Character Stats and Profiles Wiki

In the past, we have encouraged users to create new pages for powers and abilities they thought the wiki lacked. However, as of now, we want new pages to be approved by the staff, meaning that new powers and abilities pages must be suggested. This can be done in our official Discord server in the suggestion channel, or messaged to a staff member. Of course, users can always create blogs about powers and abilities to include in their profiles if they don't want to attempt creating official pages. Linking to other wikis' powers and abilities pages is also permitted.

READ MORE

Character Stats and Profiles Wiki
Advertisement
Sonic the Hedgehog
Modern

The will to live, the drive to achieve, the desire to protect the ones you love - that kind of thing can grant a power you can't imagine.
~ Sonic to Sage

Fast Friends
Your plan will end like all your plans do: with you sitting in a pile of busted robot parts wondering how you failed so badly.
~ Sonic defying Dr.Eggman

An adventure's no fun if it's too easy.
~ Sonic the Hedgehog, Sonic Generations

Hah, think I'd miss this?! Time to crack that Eggman wide open... Yeah, let's party!
~ Sonic the Hedgehog, Sonic Heroes

What you see is what you get. Just a guy that loves adventure. I'm Sonic the Hedgehog!
~ Adventure Sonic to Adventure Shadow

I'm Sonic! Sonic the Hedgehog! I have no master except the wind that blows free!
~ Sonic to Sir Percival

I'm Sonic! Sonic the Hedgehog! I have no master except the wind that blows free!
~ Sonic to Sir Percival

Cut the crap, will ya?! You give yourself value and purpose! No one else! You gotta live for you! That's what it really means to be free! Now take! My! Hand!
~ Sonic

If this is your world, then it's a world that I don't want any part of!
~ Darkspine Sonic

Do I need a reason to want to help out a friend?
~ Werehog Sonic to Chip

What good is a world that goes on forever? That sounds pretty lame.

~ Excalibur Sonic

Think, man, think! One touch and you're not saving anyone! You'll only make it worse!
~ Sonic referring to his infection by the Metal Virus

The present day... The here and now that you've stolen... Time to take it back!
~ Super Sonic

The present day... The here and now that you've stolen... Time to take it back!
~ Super Sonic

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

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



Summary[]

Sonic the Hedgehog is the eponymous protagonist of the Sonic the Hedgehog videogame series as well as Sega's mascot. A blue, anthropomorphic hedgehog gifted with the ability faster than the speed of sound and beyond, hence his namesake.

Ever since stepping into the battle against iniquity, Sonic has been the champion of peace and is renowned all over the world for saving it countless times. During his many adventures, Sonic has traveled from the ends of the Earth to the far reaches of both space and time; he's faced countless trials that have tested him to the fullest and earned him many titles, allies, and the scorn of those who call him an enemy. Well-known for his legendary cocky attitude, easy-going demeanor and somewhat short temper (yet strong sense of justice, compassion, and love for freedom and adventure), Sonic uses his abilities to protect the innocent from his world and those beyond from those whom endanger it. That goes especially for his arch-nemesis, Dr. Eggman, who he defends the world from most often.

Powers and Stats[]

Tier: 4-A, higher with the Light Speed Attack, far higher with 3 Power Cores | 4-A to 3-C, higher with the Light Speed Attack | High 3-A to 2-C, higher with Boost, Focused Homing Attack, Flying Kick, and Color Powers, even higher with Final Color Blaster, Planetary Lifeforce, Double Boost and Tripe Boost | At least 2-C, higher with Boost and Phantom Rush | At least 2-C | At least 2-C | At least 2-C | At least 2-C, higher with four Prism Shards | Varies, At least 2-C to 2-A at his peak, higher with Super Sonic Boost and Arrow of Light, far higher as Starfall Super Sonic | 2-A, far higher as Perfect Starfall Super Sonic

Key: Early Adventure Era | Late Adventure Era | Modern Era-Forces (Pre-Imprisonment) | Forces (Post-Imprisonment)-Frontiers Era | Darkspine Sonic | Sonic the Werehog | Excalibur Sonic | Shatter Sonic | Super Sonic | Starfall Super Sonic

Name: Sonic the Hedgehog

Origin: Sonic the Hedgehog (Sonic Adventure)

Gender: Male

Age: 15

Classification: Anthropomorphic Hedgehog, Leader of Team Sonic, Blue Blur, Patient Zero of the Metal Virus (By Dr. Eggman)

Powers and Abilities:

All innate abilities of his Classic Era self in addition to:

All innate resistances of his Classic Era self in addition to:

(Possesses all item monitors used by Classic Sonic as well as):

All previous abilities and previous resistances as before:

All previous innate abilities plus;

All previous innate abilities plus:

All previous innate abilities plus:

Standard

  • Power Bestowal (When hit, they grant the user with a self-contained power ups)
  • Forcefield Creation (With Shields, which are omni-directional, defensive tools meant to negate an instance of damage against its wielder)
  • Damage Reduction (With Invincibility, which is stated multiple times in the franchise to be a power that grants the user to receive no damage for a limited time)
  • Statistics Amplification (Temporary via Power Sneakers. High Speed power up greatly increase the user's speed. Invincibility greatly enhances the user's durability)

Extreme Gear

  • Weapon Creation (Can create a regular basketball, bowling ball, and Tee Shot, enabling the user to use a golf club to shoot out golf balls, to damage other racers)
  • Technology Manipulation & Power Nullification (Self-Afflicted. When breaking open a Parts Lock Item Box, the playable character's tech is temporarily shut down except for the tech's mobility)
  • Statistics Amplification (Temporary via Attack & High Speed. With Attack, user gain further strength to plow through obstacles and they can run on foot to match the speed of Extreme Gear. High Speed grants increase acceleration of Extreme Gears to high speed)
  • Status Effect Inducement (With Colorball, which obscures the vision of others)

All previous innate abilities plus:

All previous Base resistances plus:

All previous innate abilities vastly enhanced plus:

All previous innate plus:

All previous innate abilities vastly enhanced plus:

All previous innate abilities unfathomably enhanced plus:

Resistance to


Attack Potency: Multi-Solar System level (Equal to Adventure Shadow, Consistently fought and defeated Chaos with little issue even when he absorbed up to 4 Chaos Emeralds when only one is capable of splitting the Earth into several pocket realities containing a starry sky[40], with the increase in power provided by the Chaos Emeralds being far superior to Fake Chaos Emeralds which themselves are superior to Power Cores)[Note AP 1], higher with the Light Speed Attack (The LSA is capable of letting Sonic one-shot enemies he normally takes several hits to kill), Multi-Solar System level+ with 3 Power Cores (Power Cores are concentrated energy that each double the user's attributes upon harnessing it [an 8x increase at Max Level])[41][Note AP 2]

Speed: Massively FTL+ (Can instantly reach lightspeed, described as moving at "warp speed", Outran a black hole[42] in Sonic Shuffle & can keep up with Chaos whilst empowered by 6 Emeralds[Note Speed 1]. Was stated to be moving faster than he had ever before during Sonic Adventure 2)[43][Note Speed 2], higher Reactions/Combat Speed (Consistently reacts to and dodges the V. Maximum Overdrive Attack with increases speed fourfold) and with the Spin Dash & Super Peel Out (The Spin Dash is a technique that allowed Sonic, Tails, and Knuckles to blitz a group of Eggforcers that were initially blitzing them with the Super Peel Out being even faster)[Note Speed 3], even higher with 3 Power Cores (Each Power Core amplifies speed twofold)[Note Speed 4]

Lifting Strength: At least Class M (Toppled the Egg Golem with a leg press[Note Lifting Strength 1]), Glass G with 3 Power Cores (Each Power Core increases Sonic's strength twofold[Note Lifting Strength 2])

Striking Strength: Multi-Solar System level (Can damage members of Team Dark, Rose and Chaos[44][45]), Multi-Solar System level+ with 3 Power Cores

Durability: Multi-Solar System level (Can take hits from Adventure Era characters), higher with Sonic Guard (Sonic's Guard Skill allows him to tank attacks that would normally be able to strike him down in one hit), Multi-Solar System level+ with 3 Power Cores, Up to Multiverse level+ Damage Transferral with Rings (Enough Rings can shield the holder from damage coming from those as strong as Supreme)

Stamina: Superhuman (During the events of Sonic Heroes which take place over the course of 3 days, he continuously adventured with little time to rest)

Range: Standard Melee Range, Hundreds Of Meters with abilities

Attack Potency: Multi-Solar System level+ to Galaxy level (On par with Shadow during the Black Arms invasion, who surpassed his Sonic Heroes self who was amped by 3 Power Cores. Fought and trained Emerl during early Sonic Battle. Continuously fought Emerl even after he acquired all 7 Chaos Emeralds, with each Emerald further increasing his capabilities. Had an easier time fighting Emerl than Shadow did & fought alongside Shadow against Emerl at full power[46][3]. Fought and defeated Ultimate Emerl in under 30 seconds after he captured the gigantic power of the Final Egg Blaster, which can destroy entire groups of stars, surpassing his limits. Fought and defeated Gemerl, Emerl's successor, who was designed to be the "ultimate fighting robot", multiple times whilst it was assimilated into various Eggman mechs during the events of Sonic Advance 3)[40][Note AP 3], higher with the Light Speed Attack (The LSA is capable of letting Sonic one-shot enemies he normally takes several hits to kill)

