining the it allows Sonic to perform the Light Speed Attack, an attack that destroys multiple enemies at once.
    • Bounce Bracelet: A specialized bracelet that Sonic wears on his wrist. When wearing it, it allows him to perform the Bound Jump.
      • Magic Gloves: A set of 3 yellow spikes attached on the top of the Bounce Bracelet. When wearing them, they allow Sonic to perform Magic Hands, where he captures his enemy in a ball before throwing them.
    • Flame Ring: A golden bracelet with a vermilion drop-shaped crystal embedded into the outer edge that flashes when the user is wearing it. When wearing it, Sonic's Somersault is upgraded to the Fire Somersault, which can destroy metal containers with a fiery aura.
    • Mystic Melody: A floating, white glowing orb that emits transparent notes and small rings. Once obtained, it allows Sonic to play a "mystical melody" on a transverse flute. When using the Mystic Melody near an Ancient Ruin, it will create new paths through the stage.
    • Antigravity: An unseen object that can be can be equipped to Sonic's Custom Shoes. When obtained, it allows Sonic to perform the Sliding Attack, allowing him to squeeze under tight spaces or attack enemies.
    • Light Chip: An unseen object that can be equipped to Sonic's Custom Shoes. Once obtained, it allows Sonic to use the Light Speed Dash.
    • Red Gem: A red emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to perform Slow, which slows down time.
    • Blue Gem: A blue emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to use Mach Speed and dash forward.
    • Green Gem: A green emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to perform the Tornado to attack his enemies.
    • White Gem: A white emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to perform the Homing Smash, which allows him to manipulate his Homing Attack.
    • Yellow Gem: A yellow emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to create the Thunder Guard, a type of yellow Thunder Shield. If the Thunder Guard shield is destroyed by enemy attacks or obstacles, it can simply be put up again by using the Yellow Gem again, allowing a near permanent shield.
    • Sky Gem: A cyan emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to perform the Gun Drive to fly across long distances.
    • Purple Gem: A purple emerald cut gem that can be equipped on Sonic's Custom Shoes. When used, it allows Sonic to perform Scale, which shrinks him down in size and allows him to jump in mid-air without limit.
    • Stomping Shoes: A pair of heavy steel shoes that resemble Sonic's shoes, but have spikes on the soles. With them, Sonic can perform the Stomp, which allows him to slam directly downwards in the middle of a jump.
    • Wall Jump Shoes: A pair of shoes resembling Sonic's shoes, but have coils equipped on their soles. With them, Sonic gains the ability to perform the Wall Jump, allowing him to jump off of and scale walls that are vertically opposite to each other.
    • Air Boost Shoes: A pair of shoes resembling Sonic's shoes, but have small white wings on the sides. With them, Sonic is able to use his Air Boost, a variant of the Sonic Boost performed in midair.
  • Sandboard: A type of board that is built to be used on sand-like terrain. Sonic primarily uses it to quickly travel down sandy terrain.
  • Forcejewels: Special gemstones found in Maginaryworld that can be used for advantages as well as disadvantages against opponents.
    • 1 Force March: A pale blue Forcejewel that forces another player of Sonic's choice to move only 1 space on their upcoming turn.
    • 6 Force March: A pale red Forcejewel that forces another player of Sonic's choice to move exactly 6 spaces on their upcoming turn.
    • Barrier Amber: A teal Forcejewel that creates an impassible force-field around Sonic, thereby preventing all other players from passing him for 5 turns.
    • Battle Ruby: A slate grey Forcejewel that replaces all Plus and Minus Ring and Event spaces with Battle spaces for 4 turns.
    • Blockite: A white Forcejewel that negates the effects of the Forcejewels that the other players use on Sonic. This effect will last for as long as the Blockite remains in Sonic's possession. However, the Blockite will be lost after it's first usage.
    • Carbuncle: A purple Forcejewel that contains a fairy which is said to love eating Forcejewels and to have a big appetite. On random turns, and without permission from Sonic, the fairy will eat one of the Forcejewels in Sonic's inventory. If Sonic is not carrying any other Forcejewels in his inventory, the fairy will resort to eating the Carbuncle it's continained in.
    • Chamelionite: A grey Forcejewel that transforms into a different, randomly-selected Forcejewel upon use. This new Forcejewel's power will then instantly activate.
    • Curse Opal: A lilac Forcejewel that prevents another player from moving for a certain number of turns, with 5 turns being the maximum. Which player the user of the Curse Opal will target is determined by a roulette wheel.
    • Deletite: A scarlet Forcejewel that removes every Forcejewel in another player's inventory. Which player the user of the Deletite will target is determined by a roulette wheel.
    • Duplichaos: An auburn Forcejewel that transforms itself into a copy of another Forcejewel in Sonic's inventory.
    • Fivealive: A dark blue Forcejewel that allows Sonic to move 5 spaces every turn, for a duration of 5 turns. As a trade-off, Sonic cannot use any Forcejewels until the effect of the Fivealive wears off.
    • Foolmoon: A peach-colored Forcejewel that swaps Sonic's card with the highest value out with another player's lowest-valued card. Which player Sonic will swap cards with is determined by a roulette wheel.
    • Geasdain: A vermilion Forcejewel that forces another player to move 6 spaces every turn, for a duration of 3 turns. Which player the user of the Geasdain will target is determined by the roulette wheel.
    • Hi-Speederald: A sky blue Forcejewel that allows Sonic to use 3 cards at once, either for moving around the board or when battling an enemy.
    • Hypnotite: A crimson Forcejewel that spins a roulette of Sonic's cards, and whatever number it lands on will result in all cards with that number being wiped from Sonic's inventory.
    • Lose Quartz: A green Forcejewel that replaces all Battle, Event and Plus Ring spaces with Minus Ring spaces for 4 turns.
    • Low Moonstone: An olive green Forcejewel that decreases the health and attack power of all monsters on the board, making them easier to defeat.
    • Magnifire: A pink Forcejewel that enlarges one player's area on the roulette wheel. Which player it will affect is chosen by Sonic. It can even be used on Sonic himself.
    • Maharajite: A golden Forcejewel that swaps Sonic's card with the lowest value out with another player's highest-valued card. Which player Sonic will swap cards with is determined by a roulette wheel.
    • Max-Speederald: A royal blue Forcejewel that allows Sonic to use 5 cards at once, either for moving around the board or when battling an enemy.
    • Medium: A mint green Forcejewel that warps all other players to the space that Sonic is currently standing on.
    • Packlite: A pale green Forcejewel that prevents every player, including Sonic himself, from accessing the Precioustone for three turns by blocking the Precioustone off.
    • Preciousite: A brown Forcejewel that spins a card roulette, and if it lands on a "1", Sonic will be teleported right next to the Precioustone. If it lands on any other number, Sonic will be teleported to a random space instead.
    • Reducite: A light pink Forcejewel that minimizes one player's area on the roulette wheel. Which player it will affect is chosen by Sonic. It can even be used on Sonic himself.
    • Ringidium: A sea green Forcejewel that replaces all Battle, Event and Minus Ring spaces with Plus Ring spaces for 4 turns.
    • Shield Quartz: A mauve Forcejewel that prevents the other players on the board from using a Forcejewel for 4 turns. Sonic himself is unaffected though.
    • Shuffire: A dark green Forcejewel that takes all the Forcejewels every player has at that moment, mixes them up and gives them back in a random order. All Forcejewels will be redistributed evenly.
    • Sonic-Speederald: A blue Forcejewel that allows Sonic to move 30 spaces across the board. However, the movement will be done in a random direction, meaning that Sonic will not be able to control which direction he will be heading in.
    • Speederald: A light blue Forcejewel that allows Sonic to use 2 cards at once, either for moving around the board or when battling an enemy.
    • Stopnite: A steel blue Forcejewel that creates an impassible force-field around the space on the board that Sonic is standing on, thereby preventing all other players from passing through that space for 3 turns.
    • Swap Jewel: A yellow Forcejewel that lets Sonic switch places with another player by spinning a roulette wheel. Whom the player Sonic is switched with is determined by the roulette wheel.
    • Teleport Ruby: An orange Forcejewel that lets Sonic teleport to another player's space by spinning a roulette wheel. Whom the player Sonic is teleported next to is determined by the roulette wheel.
    • Thief's Eye: A red Forcejewel that lets Sonic take another player's Forcejewel by spinning a roulette wheel and give it to himself. Which player Sonic will steal from is decided by the roulette wheel.
    • Transfire: A pale pink Forcejewel that teleports another player to a random space on the board. Which player Sonic will target is determined by a roulette wheel.
    • Turbo-Speederald: A silver Forcejewel that allows Sonic to use 4 cards at once, either for moving around the board or when battling an enemy.
    • Warp Crystal: An ivory-colored Forcejewel that will teleport Sonic to a randomly-selected space on the board.