Speed: Massively FTL+ (Faster than before, Kept up with Shadow during the Black Arms invasion and with several of his rivals in Sonic Battle[46][Note Speed 5]. Can keep up with the Egg Mobile, Gemerl and Eggman's various machine which implement both[40], the latter of which can fly to the Nonaggression Zone)[Note Speed 6], higher Reactions/Combat Speed and with the Spin Dash[Note Speed 7]

Lifting Strength: At least Class G (Comparable to Shadow who surpassed his Early Adventure Era self)[Note Lifting Strength 3]

Striking Strength: Multi-Solar System level+ to Galaxy level (Can damage members of Team Dark, Rose and Chaos[44][45]. Fought Emerl at its strongest, including Ultimate Emerl. His strikes can badly damage Eggtech machines comprised of Gemerl[3][40])

Durability: Multi-Solar System level+ to Galaxy level (Can withstand hits from the early Sonic Battle cast)[46][3]. Can withstand attacks from Emerl with all 7 Chaos Emeralds, Ultimate Emerl and Gemerl, as well as Eggtech mechas which use the latter as a basis), higher with Sonic Guard (Sonic's Guard Skill allows him to tank attacks that would normally be able to strike him down in one hit), Up to Multiverse level+ Damage Transferral with Rings (Enough Rings can shield the holder from damage coming from those as strong as Supreme)

Stamina: Superhuman (Sonic possesses an indomitable force of will; in situations where most others would give up and where he is severely outnumbered and outgunned, Sonic never loses faith in himself and never surrenders)

Range: Standard Melee Range, Hundreds Of Meters with abilities

Attack Potency: High Universe level (Can harm the Babylon Guardian, who can reshape an entire digital dimension which is infinite in size. Assisted in the battle against Master Core: ABIS) to Low Multiverse level (Defeated Erazor Djinn, who controls the Night Palace, which has an infinite space and absorbed half of the pages which make up the Arabian Nights whilst most of his life-force was drained[8] and is stronger than the Ifrit Golem, who can burn the World of the Arabian Nights to nothing[8]. Can fight the Ifrit, who can destroy an entire dimension. Defeated King Arthur who possessed the Scabbard of Excalibur, who planned to merge the Kingdom of Camelot with the Underworld with the Scabbard of Excalibur[24][Note AP 4]. Defeated the Nega-Wisp Armour & Eggrobo, which possesses a destructive force that cannot be measured, Defeated Perfect Chaos in his base form[9][Note AP 5], higher with Boost, Focused Homing Attack, Flying Kick, and Color Powers (The Focused Homing Attack Can overwhelm high-level Badniks and the Zeti)[28][47][48], even higher with the Final Colour Blaster (Overpowered the Nega-Wisp Armor's ultimate move, destroying the mech in the process)[47] and Planetary Lifeforce (With just a small portion of this energy, he managed to overpower the Eggrobo's guard and destroy it)[28]

Speed: Massively FTL+ (Vastly superior to his Adventure Era self. Can avoid meteors crashing on a ship fast enough to travel parallax to stars. Could keep up with Master Core: ABIS whose powers allow it to move galaxies at these speeds. (Considers lightspeed as "small time", which is backed up by multiple statements stating that has surpassed lightspeed. Superior to his friends who could react to Solaris' light engulfing the universe)[Note Speed 8], higher Reactions/Combat Speed and with the Spin Dash & Super Peel Out[Note Speed 9] to Infinite (Traversed the entirety of the corridor in Night Palace, which is stated to be infinite in size[7][Note Speed 10]. Casually blitzed Tails' reactions, stealing a chili dog in front of him before he could notice despite the young fox being able to intercept him during the events of Sonic Colours)[Note Speed 11], higher Reactions/Combat Speed (Can react & dodge Shadow's Boost)[Note Speed 12] and with the Spin Dash[Note Speed 13], far higher with the Boost (The Boost increases Sonic's speed by nearly eight times[Note Speed 14], with Classic Sonic being amazed by the Boost despite being able to use the Super Peel Out) & Colour Powers

Lifting Strength: At least Class G[Note Lifting Strength 4] to Multi-Stellar (Grappled with and defeated the Egg Dragoon, making him comparable to his Werehog self[Note Lifting Strength 5])

Striking Strength: High Universe level to Low Multiverse level (Can harm the likes of Erazor Djinn, King Arthur and Perfect Chaos), higher with the Focused Homing Attack (The Focused Homing Attack can breach Zavok's while he can deflect a regular Homing Attack)

Durability: High Universe level to Low Multiverse level (Can Withstand attacks from the likes of Erazor Djinn, King Arthur and Perfect Chaos. No-sold the destruction of the Arabian Nights), Up to Multiverse level+ Damage Transferral with Rings

Stamina: Superhuman (Adventured his way throughout the Arabian Nights during Sonic and the Secret Rings & defeated Erazor Djinn even whilst his life force was being drained, with so much of his life-force having been drained that he was on his knees before he fought Erazor Djinn. Withstood a beating from Merlina and refused to give up regardless of his physical condition. Fought non-stop during the day against Eggman's forces and night against the Dark Gaia creatures during the events of Sonic Unleashed)

Range: Standard Melee Range, Extended Melee Range with Caliburn, Hundreds Of Meters with abilities and Color Powers

Attack Potency: At least Low Multiverse level (Grew in power to match Infinite, who is stated to be Sonic strongest enemy yet who with the Phantom Ruby can break the boundaries between dimensions[7] and create entire dimensions including Null Space, a closed-off dimension containing an endless void[7] before proceeding to fight the Death Egg Robot who surpassed Infinite using the real Phantom Ruby[7]. As a Zombot, Sonic is no weaker than before, fought evenly with Zombot Shadow, who ripped open Omega[49])[Note AP 6]. Had his potential awakened by Hermit Koco, growing 4 times stronger as a result[36])[Note AP 7], higher with Boost and Phantom Rush (The Phantom Rush amplifies Sonic's attacks by 1.2 times)[Note AP 8], far higher with Double Boost (Overwhelmed Infinite's guard alongside the Avatar)[7] and Triple Boost (Defeated the Death Egg Robot alongside the Avatar & Classic Sonic)[7]

Speed: Infinite (Kept pace with Infinite during their first rematch, who casually sidestepped his Boost in their first confrontation & can somewhat react to the Double Boost[Note Speed 15]. Kept up with the Death Egg Robot using his normal speed, which was stated to have surpassed Infinite[7][Note Speed 16]. Was stated be running faster than ever before by the time of Sonic Frontiers)[36][Note Speed 17], higher Reactions/Combat Speed and with the Spin Dash, Drop Dash & Super Peel Out[Note Speed 18], far higher with the Boost Double Boost (Used by Sonic & The Rookie to break through Null Space, a dimension stated to be an endless void containing nothing inside of it) & Triple Boost (Blitzed the Death Egg Robot)[Note Speed 19]

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

Striking Strength: At least Low Multiverse level (Grew in stronger during his six months of imprisonment eventually being able to contend with Infinite and the Death Egg Robot, whose capabilities surpassed Infinite. Can harm Surge with his strikes[19]. (Became 4 times stronger after having his potential unlocked by Hermit Koco), higher with Phantom Rush (Phantom Rush amplifies Sonic's attacks by 1.2 times)

Durability: At least Low Multiverse level (Withstood several attack from a casual infinite during their first rematch. Can take attacks from Surge who was perfectly calibrated using his bio-data as well as being electrocuted by the Dynamo Cage[50]), Up to Multiverse level+ Damage Transferral with Rings (in-game mechanic only)

Stamina: Superhuman (Ran at top speed almost nonstop for several days while physically and mentally taxed in order to fight off the effects of the Metal Virus, receiving minimal rest for the duration of the plague. Stated that he isn’t used to getting tired despite his adventurous lifestyle Absorbed Cyber Corruption to free Amy, Knuckles, and Tails from their imprisonment across the Starfall Islands. Even while dealing with the cyber corruption's influence across nearly all of Sonic Frontiers and dealing with it better than Sage predicted, he successfully scaled all six towers of Rhea Island and refused to stop until his friends were freed from Cyber Space. In situations where most others would give up and where he is severely outnumbered or outgunned, such as close encounters with the Titans when he's without all the Chaos Emeralds, Sonic continues to persist)

Range: Standard Melee Range, Hundreds Of Meters with abilities

Attack Potency: At least Low Multiverse level (Defeated Alf Layla Wa-Layla and restored the space-time of the Arabian Nights with a simple hand gesture[8])[Note AP 9]