    • Warponite: A lime green Forcejewel that teleports all players to randomly-selected spaces on the board.
    • Wastone: A dark orange Forcejewel that forces another player to use one of their Forcejewels on their upcoming turn. Which player Sonic will target is determined by a roulette wheel.
  • Magical Card: A magical playing card that Sonic can use to move a certain number of spaces to aid him in traversing Maginary World. Sonic can hold up to a maximum of 7 cards at any time. The majority of cards are plain numbered cards with values of 1-6. There are also the following extra Wild Cards:
    • Special Card: A special Magical Card that can be used to perform one of the following three acts:
      • 1. Roulette: Stop the roulette between 1 and S (7) then move the same number of spaces.
      • 2. Exchange: Exchange cards with another player.
      • 3. Steal: Steal from another player. Randomly takes up to 7 cards.
    • Eggman Card: A Magical Card that will spin a roulette with 16 grades of evil when used. The effect activated depends on what number the roulette wheel lands on:
      • 1. Sonic will lose all of his Rings.
      • 2. Sonic's cards are shown to the others for 2 turns.
      • 3. Using a roulette, Sonic must decide who to swap places with. It has no effect if the chosen player is on the same space.
      • 4. Dr. Eggman will move Sonic to a random space.
      • 5. For the next 5 turns, Sonic gets the 1 card for each battle they participate in.
      • 6. Sonic receives a Carbuncle Forcejewel.
      • 7. Dr. Eggman uses the Geasdain Forcejewel on Sonic, forcing them to move 6 spaces for the next 3 turns.
      • 8. Sonic's cards, Rings, and Precioustones are hidden from everyone for three turns.
      • 9. Dr. Eggman spawns a monster on the board. Anyone who runs into it will be forced to battle it.
      • 10. Dr. Eggman changes the "1" cards to "4" cards.
      • 11. Sonic must move 1 space for the next 5 turns.
      • 12. Sonic has Eggman cards for the next three turns.
      • 13. All Spaces on the board are hidden for 5 turns.
      • 14. All players receive the Swap Jewel.
      • 15. The player who drew the Eggman card will have Minus Ring Spaces for the next 4 turns.
      • 16. Sonic must rest for 1 turn.
    • Eggman's 4: A Magical Card of Eggman's liking that can be used like any other 4.
  • Chaos Drive: A small glowing crystal shard of crystallized Chaos Emerald energy that is usually contained in flask-like devices. They are commonly used as power source for various types of machines and other devices. Sonic is capable of utilizing it to replenish his energy.
  • Sonic Crackers: Stationary landmines that Sonic Places on the ground as a Ground Trap. If an opponent steps on it or if Sonic places another landmine elsewhere on the field, it will explode.
  • Power Core: A solid orb that has some form of transparent casing around it. It serves as a form of energizing core for Badniks. However, it can also be harnessed by other robots and organic beings. It comes in three different colors: blue, yellow and red. When Sonic absorbs a blue one, it can amplifies his physical attributes, resulting in stronger attacks and abilities.
  • Extreme Gear: A type of transportation that is used for racing. They come in many different types, ranging in appearance from hoverbikes to hover/roller skates to windsurfing boards to monowheels, to even the Greek letter Ψ, but the most common ones resemble hoverboards. Sonic's Extreme Gear is capable of allowing him to fly, or at least hover, at high speeds. Sonic is said to move faster than he can run on an Extreme Gear.
    • Air: A special type of fuel for Extreme Gears that's stored in Air Tanks. It's used to power Extreme Gears and perform special actions and tricks.
    • Gravity Points: Another special type of fuel for Extreme Gears that can be used as an alternative for Air and is stored in the GP Gauge, which shows the amount of Gravity Points Sonic possess. Gravity Points allow Sonic to use the power of the Ark of the Cosmos to perform Gravity Actions.
    • Gear Parts: Performance-enhancing technological components that can be installed into Extreme Gears. When activated, Gear Parts provides Sonic's Extreme Gear with various abilities and/or upgrades during a race, ranging from upgrading the Extreme Gear's basic attributes to granting additional abilities such as the ability to grind on rails.
      • Air Ride Skill: A Gear Part that transforms the Extreme Gear into an Air Ride-type Gear, granting the Extreme Gear the ability to Air Ride.
      • Angel/Devil: A Gear Part that changes the Extreme Gear into Angel/Devil mode.
      • Attack Time UP: A Gear Part that extends the duration of the effect of Attack by 2 additional seconds whenever Sonic obtains it from an Item Box on the racing courses, making Attack last a total of 12 seconds.
      • Auto Wall-Run: A Gear Part that allows Sonic to automatically access wall-route shortcuts without using Gravity Control.
      • Base Stats UP: A Gear Part improves the Extreme Gear's basic stats.
      • BGM Change: A Gear Part that transforms the Extreme Gear's form into that of the Super Hang-On.
      • Bike: A Gear Part that transforms the Extreme Gear into a Bike-type Gear, allowing it to crash through obstacles and barricaded routes without slowing down and gaining GP in the process.
      • Durability UP: A Gear Part that improves the Extreme Gear's endurance.
      • GC Boost UP: A Gear Part that improves the speed boost from Gravity Control.
      • Ghost: A Gear Part that causes Sonic and his Extreme Gear to become invisible to the opponents and his character icon to disappear from the minimap.
      • GP Gain UP: A Gear Part that increases the amount of GP gained from performing GP-earning actions by 50%.
      • GP Gauge UP: A Gear Part that increases the Extreme Gear's GP Gauge.
      • GP Usage UP: A Gear Part that grants unlimited GP for 25 seconds. This Gear Part can be used repeatedly.
      • Grind Skill: A Gear Part that allows the Extreme Gear to grind in Grind Areas.
      • Item Rank +1: A Gear Part that increases the chance of getting beneficial items from Item Boxes.
      • Ring Eater: A Gear Part that attracts nearby Rings.
      • Max Speed UP: A Gear Part that increases the Extreme Gear's top speed.
      • Parts Lock: A Gear Part that grants the effect of the Item Box power-up of the same name to all the opponents participating in the same race with Sonic, preventing them from activating their Gear Parts and using GP actions.
      • Ring Cap UP: A Gear Part that increases the number of Rings that Sonic can carry.
      • Start Speed UP: A Gear Part that increases the Extreme Gear's acceleration.
      • Status Trap: A Gear Part that grants the effect of the Speed Down Item Box power-up to all the opponents participating in the same race with Sonic, slowing them all down and preventing them from using GP actions.
      • Tank: A Gear Part that fully refills Sonic's GP Gauge.
      • Trick Rank +1: A Gear Part that increases the Rank of Sonic's Tricks by 1.
      • Throttle: A Gear Part that grants Sonic 1 of 3 abilities: Ring Cap UP, GP Gauge UP, or Max Speed UP.
      • Vision Trap: A Gear Part that grants the effect of the Colorball Item Box power-up to all the opponents participating in the same race with Sonic, obscuring their vision with multi-colored paint.
      • Wheel: A Gear Part that turns the Extreme Gear into a Wheel-type Extreme Gear, allowing it to burst through obstacles by driving into them without slowing down, while gaining Gravity Points for each obstacle destroyed. Additionally, Wheel also lets Sonic make Slide Turns, allowing him to make sharp turns without Gravity Control.
      • Yacht: A Gear Part that turns the Extreme Gear into a Yacht-type Extreme Gear, allowing it to use Air Ride and lets it automatically ride opponents' slipstreams for acceleration.
      • Power Skill: A Gear Part that allows Sonic to perform alternating punches that create small white shockwaves in the air that extend a small distance from him. Any obstacles and barricades in the vicinity will be destroyed.
      • Air Saver: A Gear Part that decreases the Air consumption rate that an Extreme Gear uses throughout a race.
      • Cornering UP: A Gear Part that increases the turning abilities of Extreme Gear.
      • Trick Boost: A Gear Part that gives Sonic’s Extreme Gear a free speed boost upon landing from a successful Air Trick until he either deactivates it or finishes the race.
      • Rapid Dash: A Gear Part that increases Sonic's top speed when performing a Kick Dash until he either deactivates it or finishes the race.
      • Rapid Stream: A Gear Part that increases Sonic's top speed when they are in a rival’s slipstream until he either deactivates it or finishes the race.
      • Extra Air: A Gear Part that increases the maximum capacity of an Extreme Gear's Air Gauge, which allows it to store more Air than normal.
      • Air Plus: A Gear Part that increases the amount of Air earned from performing Air Tricks by 33%.
      • Invisible: A Gear Part that turns Sonic and his Extreme Gear invisible, rendering him completely invulnerable to attacks from Action Items.
      • Big Air: A Gear Part that increases jump height when performing Air Tricks.