Speed: Infinite (Can keep up with Alf Layla Wa-Layla in combat, whose abilities engulfed the world of the Arabian Nights in mere seconds which is infinite in size), higher Reactions/Combat Speed

Lifting Strength: Immeasurable (Able to push back Alf-Layla Wa-Layla's Spirit Blast, which is made up of the words of the stories themselves, as the Arabian Nights is made up of manuscripts and texts, Alf-Layla Wa-Layla was essentially using reality itself within the attack)

Striking Strength: At least Low Multiverse level (Reflected Alf Layla Wa-Layla's strongest attack back at him)

Durability: Low Multiverse level (Can takes Alf Layla Wa-Layla's attacks), Up to Multiverse level+ Damage Transferral with Rings

Stamina: Superhuman

Range: Standard Melee Range, Low Multiversal with abilities (Recreated the Arabian Nights with a mere hand gesture)

Attack Potency: At least Low Multiverse level (Was the result of being exposed to Dark Gaia energy in conjunction with the Chaos Emeralds, the energy taken from it allowed Dark Gaia to mature into its Perfect Form)[Note AP 10]

Speed: Unknown (Is considerably slower than his Base, but by how much is uncertain), with Infinite Reactions/Combat Speed

Lifting Strength: Multi-Stellar (Powered by Dark-Gaia's energy and the 7 Chaos Emeralds, when only one can shift a continent-sized landmass)[Note Lifting Strength 6]

Striking Strength: At least Low Multiverse level (Werehog Sonic was far stronger than his Base at the time, trading off a bulk of his speed in favor of raw strength)

Durability: At least Low Multiverse level (His Werehog form is able to take hits from machines such as the Egg Dragoon), Up to Multiverse level+ Damage Transferral with Rings

Stamina: Superhuman (Werehog Sonic is able to remain in prolonged combat with Dark Gaia creatures, often non-stop through the night)

Range: Several Meters via Elasticity, Hundreds Of Meters with abilities

Attack Potency: At least Low Multiverse level (Defeated The Dark Queen, who stomped his base form. With the Scabbard of Excalibur the Dark Queen would've warped the space-time of Camelot, merging it with the Underworld[24])[Note AP 11]

Speed: Infinite (Far faster than his Base Form within Black Knight, who previously caught up to the Egg Mobile in Unleashed. Kept up with and outfought the Dark Queen, who blitzed his Base Form), higher Combat/Reactions Speed and with with Soul Surge

Lifting Strength: Class G (Should be vastly stronger than his base Adventure self)

Striking Strength: At least Low Multiverse level (Can trade blows with Dark Queen Merlina and harm her)

Durability: At least Low Multiverse level (Can take attacks from Dark Queen Merlina), Up to Multiverse level+ Damage Transferral with Rings

Stamina: Superhuman (Should possess the stamina of his base self)

Range: Extended Melee Range, higher with Excalibur's extension, Thousands Of Kilometers with abilities

Attack Potency: At least Low Multiverse level (Powered by the energy of three Prism Shards which make up the Paradox Prism, with each Shard creating a distorted version of main reality which makes up the Shatterverse. 3 Prism Shards one-shot Chaos Sonic, who was far superior to him prior), higher with 4 Prism Shards (When he was blasted with the energy of four Prism Shards, he was able to defeat the Prismatic Titan in one shot when it had previously swatted him away effortlessly)[Note AP 12]

Speed: Infinite (Immensely faster than before, fast enough to physically be in two places at once as well as physically interact with himself)[Note Speed 20], higher Reactions/Combat Speed

Lifting Strength: Multi-Stellar (Far stronger than before)

Striking Strength: Low Multiverse level, higher when powered by four Prism Shards

Durability: At least Low Multiverse level (Empowered by the Paradox Prism's energy)

Stamina: Superhuman

Range: Standard Melee Range, Hundreds Of Meters with abilities

Attack Potency: Varies, (Powered by the Chaos Emeralds, which possess chaotic and fluctuating power levels), At least Low Multiverse level, (Far stronger than before. Comparable to Classic Super Sonic, who defeated the Phantom King[51]. Defeated the Egg Salamander alongside Burning Blaze[52], Superior to the World Rings and Paradox Prism)[Note AP 13], up to Multiverse level+ at his peak (Defeated Solaris across all of time alongside Super Shadow and Super Silver[53], fighting somewhat casually against its first form. Defeated the Egg Wizard alongside Burning Blaze[54]. Teamed up with Classic Super Sonic to defeat the Time Eater and were used to reverse the damage dealt across all space-time[9], which contains an infinite number of realities as well as Maginaryworld, an infinite amalgamation of universe-sized constructs. Destroyed 3 of the 4 Titans before teaming up with Supreme Sage to combat The End, dealing extensive damage to the eldritch horror before piercing through it[36])[Note AP 14], higher with Charged attacks (The Arrow of Light deals more damage to Solaris than the Shield of Light, which uses Solaris own attacks against it. One-shot Lightman Eggman's core after charging up the Arrow of Light)[36][Note AP 15]

Speed: Varies, Infinite (Far faster than anything a Base form can achieve, Superior to the World Rings and Shatter Sonic)[Note Speed 21] to Immeasurable (At his peak, Sonic could dodge attacks from Solaris, which are shown to possess temporal range, existing in the past, present and future, can blitz Solaris, attacking it faster than it can block Super Sonic's assault. Superior to Classic Super Sonic, who could maintain movement within the Egg Reverie Zone, a dimension where time continuously shifts back and forth whilst a base form can only float around aimlessly. flew through the end of time to fight the Time Eater, easily avoiding its attacks)[Note Speed 22], higher Reactions/Combat Speed and with the Spin Dash (Blitzed the Time Eater with the Homing Attack) and Super Peel Out, much higher with the Boost[Note Speed 23], far higher with the Power Boost, even higher with the Super Sonic Boost (Outmaneuvered the Time Eater & Blitzed it whilst performing the Double Boost alongside Classic Super Sonic) & with Charged Attacks (At full capacity, the Arrow of Light can attack Solaris faster than it can even defend itself while any less speed would get blocked by it in time. Blitzed Lightman-Eggman to the point where he couldn't react to the attack)

Lifting Strength: Immeasurable (Powered by the Chaos Emeralds, which are superior to the World Rings used to empower Darkspine Sonic. Capable of pushing back Solaris with his attacks)

Striking Strength: Varies, At least Low Multiverse level to Multiverse level+ at his peak

Durability: Varies, AT least Low Multiverse level, up to Multiverse level+ at his peak (Invulnerability makes it difficult to conventionally harm him)

Stamina: Infinite (Is powered by the Chaos Emeralds)

Range: Standard Melee Range; Hundreds of Meters, up to Interdimensional with his Aura (Super Sonic's aura swallowed several duplicates of Perfect Chaos and shattered alternate worlds of the Phantom Ruby); Varies to Multiverse level+ with abilities (Able to affect Solaris, who Dr. Eggman twice states is an extra-dimensional lifeform)

Attack Potency: Multiverse level+ (Prior to utilizing his Hidden Power, Super Sonic could barely scratch a possessed Supreme[55]. By combining his Cyber Corruption with his Super Form, he taps into a greater amount of power, with it being a 10.25x increase in power)[Note AP 16], even higher as Perfect Starfall Super Sonic (By drawing out the fullest extent of his Corruption for a final attack, Super Sonic ultimately finished off Supreme and dealt with The End in one strike[55])[Note AP 17]

Speed: Immeasurable (Utilizing his hidden power, Super Sonic can attack Supreme point-blank so fast that it's as if he never moved)[Note Speed 24], higher Reactions/Combat Speed, far higher with the Boost[Note Speed 25]

Lifting Strength: Immeasurable (Super Sonic leaves The End-possessed Supreme physically reeling when he breaks free from its grip)

Striking Strength: Multiverse level+ (A barrage of punches from Super Sonic's hidden power left Supreme helpless for an extended period)

Durability: Multiverse level+ (Vastly superior to before), even higher with the Perfect Parry (With the trade-off of needing to be timed precisely compared to the original Parry, Super Sonic is stated to be capable of parrying anything with it). Invulnerability makes it difficult to conventionally harm him)

Stamina: Infinite

Range: Same as Super Sonic


Standard Equipment:

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

Same as before (excluding the Flame Ring and Magic Hands), Wisps, and Sonic Crackers

Optional Equipment:

Shahra's Ring, Caliburn, World Rings, Ark of the Cosmos, Extreme Gear, Piko Piko Hammer, Gems, Time Stones, Power-Ups, Flame Ring, Magic Gloves, Arondight, Galatine, Laevatein, Herb of Toughness, Fiery Quaff, Hot Fiery Quaff, Vial of Calm, Philter of Tranquility, Super Antidote, Stone Protection, Petrification Immunity, Paralysis Cure, Paralysis Immunity.