      • Item Lock: Rings: A Gear Part that influences all Item Boxes that Sonic touches, except for Item Boxes that are set to a specific power-up, to only give Rings.
      • Item Lock: Air: A Gear Part that influences all Item Boxes that Sonic touches, except for Item Boxes that are set to a specific power-up, to only give Air.
      • Music Change 1: A Gear Part that changes the background music during a race to "High Flying Groove".
      • Music Change 2: A Gear Part that changes the background music during a race to "Un-Gravitify".
  • Magnet: A power-up that allows Sonic to pull in nearby objects.
  • Star: A power-up that triggers Sonic's Signature Move (The Sonic Boom (Rivals)).
  • Shahra's Ring: A ring belonging to Shahra, the genie of the ring, which is used by her masters to give her commands. The Ring has a unique ability to grant as many wishes as the wielder desires–however, the wishes are not very powerful compared to that of a lamp-genie's. When Sonic wears it, he gains the ability to use many new skills that are powered by Soul Energy.
  • World Rings: A set of seven mystical rings from the world of the Arabian Nights that serve as the hearts that make up the stories of the Arabian Nights, as well as the ties that keep the world of the Arabian Nights together. Each World Ring corresponds to a different emotion that represents one of the story aspects of the Arabian Nights.
    • Yellow Ring: 1 of the 7 World Rings which is infused with the emotion of joy.
    • Green Ring: 1 of the 7 World Rings which is infused with the emotion of hatred. It has the power to cause others to go mad and turn them violent.
    • Red Ring: 1 of the 7 World Rings which is infused with the emotion of rage.
    • Blue Ring: 1 of the 7 World Rings which is infused with the emotion of prayers.
    • Aqua Ring: 1 of the 7 World Rings which is infused with the emotion of pleasure. It has the power to control storms.
    • White Ring: 1 of the 7 World Rings which is infused with the emotion of wishes.
    • Purple Ring: 1 of the 7 World Rings which is infused with the emotion of sadness.
  • Rich Ring: A Bigger, silver-colored Ring that has a 5-pointed star motif in the middle of them. It is a variant of the 20 Rings.
  • Pearl: A small, white spherical object with a faint orange aura that is just as commonplace as Rings in the World of the Arabian Nights. When Sonic collects one, it will charge up a small fragment of the Soul Gauge with Soul Energy.
    • Rich Pearl: A more powerful variant of the regular Pearl. It is a white spherical object with an orange aura, except it is larger and it's aura is more visible, akin to an extra layer. When Sonic collects one, it will charge the Soul Gauge with Soul Energy up to 20 times greater than what a regular Pearl can provide.
  • Arks of the Cosmos: A set of 5 ancient, ring-shaped metallic stones created by the Babylonians that allow the user to manipulate gravity.
  • Boxing Gloves: A pair of super tough gloves provide the maximum fighting edge. When Sonic wears them, they slightly increase his damage output, raising his Attack and Power by 1.
  • Cloth Gloves: A pair of casual, stylish and comfortable gloves. When Sonic wears them, they raise his Attack by 1.
  • Cursed Gloves: A pair of prototype combat gloves. They are tough to control, but very powerful. When Sonic wears them, they very greatly increase his damage output, raising his Power by 6, but lowering both his Attack and Defense by 2 each.
  • Golden Gloves: A pair of master crafted combat gloves without peer, a rare artifact. When Sonic wears them, they slightly increase his damage output, raising his Power by 1, as well as both his Attack and Defense by 2 each.
  • Gritty Gloves: A pair of all-around tough gloves for tough customers. When Sonic wears them, they moderately increase both his armor and damage output, raising both his Power and Armor by 2 each, but lowering his Defense by 2.
  • Lucky Gloves: A pair of durable, yet agile gloves soaked in clover juice. When Sonic wears them, they raise his Attack by 1 and his Luck by 2.
  • Mirror Gloves: A pair of shiny gloves made with flexible metal, boosting combat prowess. When Sonic wears them, they moderately increase his damage output, raising both his Attack and Defense by 1 each.
  • Polymer Gloves: A pair of gloves made with durable polymers. When Sonic wears them, they slightly increase both his damage output and armor, raising both his Power and Armor by 1 each.
  • Power Gloves: A pair of gloves infused with power that hit hard, but can be tricky to handle. When Sonic wears them, they greatly increase his damage output, but reduce attack, raising his Power by 5, but lowering his Attack by 2.
  • Rubber Gloves: A pair of light and smooth gloves for faster reaction. When Sonic wears them, they moderately increase his damage output, raising both his Power and Attack by 2, as well as his Defense by 1.
  • Sparkly Gloves: A pair of light and dazzling gloves that tingle with energy. When Sonic wears them, they greatly increase his damage output, raising his Power by 3 and Attack by 1.
  • Work Gloves: A pair of more durable gloves to pack extra punch. When Sonic wears them, they slightly increase his damage output, raising his power by 1.
  • Light Sneakers: A pair of simple, reliable sneakers. When Sonic wears them, they slightly increase his armor, raising both his Armor and Defense by 1 each.
  • Shielded Sneakers: A pair of prototype footwear offering the best armor available. When Sonic wears them, they greatly increase his armor, raising his Defense by 1.
  • Speedy Sneakers: A pair of light and well cushioned for more agility. When Sonic wears them, they slightly increase his armor, raising his Armor by 1 and his Speed by 3.
  • Spiked Sneakers: A pair of sneakers with cleats to provide an edge in combat. When Sonic wears them, they slightly increase his armor, raising his Armor by 1 and his Power by 2.
  • Stiff Sneakers: A pair of sneakers made with tough polymers. When Sonic wears them, they moderately increase his armor, raising both his Armor and Defense by 2 each.
  • Angel Amulet: A mystical amulet with the inexhaustible power to put the fallen back on their feet. When Sonic wears it, he will automatically revive with 1 HP should he be defeated once during a battle.
  • Earth Ring: A Ring infused with earthquake force. When Sonic wears it, it gives Earth damage to his basic attacks.
  • Economizer: A wrist device able to boost its wearer's energy levels. When Sonic wears it, it lowers PP cost of all of his POW Moves by 1.
  • Ice Ring: A Ring infused with the power of subzero cold. When Sonic wears it, it gives Ice damage to his basic attacks.
  • Immunity Idol: A mystical charm with the inexhaustible ability to make one immune to afflictions. When Sonic wears it, it causes him to become immune to negative status effects.
  • Kron Hammer: A rock hammer infused with ultimate combat power. When Sonic wields it, it very greatly increases his damage output, raising his power by 10.
  • Lightning Ring: A Ring infused with the power of raw lightning. When Sonic wears it, it gives Lightning to his basic attacks.
  • Nocturne Blade: A blade infused with ultimate martial skill and can leech off opponents' life energy to replenish the user's. When Sonic wields it, it raises his Attack by 4.
  • Refresher: A medical kit that regenerates 1 PP for Sonic at the end of each round of combat.
  • Replenisher: A wrist device that is able to regenerate the wearer's health over time. When Sonic wears it, it regenerates 5% of his maximum HP at the start of each round.
  • Spooky Charm: A mystical charm likely to cause fear in one's enemies. When Sonic wears it, it increases probability of enemies attempting to flee.
  • Voxai Teleporter: A teleporter infused with ultimate agility. When Sonic wears it, it raises his Defense by 4.
  • Water Ring: A Ring infused with the power of tidal fury. When Sonic wears it, it gives Water damage to his basic attacks.
  • Wind Ring: A Ring infused with the power of a hurricane. When Sonic wears it, it gives Wind damage to basic attacks.
  • Zoah Shield: An energy shield infused with invulnerability. When Sonic wields it, it greatly increases armor, raising his Armor by 10.
  • Antidote: A curative elixir that removes all bad status effects from one team member.
  • Bug Spray: A potent pesticide for pesky critters of the insect variety. When Sonic uses it, it inflicts the Weakened status effect on insectoid enemies, causing them to deal less damage to those they attack.
  • Clover Juice: A bottle of juice made with an extract capable of boosting one's luck for short periods. When Sonic drinks it, it raises his Luck by 10 for 3 rounds and cures the Cursed status effect, which decreases Luck.
  • Crazy Beans: Beans that boost the user in unpredictable ways. When Sonic eats them, they raise a random stat.
  • Cure All Spray: A large dose antidote spray that is able to remove status ailments from all team members at once.
  • Health Leaf: The leaf of a plant known for its healing effects. When Sonic uses it, it restores 100 HP.
  • Health Root: The root of a plant known for its healing effects. When Sonic uses it, it restores 250 HP.
  • Health Seed: The seed of a plant known for its healing effects. When Sonic uses it, it restores 50 HP.
  • Immunity Booster: A vaccine effective in preventing debilitating symptoms for short periods. When Sonic uses it, it prevents him from receiving negative status effects for 3 combat rounds.
  • Iron Tonic: A tonic made with medicine capable of toughening the skin for short periods. When Sonic drinks it, it moderately increases his armor for 3 combat rounds.
  • Med Emitter: An alien device that produces an energy pulse that heals all party members, restoring 250 HP.
  • POW Candy: A candy made with a refreshing formula that invigorates mind and body. When Sonic eats it, it replenishes 5 PP.
  • POW Drink: A drink made with a refreshing formula that invigorates mind and body. When Sonic drinks it, it replenishes 50 PP.
  • POW Gum: A gum made with a refreshing formula that invigorates mind and body. When Sonic eats it, it replenishes 10 PP.
  • Prune Juice: A juice made with an extract guaranteed to improve combat abilities for short periods. When Sonic drinks it, it raises his Attack by 10 for 3 rounds.
  • Psychic Water: A rare concoction capable of providing heightened premonition for short periods. When Sonic uses it, it raises his Defense by 10 for 3 rounds.
  • Revival Ring: A ring with the power to put the fallen back on their feet. When used, it can revive a KOed team member while restoring 10% of their maximum HP.
  • Refresher Wave: An alien device that produces an energy pulse that invigorates all party members, restoring 50 PP to each of them.
  • Ring of Life: A ring with the power to put the fallen back into fighting shape. When used, it can revive a KOed team member while fully restoring their maximum HP.
  • Rock Salt: A rare earth extract capable of raising one's raw strength for short periods. When Sonic uses it, it moderately increases his damage output for 3 rounds and cures the Weakened status effect.
  • Speed Bar: A candy bar made with medicine capable of boosting one's reflexes for short periods of time. When Sonic eats it, it raises his Speed by 10 for 3 rounds.
  • Big 50 Ring: A power-up that gives Sonic 50 Rings when he collects it.
  • Sacred Swords: 4 weapons use to protect the world of Camelot. They are used to dull Excalibur's scabbard's power during the battle with King Arthur, and to form a barrier around Castle Camelot with the barrier stones.
    • Arondight: A single-edge, dark-colored sword, with a semi-serrated edge and a web-like pattern near the point. On the blunt side of Arondight extends eight pointy metal layers, while the guard has another metal layer with a claw-like extension in front. The grip itself is white and thin, with a golden decorated top and a pointy sword pommel. It is Sir Lancelot's signature weapon.
    • Galatine: Despite being regarded as swords, this weapon bears more resemblance to a pair of twin axes. They each have a single silver edge with two spikes, which are attached to the side of a brown curve surface with light brown swirl patterns. The heads of Galatine themselves are attached to the hafts with metal staple which are connected to the brown upper part of the grips, which are white and have pointy golden sword pummels. They are Sir Gawain's signature weapons and can be dual-wielded in battle.
    • Laevatein: In terms of sword types, Laevatein resembles a rapier. It has a long, thin double-edged silver blade. Like most other traditional raipers, Laevatein has a golden cup hilt decorated with lines and a golden knuckle bow extending from the rim of the cup hilt to the sword pummel, which is golden as well and pointy. It also has a white and straight grip. It is Sir Percival's signature weapon.
    • Caliburn: A sentient, talking weapon and the legendary sacred sword who protects England in the world of Camelot from danger. At Sonic's arrival and pulling Caliburn out of the stone, it became the Hedgehog's partner to stop to Arthur's reign of terror. Caliburn has a cutting edge sharp enough to slice through solid rock.
      • Excalibur: The transformation of Caliburn, created by merging with the other 3 sacred swords; Arondight, Galatine and Laevatein. Essentially an amalgamation of all the sacred swords, Excalibur is the original and greatest of all the sacred swords. Caliburn's transformation to Excalibur was caused due to Sonic's willpower. His "never give up" attitude rekindled the long lost light of Excalibur, allowing Caliburn to become Excalibur and Sonic to become Excalibur Sonic.
  • Ring Container: An object that comes in various, medium-sized sized objects, be it wooden barrels, fruit baskets, cave crystals, wooden frame crates, pots, brown sacks, etc. that grants Sonic Rings when touched, although upon doing so, it will be destroyed, much like Item Boxes.
  • Mega Horn: A short range, offensive clown horn-like item that creates a destructive soundwave that flips surrounding opponents.
  • Confusing Star: A shooting star-like item that targets the nearest opponent and confuses them.
  • Manual Rocket: A rocket that, when launched, homes in on the nearest opponent ahead of Sonic to flip them over. Also available as a set of 3; if used all at once, they will target the nearest 3 drivers.
  • Mine: A motion-activated mine that Sonic can place in the path of oncoming vehicles in order to slow them down. They spin around the other racers by exploding on contact or after a certain time has passed. Also available as a set of 3; if used all at once, they are placed in a line perpendicular to the front of the user's vehicle.
  • K.O. Glove: A projectile covered in a boxing glove that, when deployed, bounces off the sides of tracks to easily knock out rivals. Also available in a set of 3; if used all at once, they are fired at different angles: one straight ahead (or straight behind) and the other two at a 30-degree angle.
  • Pocket Rainbow: A small rainbow trap that temporarily obstructs the view of other racers with a spectrum of dazzling colors.
  • Giant Rocket: A giant rocket that flies down the center of the track to trigger a devastating detonation that spins out other racers.
  • Bowling Bomb: A big bomb that barrels out in front of Sonic and lands with an explosion that slows down rivals. The bomb is also available as a set of 3.
  • Distraction Items: Blue glass capsules with red caps on the top and bottom of them with power-ups contained inside them. Similar to Item Boxes, Sonic can open Distraction Items by breaking them to collect their power-ups.
    • Exploding Balloon: A Distraction Item power-up that gives Sonic an explosive balloon to send towards his opponent to deal damage to them and stop them in their tracks.
    • Mine: A Distraction Item power-up that allows Sonic to deploy a Mine on the playing field for his opponents to collide with and be slowed down by.
    • Reaper
    • Spring: A Distraction Item power-up that covers bottomless pits with multiple Springs to prevent Sonic from falling into a pit.
    • Steal Boost
    • Steal Wisp
  • Energy Core: A glowing energy orb that Sonic can collect to power up his Boost.
  • Speed Star: Sonic's personal racing car, specially created by Dodon Pa for Sonic to let him participate in his Grand Prix competition.
  • Blowfish: A Pickup Item that gives Sonic a puffer fish to deploy as a mine, which will explode when another racer hits it to slow them down.
  • Boost (Pickup): A Pickup Item that allows Sonic to accelerate without using Dash Panels or drifting.
  • Firework: A Pickup Item that gives Sonic a firework to launch at his opponent to stun them for a short time with firework effects surrounding them.
  • Glove: A Pickup Item that gives Sonic a baseball glove that blocks any Pickup item projectiles aimed at him and deflects any obstacle, regardless of which direction the source of harm may come from. The effect wears off after 15 seconds or once it blocks something.
  • Hot Rod: A Pickup Item that gives Sonic a yellow car engine that appears on the back of the his cart and boosts its speed beyond that of the Boost Pickup item.
  • Ice Cannon: A Pickup Item that gives Sonic a large white snowball that lets him fire 3 snowballs which he can fire at his opponent, either at once or individually. Hitting an opponent with two or more snowballs in succession or all of them at once will leave the opponent temporarily frozen. Getting hit by just one snowball will only slow down the opponent temporarily.
  • Drone: A Pickup Item that gives Sonic a blue, gray, and red remote control with a red button and antenna that can deploy a miniature drone from the front of Sonic's car which will track down opposing racers. Upon reaching its target, the Drone will explode, damaging the racer and slowing them down.
  • Swarm: A Pickup Item that gives Sonic a swarm of disgruntled normal-looking yellow and black bees that Sonic can send after the racer furthest in front to block their progress until it comes to a stop. Along the way, the Swarm sets up a series of obstacles resembling giant bees in their immediate path, which the racers can attempt to avoid (or destroy with their own item). Should a racer bump into any of these insects, they will get hurt and slow down. Not even the user of the Swarm is immune to its obstacles.
  • Twister: A Pickup Item that gives Sonic a small and yellow dust devil about a couple of meters tall that will automatically home in on an opponent, and upon impact, the opponent will spin out of control. As a result, the opponent's vehicle will be flipped around and the racer's vertical controls will be reversed for a short time.
  • Skills: Equippable skills that Sonic and his younger Self can equip for additional aid.
    • Power Brake: A Skill used by both Classic and Modern Sonic that allows them to stop instantly, regardless of how fast he is running, allowing for tighter breaking movements.
    • Sure-Footed: A Skill used by both Classic and Modern Sonic that allows them to instantly land on their feet after taking damage, effectively preventing them from being stunned after taking damage.
    • Safety Net: A Skill used by both Classic and Modern Sonic that allows them to restart an Act with Rings already in their possession after losing a life.