RC Vehicles

Intelligence:


Genius

(Possesses great perception skills, deducing that Shadow used Chaos Control to "warp" rather than using conventional speed despite it being the first time he witnessed the ability. Is capable of hacking into Doctor Eggman's technology as well as that of the Ancients', whose technological capabilities surpass that Eggman's. Sonic has extraordinary skill in operating vehicles, being able to pilot planes such as the Tornado, water bikes such as the Wave Cyclone, his own personal sports car, the Speed Star, whilst also displaying the ability to drive his car sideways and backwards just as well as he can forwards, as well as being an extremely skilled Extreme Gear rider, defeating Metal Sonic after he had copied the data of all the extreme gear racers in the World Gran Prix, including Sonic. himself, and was declared unbeatable by Eggman's own word. Is a lot more insightful then he appears, being capable of seeing through deception or noticing things that others would have overlooked as well as figuring out the schemes of the intelligent & manipulative Rouge[56][57])

Extraordinary Genius

Far more skilled & experienced than his Classic Self. Through years of countless adventures, Sonic has shown himself to be a skilled and formidable combatant. Performed Chaos Control for the first time with a fake Emerald after watching Shadow, something the Ultimate Lifeform deemed impossible even with his intricacies with Chaos Energy. Successfully created a unique fighting which balances offence & defence mixed with his speed whilst also implementing break-dancing moves. Can "perfectly read" patterns, adapt & outperform opponents mid-fight, even those of master martial artists such as Knuckles. Sonic is also knowledgeable on traditional martial arts such as Kenpo and Kung Fu, the latter of which he quickly mastered it after only 2 sections of training, with his skills being so great that the over a millennia old martial arts genius, Master Zik, who was once the "strongest warrior of all", was utterly impressed with Sonic's skills, even calling his moves unique, with Sonic beating the old master 3 times even when he had help, being acknowledged by Zik as being a master on his own right.

The Blue Blur's single greatest asset is his signature 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 both in and out of combat in nearly any type of terrain and situation. Beyond clever applications of Sonic's speed is his capacity for adaptability and quick learning. Such instances are demonstrated several times within his adventures. Of note is when he began training with a sword for the first time to become a proper knight. Not only did he quickly learn how to use it to the extent that he became incredibly bored by it, but he effortlessly applied such teachings "like it was nothing" in a manner deemed as "like a true knight" during his very first battle. He continued greatly improving on his skills as the adventure went on, with him later on learning 3 unique styles of sword fighting, Knight style, focused on a balance of power and speed, Paladin style, focused on the power behind his strikes and Cavalier style, which is focused on quick strikes in rapid succession, all of which he effortlessly applied along his speed. Bested the legendary Knights of the Round Table and King Arthur himself, becoming the greatest knight of all time, accomplishing these feats with only 3 days of training. Has also displayed mastery over other weapons such as a lasso. Capable of precisely timing his attacks with his opponent multiple times in a roll, canceling the attacks and giving him an opening for a counter attack, doing so as early as his first real fight with Caliburn.

Kept up with Neo Metal Sonic after he copied his Biodata, which allows him to also copy one's own intellect for himself, and only need to retreat due to the additional army that was present, which he still said he could handle if Neo Metal was not there. Easily defeated and mocked Eggman while piloting the Egg Dragoon, a machine that has years of study of his movement patterns in the several years he and the Doctor have been fighting. Capable of outracing, outfighting & outthinking Metal Sonic across most of their fights and races, despite Metal's capabilities of copying and learning with each encounter and having powers & abilities similar to Sonic himself. Was initially equal to Surge, who was perfectly calibrated with his Bio-Data to be his equal, and that was so similar in all aspects that Dr.Eggman's systems were unable to differentiate her from him, but after a short while he was able to completely overwhelm her casually as their first fight went on, dominating the battle. Constantly fought and trained Emerl, a 4.000 year old war combat machine with its combative data alone having caused Gerald Robotnik's strongest computer to crash upon trying to load it, Emerl would go on to copy the fighting style, skills, abilities & poses of Sonic and all his friends yet Sonic was unimpressed with Emerl, continuing to to teach him. Fought the Gizoid as he gained more Chaos Emeralds and awoken more of his ancient combat data, even being able to train with him after he acquired all 7 Chaos Emeralds. Adapted to & defeated Ultimate Emerl in under 30 seconds after surpassing his limits due to capturing the energy from the Final Egg Blaster, using a fighting style which blended all the techniques that it had learnt. Fought and defeated Gemerl on numerous occasions, the perfected ultimate fighting robot based Emerl's data who is stated to improve after each encounter, growing stronger in the process. Casually defeats numerous E-121 Phi at a time, who whilst inferior to their inspiration, Emerl, can still accurately mimic the abilities of Sonic's friends.

Has gone toe-to-toe with primordial entities which have been fighting for over tens of thousands of years including Dark Gaia & The End, the latter of which fought the 4 Titans simultaneously & was deemed to be unstoppable to the point that defeating it required it to be sealed in Cyberspace. Defied the expectations of the supergenius AI Sage in regard to both his chances of survival against the Titans and the handling of his Cyber Corruption despite her ability to run millions of simulations in a short timeframe with an infinite amount of information, both of which she deemed it was impossible for Sonic to overcome. 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. Referred to by Doctor Starline as the only being capable of standing up to Dr. Eggman with sheer skill alone even with master martial artists such as Espio, an expert in ninjutsu that was impressed by Sonic's ability to simultaneously move and look as if he was invisible at incredible speeds, and Knuckles, with Sonic being a main force in the takeover of the planet after Eggman conquered it. Despite Dr. Eggman's intellect and vast list of creations, such as machines with years of research into Sonic's movement patterns, Sonic has come out on top over 227,000 times.


Weaknesses: He is too confident and can hold back just to make it more fun.

Notable Attacks/Techniques:

  • Spin Attack: While moving forward, Sonic is able to curl tightly into a defensive ball and roll along the ground to ram enemies as a concussive force or cutting disk.
    • Spin Jump: Sonic leaps into the air and proceeds to perform a Spin Attack, a technique that allows Sonic to attack a foe in quick succession, hit objects in[58] a return-to-sender fashion, and deter charging opponents.
      • Flying Spin Attack: In contrast to the Spin Jump, Sonic can utilize this technique while already in a vulnerable position within mid-air.[59]
    • Spin Dash: Sonic curls into a ball and begins spinning rapidly from a stationary position to charge up, then launches forward with enhanced mobility.
      • Homing Attack: Sonic performs a mid-air Spin Dash that homes in on opponents, striking them with perfect aim. After hitting, the attack's force will cause Sonic to bounce off the target, allowing him to attack enemies again immediately afterward[13] (potentially repeatedly) or attack other enemies in his nearby vicinity.[11]
        • Focused Homing Attack: Sonic locks on up to six enemies at once and executes a far swifter and stronger version of the Homing Attack. This attack can be charged up to dish out attacks capable of quickly overwhelming beings with comparable durability to Sonic himself.
        • Flying Kick: Sonic dashes towards an enemy or projectile and immediately hits it with a midair kick while dealing damage and sending them flying away. This move is sometimes the only means of defeating enemies which cannot be defeated by the Homing Attack.