    • Last Chance: A Skill used by both Classic and Modern Sonic that allows them to gain one extra 1-Up should they run out of lives during an Act.
    • 10-Second Rings: A Skill used by both Classic and Modern Sonic that will keep any Rings dropped by them around for a total of 10 seconds before disappearing (instead of only a few seconds), giving them a better chance of recovering them.
    • Athleticism: A Skill used by both Classic and Modern Sonic that allows them to maintain more speed while moving in unfavorable terrain, such as when running uphill or under underwater.
    • Time Break: A Skill used by both Classic and Modern Sonic that allows them to slow down the flow of time for about 10 seconds at a time.
    • Super Sonic (Skill): A Skill used by both Classic and Modern Sonic that allows them to transform into Super Sonic whenever they have all 7 Chaos Emeralds and at least 50 Rings on them.
    • Drop Dash: A Skill used by Classic Sonic that allows him to perform the Drop Dash.
    • Shield (Skill): A Skill used by Classic Sonic that grants him up to 2 Shields during 1 stage Act.
      • Flame Shield (Skill): A Skill used by Classic Sonic that grants him 1 Flame Shield at anytime during an Act.
      • Aqua Shield (Skill): A Skill used by Classic Sonic that grants him 1 Aqua Shield at anytime during an Act.
      • Thunder Shield (Skill): A Skill used by Classic Sonic that grants him 1 Thunder Shield at anytime during an Act.
    • Twin Spin Attack: A Skill used by Classic Sonic that allows him to use the Insta-Shield.
    • Invincible Start: A Skill used by Classic Sonic that allows him to start off Act 1 for any Stage with the Invincible Item Box automatically obtained.
    • Power Sneakers (Skill): A Skill used by Classic Sonic that allows him to activate the Power Sneakers Item Box's effects at anytime during an Act.
    • Long Spin Dash: A Skill used by Classic Sonic that upgrades the Spin Dash, allowing him to travel further distances with this technique.
    • Treasure Scanner: A Skill used by Classic Sonic that emits a beeping noise that speeds up the closer he gets to an object that is otherwise hidden from sight, such as Item Boxes or Springs. When close enough, it will also automatically cause a black sphere to surround the hidden object, making it easier to uncover it.
    • Homing Attack (Skill): A Skill used by Classic Sonic that allows him to use the Homing Attack (a technique he is otherwise incapable of) in regular stages.
    • Hercules Muscles: A Skill used by Classic Sonic that allows him to push around movable objects (such as movable boxes) much faster.
    • Breath Holder: A Skill used by Classic Sonic that allows him to stand underwater for longer periods of time than normal without the risk of drowning.
    • Boardmaster: A Skill used by Classic Sonic that grants him one Skateboard power-up in the 1st Act of any Stage in the game without having to open an Item Box.
    • Ring Time: A Skill used by Classic Sonic that surrounds him in an atom-like "shield" that lasts for 15 seconds. Any enemies that get near him during this time will then be turned into Rings.
    • Blast Off: A Skill used by Modern Sonic that grants him 1 extra Boost, free of energy consumption, when the word "GO" shows on screen at the start of an Act.
    • Speed Up (Skil): A Skill used by Modern Sonic that increases his overall maximum speed.
    • Direct Jump: A Skill used by Modern Sonic that increases the speed of his Wall Jumps, allowing him to cross/scale Wall Jump Blocks faster.
    • Power Stomp: A Skill used by Modern Sonic that allows him to unleash a powerful shockwave upon impacting the ground that damages nearby enemies whenever he performs the Stomp. This effectively increases the Stomp's attack range, allowing him to take out more enemies in the vicinity.
    • Quick Slide: A Skill used by Modern Sonic that allows him to use the Quick Step whenever he is riding a Skateboard in regular Stages.
    • Acceleration: A Skill used by Modern Sonic that greatly increases his acceleration rate, allowing him to reach top speed faster.
    • Smasher Bonus: A Skill used by Modern Sonic that increases the recharging rate of the Boost Gauge from breaking enemies and other obstacles.
    • Ring Energy Bonus: A Skill used by Modern Sonic that increases the recharging rate of the Boost Gauge from collecting Rings.
    • Boost Gauge Up: A Skill used by Modern Sonic that doubles the size of the Boost Gauge's capacity, allowing him to store twice as much energy for the Boost than normal.
    • Serial Homing: A Skill used by Modern Sonic that allows him to perform sequential Homing Attacks at a much faster rate.
    • Auto-Gauge: A Skill used by Modern Sonic that causes the Boost Gauge to automatically replenish itself with small amounts of energy over time if it is not full.
    • Gauge Rebooter: A Skill used by Modern Sonic that causes the Boost Gauge to be fully charged when he is forced to restart from losing a life.
    • Trick Mastery: A Skill used by Modern Sonic that allows him to perform Freestyle Tricks at a much faster rate, letting him build up extra units to fill up the Boost Gauge from a single trick combo.
    • Endless Boost: A Skill used by Modern Sonic that allows the Boost Gauge will constantly remain full, allowing infinite use of the Boost. However, it also prevents him from picking up Rings, meaning he is more vulnerable to being hit.
  • RC Vehicles: Remote-controlled devices made by Miles "Tails" Prower via Materials to help Sonic get through Zones faster and/or defeat Badniks. RC Vehicles come in a variety of shapes and appearances, but most of them are based on airplanes.
    • RC Helicopter: A type of RC Vehicle that can drop a bomb at Sonic's location, destroying all nearby enemies. Once the bomb hits the surface, the Helicopter disappears.
    • RC Fighter: A type of RC Vehicle that can shoot missiles at enemies, damaging them. After 15 missiles are launched, the RC Vehicle disappears.
    • RC Bomber: A type of RC Vehicle that can turn Sonic invisible to all enemies. After 20 seconds, or if Sonic gets hit by an enemy however, the Stealth Jet RC Vehicle will disappear.
    • RC Hovercraft: A type of RC Vehicle that can carry Sonic through the air avoid tricky paths or enemy hordes. If Sonic drops on the ground or uses the Hovercraft for 30 seconds however, the Hovercraft itself will disappear.
    • RC Balloon: A type of RC Vehicle that can carry Sonic through the air, similar to the Hovercraft RC Vehicle, letting him avoiding enemies, bottomless pits, or other dangerous obstacles.
    • RC UFO: A type of RC Vehicle that can lower the effects gravity has on Sonic for about 10 seconds, thereby slowing down his jumps. After being used for that time (or if Sonic does not jump), the UFO RC Vehicle will disappear.
    • Omochao: A type of RC Vehicle that can be used to collect various items that Sonic can collect from a distance, including 1-Ups, Rings, and Item Boxes.
  • 100 Count Ring: A power-up that gives Sonic 100 Rings when he collects it.
  • Boost Energy: An item that is used to refill the Boost Gauge.