  • Air Kick: Sonic jumps into the air and kicks out to counter an aerial combatant.
  • Air Spin: Sonic jumps into the air, curling into a ball to counter an aerial combatant in a manner reminiscent to the Spin Jump.
  • Dash Spin: Sonic runs at his opponent before carrying his momentum into a Spin Attack.
  • Dodge Spin: After dodging an attack, Sonic immediately retaliates with a high speed Spin Attack that barrels through his opponent and sends them flying into the air.
    • Dodge Spin Dive: Rather than dodging and doing a Spin Attack, Sonic dodges before curling into a ball and launching himself up into the air before slamming into his enemy with concussive force.
  • Double Kick: Sonic sends two consecutive kicks towards his opponent.
    • Triple Kick: Sonic follows up with an additional kick in a quick flurry that sends the opponent flying back.
  • Double Spin: Sonic jumps into the air as he curls into a ball, hitting his opponent once before landing in front of them while in position to immediately perform a Spin Attack.
  • Flying Kick: For particularly sturdy enemies that are impervious to Sonic's normal attacks, this is an alternate and much more powerful method. Sonic zips towards an enemy like he would for a Homing Attack, and then immediately strikes them with a mid-air kick to sending them flying. If another enemy is caught in the path of the enemy initially kicked away, they will be sent flying and take damage as well.
  • Foot Crush: Sonic brings up a foot, smashing it down onto the foot of the other opponent to leave them reeling in pain.
  • Head Spin: After jumping up and curling into a ball, Sonic spins on top of them and moves towards the back of their head to land a devastating hit that knocks them forward.
  • High Kick: Sonic does a jumping kick that sends his opponent into the air after impact.
    • Dodge High Kick: After dodging an attack, Sonic quickly retaliates with a jumping kick that sends his opponent into the air after impact.
    • Back High Kick: While spinning around, Sonic kicks out to hit his opponent when they're behind him.
  • Hop Kick: Sonic hops into the air before landing and doing a sweeping kick.
  • Hop Punch: Sonic hops into the air while reeling back a fist and quickly throws out his fist in a sweeping motion.
  • Horse Kick: Sonic turns and supports himself on his hands, throwing both feet out in a powerful motion behind him to hit the opponent and launch them away from him.
  • Punch-Spin: After a quick jab to leave his opponent slightly stunned, Sonic makes a quick stride to get behind them and attack.
    • Twin Punch Spin: Sonic performs the Punch Spin, but Sonic gives two quick jabs before getting behind them rather than one.
  • Scissor Punch: Sonic rears both hands back before slamming them closed on the opponent's head and dizzying them.
  • Side Kick: Sonic sends a swift horizontal kick towards his opponent.
    • Double Side Kick: Sonic adds an additional kick towards his opponent.
    • Triple Side Kick: Sonic sends yet another kick towards his opponent, the final launching them back.
  • Smackback Kick: Sonic charges up a horizontal kick that sends his opponent flying back on impact.
  • Spin Dive: Sonic launches into the air and curls up into a ball before ramming down onto his opponent from above.
  • Spin Rocket: When near a vertical surface, such as a wall, Sonic jumps against it and curls into the position of a Spin Attack before launching himself towards his opponent at great speeds.
  • Spiral Spin: Sonic curls himself up before launching himself in a gyrating motion and hurting anyone that he makes contact with.
    • Spiral Feint: Sonic begins to launch his Spiral Spin but stops soon after, instead launching himself towards the opponent for a Spin Attack.
    • Double Feint: Sonic proceeds to do the Spiral Feint, but stops his attack once more to catch dodging or suspecting enemies by surprise.
  • Stomp Dive: Sonic launches into the air before stomping down on his opponent.
  • Rush Spin: After a quick flurry of four punches, Sonic uses his Spin Dash technique to send his opponent up into the air after impact so he can move behind them.
  • Volley Toss: Sonic uppercuts his opponent, launching them into the air in the process.
    • Toss & Attack: After uppercutting his opponent into the air, Sonic jumps into the air after them and rears back his hands before slamming them into his opponent and knocking them down into the ground.
  • Wall Spin: Sonic runs up a vertical surface before leaping backwards and performing a Spin Attack at his opponent.
    • Wall Stamp: Sonic runs up a vertical surface before leaping back towards his opponent and stomping on his opponent.
  • Windup Punch: Sonic stand on one foot and leans back as he begins to wind up a punch in a circular moment before launching a punch that sends the opponent flying back.
  • Weapon Grab: Using this move, Sonic is capable of taking weapons from an opponent and using it against them. This move also takes weapons from Hammerspace.
  • Dizzy Spin: In an attempt to confuse and dizzy his opponent, Sonic drops down into the position of a Spin Attack before quickly circling the opponent and speeding up before stopping.

Sonic Style: Sonic's unique fighting style, in which he specializes in a fluid, precise, and kinetic fighting style based on blitzing foes with a myriad of techniques that are based on all kinds of fighting styles ranging from Capoeira, to Kickboxing, to straight up MMA techniques, along with Sonic's personal fighting style based on his species' ability to curl into a ball. He also boasts great acrobatic skills and agility, along with enhanced reflexes that enable him to evade incoming hindrances with precise and delicate movements, as well as detect attacks beyond his field of vision.[60]

  • Move
    • Dashing Skill: A technique used for quick movement in any direction, Sonic Leap allows him to do so in a quick, explosive jump forward.[61]
    • Jumping Skill: Sonic's jumping skill, Sonic Jump, allows the blue hedgehog to convert his speed to air time.[62]
    • Air Action: Sonic is able to increase his torque by spinning through the air with Sonic Ballet.[63]
    • Guard Skill: Using Sonic Guard, Sonic utilizes his own speed to block attacks.[64]
    • Heal Skill: With Sonic Heal, the hedgehog heals any damage received by vibrating his molecules at high speeds.[65]
  • Attack
    • Heavy Attack: A skill specialized in knocking the opponent a way, which Sonic uses to break dance moves to knock the opponent away with Sonic Flare.[66]
    • Upper Attack: A skill specialized in knocking the opponent upwards, Sonic Up Draft sees the hedgehog performing a somersault kick to launch an opponent into the air.[67]
    • Dash Attack: Sonic performs Windmill, an attack in the form of a spinning kick using dance moves while using his Dashing Skill. [68]
    • Air Attack: While in the air, Sonic performs the Sonic Rocket to launch a diagonal yet powerful kick in midair.[69]
    • Pursuit Attack: Often preceded by Sonic launching himself in a diagonal jump towards his opponent in the air (though it can be performed on a grounded target), Sonic Eagle is a downwards axe kick to strike the opponent.[70]
    • Ground Shot: Sonic Wave serves as a longer-range means of attack, a shockwave created by Sonic through a powerful High Speed Spin.[71]
      • Air Shot: A longer-ranged attack while in the air, Sonic Storm sees Sonic send out a shockwave akin to when he performs the Sonic Wave. It requires less time to prepare compared to its grounded counterpart.[72]
    • Ground Power: A technique meant to deal exceptional damage while close to an enemy, the Sonic Drive sees the blue hedgehog pull out a Ring. When he throws it, Sonic has the option to home in on it by following up with a Spin Attack.[73]
      • Air Power: Meant to deal exceptional damage while close to an enemy in the air, Sonic Meteor allows him to perform a Spin Attack downwards which bounces him off of the ground.[74]
    • Ground Trap: Sonic's trap, the Sonic Cracker, allows him to plant a bomb that burrow itself into the ground and becomes undetectable.[75]
      • Air Trap: The S. Air Cracker lets Sonic toss a landmine directly underneath him.[76]
  • Others
    • Strength Support: Strength Support 8 passively increases Sonic's defense, making him more resilient to attacks.[77]
    • Attack Support: Attack SUpport 6 passively increases Sonic's attack power, making his blows stronger.[78]
    • Support of Others: Acceleration Up Lv 2 gives Sonic increased acceleration, allowing him to reach high speeds faster.

Ichikoro Gauge: The Ichikoro Gauge, as the name implies, is a special way for Sonic to turn the tides of a losing battle. When all of the necessary energy is built up, Sonic flashes slightly. The next technique Sonic does will defeat his opponent in a single hit. There are several ways to build up energy for this.

  • Receiving Damage: With any amount of damage received, a small portion of it will be transferred as energy for the Ichikoro Gauge.
  • Defending Attacks: By blocking attacks, half of the damage received is instead transferred over into the Ichikoro Gauge.
    • Sonic Guard: Sonic crosses his arms in front him at supersonic speeds to brace himself from oncoming attacks. This briefly forms a spherical field with purple pulses spreading across it around the user that can block any incoming attacks.
  • Healing: Any healing being done allows for energy to gradually increase for the Ichikoro Gauge.
    • Sonic Healing: Sonic closes his eyes and stands firmly in one spot and begins healing rapidly at supersonic speed.

Tag Actions (タッグアクション, Taggu Akushon) are unique moves that Sonic receives when teamed up with a partner, mostly differing depending upon whether it's done on solid ground or while in the air. When performing a Tag Action, his partner will perform a Spin Jump into his arms before it's performed.[40]

[40]

  • Blue Tornado: Sonic uses the Spin Dash to encircle around opponents through midair while leaving a blue trail. The resulting slipstream creates a tornado effect that forms a blue cyclonic vortex of air around the opponent. This can yank the opponents off their feet and fling them into the air, disorient enemies, or blow away their weaponry or equipment.[79]
  • Drop Dash: Sonic stores up momentum while in mid-air and curls into a ball as he drops down to the ground, upon where he will instantly initiate a Spin Dash and rocket in the desired direction.[80]
    • Bound Jump: In mid-air, Sonic curls into a ball and performs the Spin Attack straight downwards to slam down on any target below him. If he impacts the ground, Sonic will be propelled back into the air with enhanced jumping height.[43]
  • Foot Sweep: Sonic drops to the ground, balances on one hand, and then sweeps one of his legs around in a 360 degree circle that resembles break-dancing, damaging anything he comes into contact with.[81]
  • Humming Top: Sonic thrusts his body forward through midair while spinning and sticking his legs outward to attack foes, thereby increasing his horizontal speed to gain distance.[82]
  • Kick: Sonic does a somersault and attacks forward along the ground while stretching out both his feet in front of him. When doing so, he is surrounded in a blue aura to ward off hindrances.[44]
  • Light Speed Attack: Sonic harnesses his conserved energies and charges up in a manner nigh-akin to the Spin Dash. The difference being that while charging, light orbs will encircle Sonic's body and damage enemies upon contact, discouraging interruption of the technique. Once finished, Sonic excitedly utters "Ready!" and takes on a cyan hue, before rocketing off at high speeds to unleash a far faster and stronger Homing Attack. This technique automatically targets every enemy in the vicinity upon execution, allowing Sonic to pull of a rapid onslaught of Homing Attacks to strike all enemies in range.[45]
  • Somersault: Sonic flips his body and attacks with his legs.[43]
    • Fire Somersault: A variation of the somersault, imbuing Sonic's kicks with intense flames when he has the Flame Ring equipped.[43]
    • Skid Attack: Sonic performs a somersault before sliding along the ground while striking his enemy with his feet first before coming to a halt. The range of this attack can be increased further by performing it while running at high speeds.[83]
    • Somersault Kick: Sonic kicks out with his leg while in midair, releasing a thin blue wave of unknown properties as a projectile that can strike enemies from afar. Upon impacting a foe, it induces an affect akin to dizziness and leaves enemies to his mercy.[28]