Intelligence: Genius normally, Extraordinary Genius Combatant (Through years of countless adventures, Sonic has shown himself to be a skilled and formidable combatant. Despite not having undergone any known training, Sonic's decades of combat experience have made him a skilled and powerful fighter, and he has even been hinted to train and practice by himself and with others. Specializing in a fluid, precise, and kinetic fighting style based on blitzing foes with a myriad of techniques that are based on all kinds of several fighting techniques ranging from Capoeira to straight up MMA fighting styles, along with Sonic's personal fighting style based on his species' ability to curl into a ball. The Blue Blur's single greatest asset is his signature superhuman speed, which he has demonstrated complete mastery over in any environment due to full control of his momentum. Because of this, Sonic excels in applying his speed and agility into evasive maneuvers and offensive techniques fueled by momentum-based combat, allowing him to use his incredible agility. Using his super-speed for high-speed offense and defense, Sonic is capable of running at a maximum tilt in straight lines, as well as in full tight circles and through sharp turns with full control over his momentum. 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 to detect attacks beyond his field of vision. Beyond clever applications of Sonic's speed is his capacity for adaptability and quick learning; Sonic possesses considerable cognitive ability, capable of mastering concepts with few repetitions. This is shown when he quickly grasped the controls of Extreme Gear on his first try and later developed advanced techniques despite being self-taught, quickly growing from being an amateur at Extreme Gear to being capable of going head-to-head with legendary Wind Masters like Jet the Hawk, who is considered the greatest Extreme Gear racer in the world, as well as outwitting Metal Sonic in a race, who at that point had copied the data of all the Extreme Gear racers in the World Grand Prix, including Sonic himself, and was declared unbeatable by Eggman. Another example is when he realized Shadow was using the Chaos Emerald to "warp" despite never having encountered Shadow in the past. He later replicated Chaos Control himself with a fake Chaos Emerald, something that Shadow deemed impossible despite his intricacies with Chaos Energy. Sonic has also been shown to learn and adapt quickly to new situations, which allows him to notice patterns in his opponent's fighting style and adapt to engage them in combat, such as when could fight Emerl when the Gizoid had the skills and data of the playable cast in Sonic Battle. Became the successor of the secret Linshao Kung Fu. Beyond clever applications of Sonic's speed is his capacity for adaptability and quick learning; learned swordsmanship in less than a day of training, so quickly 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 and effortlessly applying it to his speed, capable 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 allowing him to best master swordsmen like the legendary Knights of the Round Tableand King Arthur himself, becoming the greatest knight of all time. In addition to using advanced techniques, Sonic can apply his speed to his swordplay for quick and swift slashes, and become a buzzsaw by spinning with his sword, enabling him to slice clean through enemies. Further testaments to his combat prowess include triumphs over martial art experts, "ultimate" mercenaries, powerful Gizoids, violent alien leaders, persistent super scientists, speedsters with comparable skills, and machines with years of research on his movement patterns. His wit should also be at least somewhat comparable to that of Dr. Eggman's due to decades of thwarting his masterminded schemes. Despite Eggman's IQ of 300 and vast list of creations, such as the aforementioned machines with years of research into Sonic's movement patterns, Sonic has come out on top over 227,000 times. He is even capable of hacking the good Doctor's technology to get it to do what he wants, and once stole the exhaust hose from his jetpack without the Doctor even noticing. And on a side note, Sonic also has a thing for reading in his spare time. So he not only shows intellect in combat but in literature as well. Sonic is also knowledgeable on traditional martial arts such as Kenpo and Kung Fu, the latter of which he quickly mastered after only 2 sections of training. His skillset left Master Zik utterly impressed, calling his moves unique and acknowledging him as being a master on his own. 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)

Weaknesses: Sonic is incapable of swimming properly and sinks like a stone in water, putting him at risk of drowning. This may be due to aquaphobia; in a certain circumstance, should Sonic fall into water, he may feel trapped with no one to get him out. Furthermore, whilst underwater, Sonic's speed will be greatly decreased. However, he does not demonstrate this fear very often, and can overcome his incapability of swimming by running across the water's surface, using his enhanced leaping ability to leap out of the water, or swallowing air bubbles found underwater to keep from drowning. In addition, Sonic has trouble keeping his balance when coming to a sudden halt when running at high speed. He can also be cocky, arrogant, and overconfident and sometimes does not take things seriously which has gotten him into trouble on some occasions. Sonic's Light Speed Dash only functions when the Rings are near each other or have not been thrown by Sonic himself or an enemy. Also, when using this move, Sonic will be left vulnerable to attacks and if he gets hurt while using it, the move will be canceled out.

Notable Attacks/Techniques:

  • Spin Attack: Sonic's signature and core offensive maneuver. Sonic curls into a concussive ball or cutting disk while rolling along the ground at high speed and directs himself at his targets. Given enough speed, Sonic can use this move to shred or burrow through just about any substance, enemy, or obstacle and hit with enough force to pierce colossal boulders.
    • Spin Jump: Sonic jumps up into the air and curls into a ball, like when performing the Spin Attack. Sonic then starts rolling around midair at high speed and crashes into enemies or obstacles, dealing damage in doing so.
      • Spin Dive: Sonic Spin Jumps into the air and dive-bombs into his opponent, knocking them to the ground.
      • Double Spin: When his opponent is knocked down, Sonic Spin Jumps on them, and then Spin Attacks off of them.
    • Spin Dash: Sonic 1st crouches down and curls up into a tight concussive ball or cutting disk. Sonic then then starts charging up the attack from a stationary position by spinning rapidly on the spot and gaining potential energy before taking off into a high-speed rolling attack, dealing incredible damage to whatever he collides with. The move can be used for both attacking foes and simply travelling at high speeds.
    • Blue Tornado: Sonic uses the Spin Dash to circle around an opponent in midair at high speed while leaving a blue trail. The resulting slipstream creates a cyclone effect that forms a blue cyclonic vortex of air around the opponent.
    • Whirlwind: Sonic runs up in front of the opposing enemies and does a Spin Charge. Sonic then enters a Spin Dash and starts circling around all the opposing enemies at high speeds. While circling around the enemies, Sonic stirs up wind currents, thereby forming a vortex of wind resembling a miniature whirlwind, that encloses the enemies. During the creations of wind vortex, Sonic will move increasingly faster around his opponent, forming stronger wind currents and making the wind vortex larger. At the peak of the vortex's size, Sonic will stop spinning and jump into the air in front of his opponents, thus releasing the wind vortex on the enemies. After that, Sonic retreats to his team position.
    • Drop Dash: After jumping into the air, Sonic begins to rapidly spin his body to charge up a Spin Dash in mid-air as he drops down to the ground, upon where he will immediately launch straight into a Spin Dash once he touches the ground and roll forward.
    • Spin Slash: Sonic charges up a Spin Dash in mid-air, and then Spin Dashes in a circle at rapid speed, hitting his opponent several times in an instant.
    • Grand Slam: When Sonic parry's an attack, he will charge up his counterattack and then Spin Dash towards the enemy. Once he hits the enemy, he will launch a diving kick at them, causing weaker enemies to spin as they recoil from the counterattack.
    • Recovery Smash: When Sonic gets knocked away by an opponent's attack, he immediately counterattacks by smashing them with a technique similar to the Grand Slam.
    • Spiral Spin: Sonic uses the Spin Attack in a spiral formation and hits his opponent with it, knocking them into the air.
    • Spiral Feint: Sonic uses the Spin Attack to move in a circle disarmingly, and then suddenly Spin Dashes into his opponent, knocking them high into the air.
      • Double Feint: Sonic uses the Spin Attack to move in a circle disarmingly, and then charges up a Spin Dash for twice as long as if he were using Spiral Feint before Spin Dashing into his opponent, knocking them high into the air.
    • Spin Rocket: Sonic jumps backwards towards a wall and launches himself off of it with the Spin Attack, crashing into his opponent and knocking them high into the air.
    • Head Spin: Sonic jumps on his opponent's head and Spin Attacks down on it, knocking his opponent backwards and on to the ground.
    • Dizzy Spin: Sonic Spin Attacks in a circle around his opponent several times, with the opponent trying to follow his movements. This will cause the opponent to become dizzy, resulting in them spinning around and falling down due to dizziness.
    • Dodge Spin: Sonic ducks to evade his opponent's attack, and then immediately counterattacks by using the momentum to Spin Attack them, knocking them into the air.
      • Dodge Spin Dive: Sonic ducks to evade his opponent's attack, and then immediately counterattacks by Spin Jumping, dive-bombing into them and knocking them to the ground.
    • Dash Spin: Sonic runs towards his opponent and uses the momentum to Spin Attack them, knocking them into the air.
    • Air Spin: When both Sonic and his opponent jump into the air and end up close to each other, he immediately Spin Attacks them in mid-air, knocking them to the ground.
    • Wall Spin: Sonic runs up a wall and stands on the top of it, and then jumps down off of it to Spin Attack his opponent from above, knocking them to the ground.
    • Homing Attack: Sonic targets a nearby enemy or object from mid-air and automatically homes and launches himself directly into them, zeroing in and striking them with a midair Spin Attack.
      • Light Speed Attack: Sonic charges at all enemies within range at the speed of light with a series of light-speed midair Homing Attacks, destroying every lesser enemy in the vicinity (including those far away or above him), whether in direct or circular succession.
      • Jump Dash: Sonic jumps up into the air and then launches himself straight forward with a burst of speed mid-jump before descending downwards in an arc.
      • Focused Homing Attack: Sonic unleashes a barrage of Homing Attacks on a group of enemies (up to 6 at once). This type of attack can also work on just 1 foe; if 3 layers of reticles appear on a certain enemy, Sonic can use this technique to deal even more damage and possibly defeat the foe immediately.
      • Homing Dash: Sonic jumps into mid-air and homes directly into a target at high speed while leaving a colored trail, like the Homing Attack. Unlike the Homing Attack though, Sonic does not curl into a ball to attack; instead, he moves through mid-air like when using the Jump Dash.
    • Bound Jump: Sonic jumps into the air and stops mid-jump, he then curls into a ball and launches a Spin Attack straight downwards to slam down on any target below him with great force. When the Bound Jump impacts the ground, it will often bounce Sonic back into the air and occasionally create a shockwave.
    • Sonic Drive: Sonic throws out a Ring which continuously travels in the direction that he aimed at via a set pace, and can be blocked by walls. Sonic then curls into the Spin Attack form to home in on the Ring, dealing damage to anyone caught in the path and launching them. The Ring stays on the field for around six seconds before disappearing, and will instantly disappear if the Spin Attack is used.
    • Sonic Meteor: Sonic performs a Spin Attack, traveling straight down to the ground at a fast speed and bouncing off it (the rising period during the bounce also deals damage).