  • Back Step: Sonic does a swift backflip, which allows him to quickly backtrack or reposition himself better within a fight.
  • Boost: Sonic coats himself in a blue aura and rockets forward at top speed, granting instant acceleration and turning him into a highly destructive projectile able to mow down anything in his path.[84]
    • Sonic Boom: Sonic launches himself forward with a burst of speed so great that it breaks the sound barrier before continuing to move at a steady pace. While active, the Sonic Boom grants Sonic increased speed and defense, allowing him to damage enemies and opponents with mere physical contact.
    • Stomp: While in the air, Sonic rockets directly downward, descending in a crouching position. Upon landing, he'll release a destructive shock-wave which damages the nearby surroundings and enemies.[84]
    • Air Boost: An airborne variation of the Boost, used to increase the Sonic's speed in midair and soar through the sky. Sonic's use for this technique can range from quick evasion away from an enemy, to surfing through the air for long distances, cancelling attacks before they strike a target, and more.[36]
    • Power Boost: Should Sonic enable his Boost while at maximum Ring capacity, Sonic will emit blue lightning around him while his speed is increased even further. Should Sonic lose Rings, his Boost will be reverted to normal once more.[36]
  • Cartwheel: Sonic cartwheels to the left or right, appearing as nothing but a blur, and has proven useful for evading attacks.[84]
  • Charge Jump: Sonic crouches slightly down and gathers up his strength, which is signified by a small red aura surrounding him. When releasing his charge, Sonic will then execute a jump that is much higher than his regular jump, allowing him to reach higher places. This can be done when he is running, though it will cause him to slide along the ground and slow down before doing the jump.[8]
  • Drift: Sonic creates friction to one of his sides while either sliding or spinning at high speed, causing his direction to shift rapidly in a smooth curve without him losing much of his momentum.[84]
  • Hop Jump: Sonic assumes a more aerodynamic pose as he flies through midair. He then does a upward spring in midair to gain extra height.
  • Insta-Shield: For an instant, Sonic creates a temporary shield around himself that can slash enemies within his range. This allows Sonic to attain simultaneous offense and defense, and allows him to bypass forcefields.[85]
  • Jump Dash: Sonic launches himself straight forward in midair with a burst of speed, leaving a blue trail in his wake. This is useful for gaining air mobility, crossing gaps, and maneuvering across obstacles.[45]
  • Quick Step: Sonic running at high speeds, Sonic performs a swift-strafing movement to the left or right. When doing so, Sonic appears as nothing but a blur, indicating his short burst speed is swifter than his steady pace.
  • Radial Burst: With a pulse of energy, Sonic uses Radial Burst and is capable of negating the effects of the Color Powers.
  • Skydiving: Sonic is capable of controlling his descend during a midair dive by making his body more or less aerodynamic. As a result, he can control whether they will fall faster or slower through midair.
  • Slide: Sonic falls back while running and slides along the ground with his feet in front of him, capable of sweeping comparable characters off their feet.[19] This can be combined with his Drift and Boost techniques[86] to further amplify both his mobility and striking power
  • Super Peel Out: Sonic begins to move his legs in a pattern similar to the "infinity" symbol to build up speed, all while remaining stationary. After which, he rockets off with immensely increased speed and mobility, even nimbler the Spin Dash. This technique allowed Sonic to match Metal Sonic's V. Maximum Overdrive Attack, which is stated to increase Metal Sonic's speed four times over, meaning Sonic's Super Peel Out grants a similar increase.
  • Speed Up: Sonic emits blue sparkles and greatly increases his speed for up to ten seconds.
    • Fireball Spin Dash: Sonic curls into a ball and spears forward through mid-air at high speeds like a comet of flames by using his Spin Dash in conjunction with the Flame Shield.
  • Strike Dash: While running, Sonic can activate an effect similar to the Invulnerability Monitor that gives him immunity to damage for several seconds.
  • Triangle Jump: Sonic latches onto a wall, allowing him to quickly jump horizontally from one wall to another.

  • Chaos Control: With a Chaos Emerald handy, Sonic is capable of utilizing Chaos Control to manipulate the fabric of time and space. He can use this to teleport himself as well as other people and objects, manipulate time by slowing or stopping it, perform inter-dimensional or time travel, distort space-time, and so on. The magnitude of this power depends on the amount of Chaos Emeralds Sonic has with him.
  • Time Stop: Sonic evokes a power of undefined nature that inverts all colors in the vicinity. This effect pauses the flow of time and leaves the opponent completely immobilized.
  • Sonic Wind: Sonic raises his fist to generates a small cyclone made of sharp, sky blue winds, which ensnare his opponent to deal damage.