  • Super Peel Out: Sonic bends down slightly in a standing position and begins to move his legs in a figure-8 pattern to build up speed, all while remaining still in one spot. Once he's built up enough speed, Sonic blasts forwards at extreme speeds.
  • Insta-Shield: Sonic generates enough energy to create a rapid, temporary, 360 degree spiral flashing shield around him for a split-second that can slash enemies and items within his range without him having to touch them. It can also be useful for defeating more defensive enemies and even avoiding or deflecting projectiles.
  • Barrier: Sonic creates a frontal shield to defend himself in combat. The shield can only protect Sonic from attacks from the front.
  • Slip-Around: Sonic quickly moves around his opponent, positioning himself behind them.
  • Punch: Sonic punches his opponent.
      • Double Punch: Sonic punches his opponent twice in a row.
      • Triple Punch: Sonic punches his opponent 3 times in a row.
      • Punch Rush: Sonic punches his opponent 4 times in a row.
      • Super Rush: Sonic punches his opponent 5 times in a row, knocking them several feet away.
    • Punch Kick: Sonic punches his opponent and then kicks them immediately afterwards, knocking them to the ground.
    • Rush Spin: Sonic punches his opponent 4 times in a row and then Spin Attacks them immediately afterwards, knocking his opponent a few feet into the air before they fall back down again.
    • Punch Spin: Sonic punches his opponent and then spins around to behind them immediately afterwards.
      • Twin Punch Spin: Sonic punches his opponent twice in a row and then spins around to behind them immediately afterwards.
    • Scissor Punch: Despite the name of the move, Sonic actually slaps his opponent with both of his hands and arms at once in a pincer-like formation, squashing them flat.
    • Windup Punch: Sonic swings his arm around to charge up a punch before punching his opponent with increased power, knocking his opponent several feet away.
    • Back Punch: When Sonic is facing away from his opponent, he quickly turns around and punches them.
    • Hop Punch: Sonic jumps up, and then immediately punches his opponent when he lands, knocking them to the ground.
    • Wimpy Punch: When Sonic's opponent squashes him to half his height, he counterattacks by punching them.
    • Sonic Punch: Sonic attacks with a "Straight Punch" by hitting the opponent with a basic direct punch with his following fist.
    • Punch Attack: Sonic stands firmly on the ground where he punches the enemy in front with his fists up to 3 times in a successive combo attack.
  • Volley Toss: Despite the name of the move, Sonic actually uppercuts his opponent, knocking them into the air.
    • Toss and Attack: Sonic uppercuts his opponent, knocking them into the air, and then jump up after them immediately afterwards and then slams them, knocking them to the ground.
  • Kick (the Fighters): Sonic kicks his opponent.
      • Double Kick: Sonic Kicks his opponent twice in a row.
      • Triple Kick: Sonic kicks his opponent 3 times in a row, knocking them several feet away.
    • Side Kick: Sonic stands sideways on 1 leg and extends the other leg outwards to kick his opponent.
      • Double Side Kick: Sonic stands sideways on 1 leg and extends the other leg outwards twice in a row to kick his opponent twice in a row.
      • Triple Side Kick: Sonic stands sideways on 1 leg and extends the other leg outwards 3 times in a row to kick his opponent 3 times in a row, knocking them several feet away.
    • Leg Throw: Sonic puts his hand on the ground and spins around, sweeping his legs in front of himself, knocking his opponent several feet away.
    • Foot Sweep: Sonic falls down and presses his left hand against the ground and then sweeps one of his legs around in a 360 degree circle that resembles break-dancing, damaging anything he comes into contact with.
    • Horse Kick: Sonic puts his hands on the ground and turns around so his back is facing his opponent, and then extends his legs outwards to kick his opponent like a horse, knocking them into the air and several feet away.
    • Smackback Kick: Sonic stands sideways and sweeps his leg upwards and outwards to kick his opponent, knocking them into the air and several feet away.
    • Drop Kick: Sonic runs towards his opponent and uses the momentum to jump towards them and extends his legs outwards to kick them, knocking his opponent several feet away.
    • High Kick: Sonic jumps up and kicks his opponent, knocking them slightly into the air.
      • Dodge High Kick: Sonic jumps up to evade his opponent's attack, and then immediately counterattacks by kicking them mid-jump, knocking them into the air.
      • Back High Kick: When Sonic is facing away from his opponent, he quickly turns around and jumps to kick them, knocking them into the air.
    • Double Jump Kick: Sonic jumps up and kicks his opponent, and proceeds to do so a 2nd time in a row, knocking them off their feet before they fall back to the ground.
    • Skip Kick: Sonic takes 2 steps forward in a skipping fashion, kicking each time, knocking his opponent several feet away.
    • Hop Kick: Sonic jumps up, and then immediately stands sideways on 1 leg and extends the other leg outwards to kick his opponent when he lands, knocking them off their feet before they fall back to the ground.
    • Air Kick: When both Sonic and his opponent jump into the air and end up close to each other, he immediately kicks them in mid-air, knocking them to the ground.
    • Sonic Kick: Sonic spreads his arms out and hits the opponent with a swift, upward kick.
    • Top Kick: Sonic sits down in a kneeling position and leaps up to perform a stationary high-kicking punt forward.
    • Kick (Heroes): Sonic does a somersault and attacks forward along the ground while stretching out both of his feet in front of him, becoming surrounded by a blue aura. When using this move, Sonic can inflict damage to enemies or destroy Wooden Containers.
    • Axe Kick: Sonic runs up to the front of a single opponent and enters a Spin Dash. After charging his Spin Dash briefly, Sonic shoots himself straight into his opponent, striking his target hard, while enveloped in a light blue aura. As he rebounds from his target, Sonic sends himself back at his opponent and delivers an additional spinning double-kick to his target before jumping away back to his team position.
    • Flying Kick: Sonic dashes towards an enemy or projectile and jumps into the air and immediately hits it with a midair kick while dealing damage. Enemies or projectiles hit by this attack will then be sent flying away in the direction that Sonic kicked it until they touch a surface. If another enemy is caught in the path of the enemy knocked away by the Flying Kick, they will both be defeated.
    • Loop Kick: Sonic begins to do a loop while "flying" in midair. Then, he stops and charges an electrical kick while dashing towards the enemy, then giving the final blow.
    • Cyclone Kick: Sonic starts off with a strong kick, and then proceeds to spin in midair. While he spins, he creates a gust of electricity which surrounds the enemy. After the attack is finalized, the electricity disappears and Sonic does an acrobatic move in midair while launching himself upwards.
  • Turnaround: Sonic turns around so his back is facing his opponent.
  • Weapon Grab: Sonic pickpockets his opponent and steals their weapon and then proceeds to use it against them.
  • Foot Crush: Sonic stomps on his opponent's foot.
  • Stomp: When his opponent is knocked down, Sonic proceeds to stomp on them with his foot.
    • Stomp Dive: Sonic jumps into the air and uses the momentum of falling back down to the ground to forcibly stomp on his opponent with both of his feet when he lands, knocking his opponent to the ground.
    • Wall Stamp: Sonic runs up a wall and stands on the top of it, and then jumps down off of it to stomp on his opponent from above with both of his feet, knocking them to the ground.
    • Stomp (Unleashed): Sonic goes into midair (either by jumping or running off a ledge), and then slams directly downwards with one of his feet first, creating a blue aura field around him as he descends. Upon landing on the ground, Sonic forcibly stomps down, releasing a destructive shock-wave which causes damage to objects close to him.
  • Lock-on: Sonic locks onto a chosen target, with an indicator appearing in front of said target. When Sonic then performs an attack specifically tailored to the Lock-on, said attack will automatically home in on the target marked by Lock-on without failing, ensuring a virtually perfect hit.
  • Somersault: Sonic jumps up and rotates his body 360° around a horizontal axis with his feet panr his head. As he does this, Sonic strikes out with his legs, thereby adding an offensive element to the move. This technique can be used both on the ground and in midair. When used on the ground, the Somersault becomes an offensive roll akin to the Spin Attack. When used in the air on the other hand, the Somersault lets Sonic launch a wave of compressed air with his feet to attack and stun his targets with.
  • Grind: Sonic balances on and moves down a Grind Rail at high speeds.
  • Grind Step: While grinding beside a parallel Grind Rail, Sonic does a jump over to the parallel rail at high speed, from where he continues grinding. This allows him to quickly and safely switch lanes when grinding in Grind Rail sections. This way, he can dodge incoming obstacles on the Grind Rails while still maintaining speed or the Boost, as opposed to simply jumping to another rail.
  • Crouch: Sonic assumes a low position by lowering his head and upper body. This allows him to duck under and dodge attacks or obstacles that would otherwise hit him while standing up. When used while Grinding, it allows Sonic to gain a small boost of speed.