  • Sonic the Hedgehog's Soul Gauge: The Soul Gauge is a Skill Sonic acquired during his adventures throughout the Storybook Era, and is ultimately utilized for a myriad of special abilities that Sonic is incapable of doing without it. This entails both offensive and defensive capabilities, be it from enhancing his attacks or allowing him to move at high speeds near-instantaneously. It runs off of Soul Gauge energy, which is also referred to as Soul and implies that the energy comes from Sonic's very soul itself. He can get this energy from collecting Pearls and through several skills.
    • Time Break: When performing this move, Shonic shout its name & slows down the flow of time, thus slowing down everything around him and giving him more time to react.
    • Speed Break: Speed Break is very similar to the Boost. When performing this move, Sonic shouts "Speed Break", before accelerating to such high speeds that he creates a sonic boom, while streaks of fire are released in his slipstream. In this state, Sonic is invulnerable and can take out all manners of enemies and breakable obstacles in his way.
    • Fire is one of the elements usable by Sonic alongside Dark and Wind. Fire-type Skills focus more on adding increased power to Sonic's attacks. Skills with Fire attributes include:
      • Fire Tackle: Increased attack power when performing a Short Jump.
      • Sub-F Tackle: Attack power increased during a Short Jump but defense is greatly reduced.
      • Fire Gaze: Increased attack power when performing Jump Cancel.
      • Sub F-Gaze: Attack power increased during a Jump Cancel but defense is greatly reduced.
      • Turbo Jump: Increases flight speed while using Jump Dash.
      • Boost Jump: Jump distance improved over Turbo Jump.
      • Rocket Jump: Jump distance improved over Boost Jump.
      • H-Expand: Extends the range of Homing Attacks.
      • H-High Expand: Extends attack range further than H-Expand.
      • H-Mega Expand: Extends attack range further than H-High Expand.
      • Fire Lock-On: Allows Homing Attack when locked-on to Fire Soul.
      • Homing Stability: Decreases recovery time after performing Homing Attack.
      • Homing Balance: Decreases recovery time more than with Homing Stability.
      • Homing Recovery: Decreases recovery time more than with Homing Balance.
      • Volcano Slider: Increases attack power while sliding.
      • Fire Step: Increased attack power granted to Back Step.
      • Crest of Fire: Unlocks the power of fire if you equip 6 fire-based skills.
    • Wind is also one of the elements utilized by Sonic, alongside Dark and Fire elements. It's primarily focused on increase the speed and maneuverability of Sonic.
      • Charger Forward: Acceleration increases.
      • All-Rounder: Reduces speed loss caused by rugged terrain.
      • Quick Step: Ground movement to the left and right becomes smoother.
      • Quick High Step: Allows you to move more smoothly than with Quick Step.
      • Quick Mega Step: Allows you to move more smoothly than with Quick High-Step.
      • Quick Air: Aerial movement to the left and right becomes smoother.
      • Super Quick Air: Allows you to fly more smoothly than with Quick Air.
      • Hyper Quick Air: Aerial you to fly more smoothly than with Super Quick Air.
      • Turbo Boost: Acceleration rate to top speed increases.
      • Rocket Boost: Acceleration increases more than with Turbo Boost
      • Warp Boost: Acceleration increases more than with Rocket Boost.
      • Sub W-Boost: Acceleration to top speed increases but defense is greatly reduced
      • Speed-Up: Maximum speed increases.
      • Super Speed-Up: Increases your maximum more than with Speed-Up.
      • Hyper Speed-Up: Increases your maximum more than with Super Speed-Up.
      • Sub HS-Up: Maximum speed increases but defense is greatly reduced.
      • Landing Dash: Initial speed increases when landing.
      • Landing Turbo: Initial speed increases more than with Landing Dash.
      • Landing Boost: Initial speed increases more than with Landing Turbo.
      • Cancel Dash: When landing off a Jump Cancel, your initial speed increases.
      • Cancel Turbo: Initial speed increases after landing more than with Cancel Dash.
      • Cancel Burst: Initial speed increases after landing more than with Cancel Turbo.
      • Splash Jump: Allows you to jump when you strike an obstacle in midair.
      • Quick Jump: Decreases charge time required for Charge Jump.
      • Sub Q-Jump: Decreases time required for Charge Jump but defense is greatly reduced.
      • Aegis Slider: Increases defense power while sliding.
      • Quick Slide: Movement to the left and right during sliding is smoother.
      • Quick High Slide: Makes right-left movement smoother than with Quick Slide.
      • Quick Mega Slide: Makes right-left movement smoother than with Quick High Slide.
      • Skimmer: Decreases drop in speed when sliding.
      • Super Skimmer: Decreases your rate of deceleration more than with Skimmer.
      • Hyper Skimmer: Decreases your rate of deceleration more than with Super Skimmer.
      • Surge: Sonic's automatic acceleration during Time Break increases.
      • Super Surge: Increases movement speed more than with Surge.
      • Hyper Surge: Increases movement speed more than with Super Surge.
      • Sub H Surge: Sonic's acceleration during Time Break increases but Soul use increases.
      • Hard Break: Allows for more effective braking.
      • Back Step: Press the 2 Button while moving back to Back Step.
      • Balance: Automatic recovery after taking damage.
      • Down Cancel: Press the 2 Button when taking damage to negate knockdown.
      • Mini-Turbo: Quickly move the Wii Remote forward when countdown is at 1 for a boost.
      • Rocket Start: Faster speed burst than Mini-Turbo.
      • Warp Dash: Faster speed burst than Rocket Start.
      • Quick Grind: Using Grind increases Grind speed.
      • Fast Grind: Increases acceleration more than with Quick Grind.
      • Mach Grind: Increases acceleration more than with Fast Grind.
      • Sub M-Grind: Maximum grind speed increases but gradually consumes Rings when in use.
      • Crest of Wind: Unlocks the power of wind if you equip 10 wind-based skills.
    • Dark is also one of the elements utilized by Sonic, alongside Wind and Fire elements. Darkness-based skills don’t have a clearly defined trait, unlike Fire and Wind. They mostly have miscellaneous effects that otherwise don’t fit with the other two elements’ effects. When using Darkness, Sonic is often enveloped in black and purple energy.
      • Soul Absorber: Gives a Soul Gauge boost when you land.
      • Soul Assimilator: Soul Gauge increases more than with Soul Absorber.
      • Soul Devourer: Improves your Gauge's rate of increase more than with Soul Assimilator.
      • Sub S Devourer: Soul Gauge increases when landing but Rings are consumed.
      • Cancel Absorber: When landing off a Jump Cancel, experience is gained.
      • Cancel Assimilator: More experience is gained than with Cancel Absorber.
      • Cancel Devourer: More experience is gained than with Cancel Assimilator.
      • Sub C Devourer: When landing off a Jump Cancel, exp is gained but Rings are used.
      • Expert Attack: Experience is gained with each Homing Attack.
      • Soul Slider: Gradually gain experience points while sliding.
      • Slowed Search: Enables lock-on to certain objects while in Time Break.
      • Sub S-Search: Enabled lock-on to objects while in Time Break but increases Soul use.
      • Ring Saver: Reduces the number or Rings lost when damage is taken
      • Soul Resurrection: Uses Soul Gauge to revive when defeated.
      • Soul Armor: Reduces the Soul lost when damage is taken.
      • Sub S Armor: Reduces soul amount lost when damaged but defense is greatly reduced.
      • Soul Barrier: Soul Gauge increases when you lose Rings.
      • Sub S-Barrier: Increases Soul Gauge as Rings are used but greatly lowers defense.
      • Pearl Collector: Attracts nearby Pearls.
      • S-Pearl Collector: Increases the area in which you can collect Pearls over Pearl Collector.
      • H-Pearl Collector: Increases the area in which you can collect Pearls over S Pearl Collector.
      • Ring Bonus: Adds additional Rings to counter at game start.
      • Rower Restart: Gives additional Rings when restarting after defeat.
      • Exchange: Each Ring collected counts as 2 Pearls.
      • Expert Drift: Gain experience by drifting when approaching a corner.
      • Homing Bonus: Bonus experience for defeating multiple enemies with Homing Attack.
      • Ring of Zero: When Ring Count is 0, the amount of experience gained increases.
      • Chain Bonus: Bonus experience is earned when collecting Rings in succession
      • Present: Limits the total number of Rings. When Rings reaches 100, experience is gained.
      • Sub C Present: Limits total Rings. When Rings reach 100, Soul is used to gain experience.
      • Crest of Darkness: Unlocks the power of darkness if you equip 8 dark-based skills.