  • Light Speed Dash: Sonic travels at the speed of light along a trail of Rings, even in mid-air, be it straight or curved.
  • Speed Up: Sonic emits blue sparkles and becomes able to run at speeds exceeding his regular top speed for 10 seconds.
  • Time Stop: Sonic raises his right fist and calls out the "Time Stop," while using some sort of mysterious power that briefly turns all colors in the surrounding vicinity to negative (being restricted to only the opponent's vision after the move is activated), and a counter counting down from 10 will appear, which stands for 10 seconds, which is how long the effect lasts. This effect leaves the opponent completely immobilized, making it an ideal way for Sonic to gain the upper hand in a fight.
  • Skid Attack: Sonic performs a somersault and then slides across the ground on his back with his feet in front of him, striking several enemies in a row with his feet first before coming to an unstoppable halt. The range of this attack can be increased further by performing it while running at high speeds.
  • Super Skid: Sonic uses the Skid Attack while in Boost Mode, causing a green energy to will form around his feet, and the range of the move to increase.
  • Back Star: When Sonic is sent flying through the air, he performs a back-flip, causing him to stop and lurk backwards a few feet, thereby rapidly changing his flight direction.
  • Hop Jump: When Sonic is sent flying through the air, he assumes a more aerodynamic pose and does an upward spring in mid-air to gain extra height.
  • Humming Top: When Sonic is sent flying through the air, he thrusts body forward through mid-air while sticking his legs outward to attack enemies in his path (often while spinning), thereby increasing his horizontal speed to gain distance.
  • Boost Mode: When Sonic runs at full speed for a while, he enters a hyper-speed mode that enables him to run at extremely fast speeds that surpass his regular running speed, usually leaving afterimages in his wake.
  • Sonic Run: Sonic runs at supersonic speeds.
  • Sonic Leap: Sonic makes a short, but fast leap by setting off at high speeds while his arms are outstretched and as he kicks forward in a stepping bound.
  • Sonic Jump (Skill): Sonic performs a basic vertical jump into the air while transferring his signature speed into the set-off, giving the jump increased height and speed compared to a normal real-life jump.
  • Sonic Ballet: When Sonic is in the air, he performs an aerial forward somersault. This serves to increase Sonic's torque, with the force created from it being used to give him a burst forward in mid-air.
  • 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 and around him that can block any incoming attacks.
  • Sonic Heal: Sonic closes his eyes and stands firmly in one spot and begins to vibrate the molecules in his body at supersonic speed, rapidly healing him.
  • Sonic Flare: Sonic 1st falls straight down and carries his entire body on one hand. Using break dance moves (via the flare technique in acrobatics), Sonic then does a sweeping kick across the opponent in a circular motion, knocking them several feet away, before shifting over to his other hand and lifting his legs up on one hand (and then hopping back into neutral stance).
  • Sonic Up Draft: Sonic performs a somersault kick to knock opponents into the air.
  • Windmill: Sonic, while in the middle of a leap/dash, utilizes break dance moves to execute a Spin Kick to strike opponents by sticking out one leg and spinning 360 degrees around himself horizontally in mid-air.
  • Sonic Rocket: Sonic performs a powerful downwards kick whilst in mid-air.
  • Sonic Eagle: Sonic performs a powerful overhead axe kick from a frontward somersault, knocking opponents to the ground.
  • Sonic Wave: Sonic curls into a ball, as if to perform a Spin Dash. However, Sonic instead grinds the ground to create a forward-moving ground-traveling shock wave, whilst jumping backwards from recoil. This move can also be aimed, and the wave can also carry opponents due to the knockback and the projectile speed, depending on such a placement it can deal damage twice.
  • Sonic Storm: Whilst in the air, Sonic curls up into a ball and rotates quickly, releasing a forward-traveling shock wave fired downwards diagonally while flying a very small distance back from the recoil
  • Sonic Combo: Sonic unleashes a flurry of attacks from his moveset before finishing with Sonic Wave. The attack deals massive damage to any opponents caught in its field.
  • Strength Support 8: A passive skill that increases Sonic's defense, meaning him take less damage from opponents' attacks.
  • Attack Support 6: A passive skill that increases Sonic's attack capabilities, allowing him to deal more damage to opponents with his attacks.
  • Acceleration Up Lv 2: A passive skill that reinforces Sonic's movement capabilities, increasing his acceleration.
  • Boost: Sonic surrounds himself in a (usually) blue projectile-shaped aura-based energy shield and propels himself forward at speeds beyond the sound barrier, thus turning him into a highly destructive projectile moving at supersonic speeds. While using this move, Sonic is able to barge straight through obstacles and enemies at staggering speeds without slowing down.
  • Air Boost: Sonic jumps into the air and surrounds himself in a (usually) blue fiery aura-based energy shield while in midair and propels himself forward at speeds beyond the sound barrier, thus turning him into a highly destructive midair projectile. This moves not only allows Sonic to plow through midair enemies but also lets him move great distances through midair in pseudo-flight.
  • Dash Boost: Sonic envelops himself in a blue aura and blasts forward at high speed, automatically crossing bottomless pits and plowing through and destroying all obstacles and enemies in his path, but is unavailable to jump in this state.
  • Slide: Sonic falls down while running and slides along the ground with his feet in front of him, sometimes creating an aura field around him. While sliding along the ground, Sonic can damage any enemies or smaller obstructions caught in his path. The Slide also allows the Sonic to squeeze through narrow entrances, cracks, or doors.
  • Sonic Boom (Rivals): Sonic jumps into the air shouting "Sonic Boom", while drawing up wind around him, before using it to launch himself forward with a burst of speed so great that it breaks the sound barrier. Sonic will then fall back on the ground and start running normally with streams of air released in his wake. While active, the Sonic Boom gives Sonic increased speed and invulnerability, allowing him to damage enemies and opponents simply by running into them.
  • Quick Step: Sonic makes a swift-strafing movement to the left or right while running at high speeds. When using this move, Sonic often moves so fast that he appears as a blur.
  • Speed Break: 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.
  • Time Break: Sonic shouts "Speed Break", before slowing down the flow of time, thus slowing down everything around him and giving the player more time to react.
  • 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 losing much momentum, allowing him to get through tight turns at high speeds. In addition, it can be combined with the Boost to amplify its speed and power.
  • Hop: Sonic performs a small leap while running without going into a full Spin Jump. This can be used to quickly cross small gaps and clear low obstacles that would otherwise make him trip or negate the Boost, without losing speed and/or momentum, which is the downside to using a regular Spin Jump.
  • Soul Surge: Sonic briefly charges up power for an attack, with small rings of energy emitting from his feet. Sonic then either accelerates to beyond his top speed in a split-second with a high-speed dash (akin to Speed Break), jumps towards his chosen opponent and strikes the opponent with a fast kick with his left foot from midair, or, if he has a sword on hand, dashes up to his opponent to the full extent of his speed, appearing as a nearly instantaneous movement, and delivers a powerful slash to his opponent.
  • Cyloop: Sonic starts emitting a semi-pixelated blue energy trail behind him as he begins to run around. He then circles around his target, and upon finishing the loop by touching his energy again, he triggers a powerful updraft that can send smaller enemies flying high into the air and suspend them there for a while, lowering their defense and leaving them open to attacks, and when used on an enemy that covers itself in armor that nullifies damage, the updraft will temporarily blow its defense away, thereby make it vulnerable to damage. Outside of combat, the Cyloop can also be used to interact with puzzles and other environmental objects in the levels, such as blowing torches out. Using it on an empty field can also reveal hidden Rings, Memory Tokens, Seeds and other rare items.
  • Quick Cyloop: Sonic quickly Cyloops around an enemy when in the middle of a combo.
  • Parry: Sonic auto parry's any attack that hits him while he's in a guarding stance.
  • Sonic Boom (Frontiers): Sonic begins rapidly swiping his foot in circles around himself while in mid-air, creating a blue aura around it, and forming several small shockwaves which travel horizontally in the direction he faces.
  • Wild Rush: Sonic backs away and starts zigzagging everywhere, progressively heading towards the enemy before striking, akin to a lightning bolt.
  • Phantom Rush: Sonic attacks enemies in combos consecutively until a boost is activated, which will cause Sonic to move so fast that he creates afterimages, making it look like he's in multiple places at once and boosts his attack power by 20% until his combo is broken.
  • Homing Shot: Sonic launches a volley of 10 energy spheres, which contain shockwaves, at the enemy.
  • Cross Slash: Sonic floats and turns around the enemy, while blasting cross-like shockwaves at his enemy.

Key: Sonic 1 and 2 Base | Sonic 2 Super | Sonic 3 Base | Sonic 3 Super | Hyper | Dreamcast Base | Dreamcast Super | 2006 Base | 2006 Super | Generations Base | Generations Super | Forces and Onwards Base | Forces and Onwards Super

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