  • Homing Dash: With Caliburn, Sonic jumps into the air and homes directly into a target at high speeds while leaving a colored trail in his wake like the Homing Attack without curling into a ball and allows Sonic to strike immediately.
  • Sonic the Hedgehog's Soul Surge: A branching pathway of harnessing Soul when in conjunction with Caliburn. Sonic is capable of producing up to three main affects. The first includes Sonic dashing up to his opponent to the full extent of his speed, appearing as a nearly instantaneous movement, and delivering a powerful slash with Caliburn to his opponent energized by this conserved energy. The second involves Sonic leaping towards his opponent and striking them with a midair kick energized by his conserved energies. The third involves accelerating beyond his top speed on a dime in a with a high-speed dash, capable of easily blitzing foes with initially comparable speeds. This also comes with many of the same or slightly different abilities than the ones from his time with Shahra in the world of the Arabian Nights.
  • Styles: Due to his exceptional skill as a swordsman and quick learning as a whole, Sonic can use different styles of combat with Caliburn in his possession. Each style offers a different approach to combat, allowing for Sonic to change whenever it's necessary or favorable with the situation at hand.
    • Cavalier Style: The first of three different primary fighting styles. The Cavalier Style grants Sonic greater speed, though at the cost of lowering the damage he can deal to his opponent.
      • Quick Step: Improves left/right movement while running.
      • Quick Step+1: Improves left/right movement while running.
      • Quick Step+2: Improves left/right movement while running.
      • Quick Step+3: Improves left/right movement while running.
      • Speed-Up+1: Running speed increased.
      • Speed-Up+2: Running speed increased.
      • Speed-Up+3: Running speed increased.
      • Crest of Wind: Increases running speed at a cost of 1 Ring per second.
      • Landing Dash: Increases initial running speed after landing.
      • Landing Dash+1: Increases initial running speed after landing.
      • Landing Dash+2: Increases initial running speed after landing.
      • Landing Dash+3: Increases initial running speed after landing.
      • Quick Grind: Increases Grind speed.
      • Quick Grind+1: Increases Grind speed.
      • Quick Grind+2: Increases Grind speed.
      • Quick Air: Improves left/right movement while jumping.
      • Quick Air+1: Improves left/right movement while jumping.
      • Quick Air+2: Improves left/right movement while jumping.
      • Quick Air+3: Improves left/right movement while jumping.
      • Splash Jump: Able to jump after colliding with midair object.
      • Turbo Jump: Increases speed of Jump Dash.
      • Turbo Jump+1: Increases speed of Jump Dash.
      • Turbo Jump+2: Increases speed of Jump Dash.
      • Charger: Improves starting acceleration.
      • Charger+1: Improves starting acceleration.
      • Charger+2: Improves starting acceleration.
      • Charger+3: Improves starting acceleration.
      • All-Rounder: Reduces the effect of tough terrain.
      • Hidden Fairy Lock-On: Hidden Fairies becomes easier to find.
      • Soul Armor: Decrease in Soul Gauge reduction when damaged.
      • Ring Bonus: Start with 5 rings.
      • Gauge Bonus: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+1: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+2: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+3: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+4: Start missions with energy in the Soul Gauge.
      • Lunge Advance: Increases the range of a Lunge Attack.
      • Lunge Advance+1: Increases the range of a Lunge Attack.
      • Multiple Aerial: Increases attacks during an Aerial Attack.
      • Slow Gauge: Soul Gauge consumption reduced.
      • Slow Gauge+1: Soul Gauge consumption reduced.
      • Slow Gauge+2: Soul Gauge consumption reduced.
      • Surge Rescue: Soul Gauge increased more based upon 'hit count.'
      • Surge Rescue+1: Soul Gauge increased more based upon 'hit count.'
      • Ring Rescue: Ring increased more based upon 'hit count.'
      • Ring Rescue+1: Ring increased more based upon 'hit count.'
      • Quick Return: Improves reaction time after collisions.
      • Quick Return+1: Improves reaction time after collisions.
      • Quick Return+2: Improves reaction time after collisions.
      • Lunge Attack: Move forward and flick the Wii Remote to Lunge Attack.
      • Aerial Attack: Move back and flick the Wii Remote to Aerial Attack.
      • Attack Spread: Increases the attack area of ground attacks.
      • Air Attack Spread: Increases the attack range of midair attacks.
      • Perfect Guard: Guard with just the right timing.
      • Dash Climb: Increased wall-climbing speed after using Jump Dash.
      • Attack Step: Attack becomes possible when using a short jump.
      • Giant Killer: The Giant Ones becomes easier to defeat.
      • Giant Killer+1: The Giant Ones becomes easier to defeat.
      • Dragon Killer: The dragon becomes easier to defeat.
      • Dragon Killer+1: The dragon becomes easier to defeat.
    • Knight Style: The second of three different primary fighting styles. The Knight Style grants Sonic an equal balance in power and speed with its main focus being the increase in the usage of Soul Surge.
      • Speed-Up: Running speed increased.
      • Speed-Up+1: Running speed increased.
      • Landing Dash: Increases initial running speed after landing.
      • Landing Dash+1:Increases initial running speed after landing.
      • Quick Grind: Increases Grind speed.
      • Quick Grind+1: Increases Grind speed.
      • Charger: Improves staring acceleration.
      • Charger+1:Improves staring acceleration.
      • Hidden Fairy Lock-On: Hidden Fairies becomes easier to find.
      • Soul Assimilator: Simply by running, Sonic's Soul Gauge will begin to refill.
      • Soul Barrier: Upon taking damage, Sonic is given Soul Energy that is put into his Soul Gauge.
      • Soul Resurrection: Sonic's Soul Gauge energy acts a supplement for his health when he would normally perish within combat.
      • Fairy Collector: Pulls in nearby fairies.
      • Fairy Collector+1: Pulls in nearby fairies.
      • Fairy Collector+2: Pulls in nearby fairies.
      • Ring Bonus: Start with 5 rings.
      • Gauge Bonus: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+1: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+2: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+3: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+4: Start missions with energy in the Soul Gauge.
      • Lunge Advance: Increases the range of a Lunge Attack.
      • Aegis Lunge: Longer invulnerability time when starting Lunge Attack.
      • Aegis Lunge+1: Longer invulnerability time when starting Lunge Attack.
      • Aegis Aerial: Longer invulnerability when starting Aerial Attack.
      • Aegis Aerial+1: Longer invulnerability when starting Aerial Attack.
      • Multiple Aerial: Increases attacks during an Aerial Attack.
      • Multiple Aerial+1: Increases attacks during an Aerial Attack.
      • Easy Surge: Perfect Hits becomes easier.
      • Easy Surge+1: Perfect Hits becomes easier.
      • Easy Surge+2: Perfect Hits becomes easier.
      • Ring Present: Rings increase with each Soul Surge attack.
      • Ring Present+1: Rings increase with each Soul Surge attack.
      • Ring Present+2: Rings increase with each Soul Surge attack.
      • Surge Rescue: Soul Gauge increased more based upon 'hit count.'
      • Ring Rescue: Ring increase more based upon 'hit count.'
      • Ring Rescue+1: Ring increase more based upon 'hit count.'
      • Ring Rescue+2: Ring increase more based upon 'hit count.'
      • Aegis Guard: Increases the duration of a guard.
      • Aegis Guard+1: Increases the duration of a guard.
      • Aegis Guard+2: Increases the duration of a guard.
      • Quick Return: Improves reaction time after collisions.
      • Quick Return+1: Improves reaction time after collisions.
      • Lunge Attack: Move forward and flick the Wii Remote to Lunge Attack.
      • Aerial Attack: Move back and flick the Wii Remote to Aerial Attack.
      • Lunge Spread: Increases the attack area of a Lunge Attack.
      • Aerial Spread: Increases the attack area of an Aerial Attack.
      • Attack Spread: Increases the attack area of ground attacks.
      • Air Attack Spread: Increases the attack range of midair attacks.
      • Perfect Guard: Guard with just the right timing.
      • Easy Perfect Guard: Increases the time of Perfect Guard.
      • Easy Perfect Guard+1: Increases the time of Perfect Guard.
      • Easy Perfect Guard+2: Increases the time of Perfect Guard.
      • Dash Climb: Increased wall-climbing speed after using Jump Dash.
      • Attack Step: Attack becomes possible when using a short jump.
      • Giant Killer: The Giant Ones becomes easier to defeat.
      • Giant Killer+1: The Giant Ones becomes easier to defeat.
      • Dragon Killer: The dragon becomes easier to defeat.
      • Dragon Killer+1: The dragon becomes easier to defeat.
      • Crest of the King: Interact with townspeople by touching them.
    • Paladin Style: The third and final style of the three primary fighting styles. The Paladin Style grants Sonic power in the form of greater attack damage, though at the cost of lowering his speed.
      • Landing Dash: Increases initial running speed after landing.
      • Landing Dash+1: Increases initial running speed after landing.
      • Quick Grind: Increases Grind speed.
      • Charger: Improves staring acceleration.
      • Charge+1: Improves staring acceleration.
      • Expand Surge Attack: Increases Soul Surge's attack range.
      • Expand Surge Attack+1: Increases Soul Surge's attack range.
      • Expand Surge Attack+2: Increases Soul Surge's attack range.
      • Expand Surge Attack+3: Increases Soul Surge's attack range.
      • Hidden Fairy Lock-On: Hidden Fairies becomes easier to find.
      • Crest of Fire: Attacks become possible while running.
      • Down Cancel: Imbalance due to damage cancelable with the A button.
      • Soul Armor: Decrease in Soul Gauge reduction when damaged.
      • Ring Bonus: Start with 5 Rings.
      • Gauge Bonus: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+1: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+2: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+3: Start missions with energy in the Soul Gauge.
      • Gauge Bonus+4: Start missions with energy in the Soul Gauge.
      • Lunge Advance: Increases the range of a Lunge Attack.
      • Lunge Advance+1: Increases the range of a Lunge Attack.
      • Lunge Advance+2: Increases the range of a Lunge Attack.
      • Aegis Lunge: Longer invulnerability time when starting Lunge Attack.
      • Aegis Lunge+1: Longer invulnerability time when starting Lunge Attack.
      • Aegis Lunge+2: Longer invulnerability time when starting Lunge Attack.
      • Aegis Aerial: Longer invulnerability when starting Aerial Attack.
      • Aegis Aerial+1: Longer invulnerability when starting Aerial Attack.
      • Aegis Aerial+2: Longer invulnerability when starting Aerial Attack.
      • Multiple Aerial: Increases attacks during an Aerial Attack.
      • Multiple Aerial+1: Increases attacks during an Aerial Attack.
      • Multiple Aerial+2: Increases attacks during an Aerial Attack.
      • Slow Gauge: Soul Gauge consumption reduced.
      • Slow Gauge+1: Soul Gauge consumption reduced.
      • Surge Rescue: Soul Gauge increased more based upon 'hit count.'
      • Surge Rescue+1: Soul Gauge increased more based upon 'hit count.'
      • Surge Rescue+2: Soul Gauge increased more based upon 'hit count.'
      • Ring Rescue: Ring increase more based upon 'hit count.'
      • Aegis Guard: Increases the duration of a guard.
      • Aegis Guard+1: Increases the duration of a guard.
      • Lunge Attack: Move forward and flick the Wii Remote to Lunge Attack.
      • Aerial Attack: Move back and flick the Wii Remote to Aerial Attack.
      • Lunge Spread: Increases the attack area of a Lunge Attack.
      • Lunge Spread+1: Increases the attack area of a Lunge Attack.
      • Aerial Spread: Increases the attack area of an Aerial Attack.
      • Aerial Spread+1: Increases the attack area of an Aerial Attack.
      • Attack Spread: Increases the attack area of ground attacks.
      • Attack Spread+1: Increases the attack area of ground attacks.
      • Air Attack Spread: Increases the attack range of midair attacks.
      • Air Attack Spread+1: Increases the attack range of midair attacks.
      • Perfect Guard: Guard with just the right timing.
      • Easy Perfect Guard: Increases the time of Perfect Guard.
      • Easy Perfect Guard+1: Increases the time of Perfect Guard.
      • Dash Climb: Increased wall-climbing speed after using Jump Dash.
      • Attack Step: Attack becomes possible when using a short jump.
      • Shield Break: Shields become easier to break.
      • Shield Break+1: Shields become easier to break.
      • Giant Killer: The Giant Ones becomes easier to defeat.
      • Giant Killer+1: The Giant Ones becomes easier to defeat.
      • Dragon Killer: The dragon becomes easier to defeat.
      • Dragon Killer+1: The dragon becomes easier to defeat

  • Air Ride: With the Extreme Gear, Sonic is able to take flight in mid-air.
  • Air Slide: With the Extreme Gear, this technique allows Sonic to take high-speed turns
  • Kick Dash: Sonic releases a burst of air from the rear of his Extreme Gear, resulting in him being propelled forward at high speeds.

  • Acceleration: Greatly improves Sonic's acceleration rate, allowing him to reach top speeds in a heartbeat.
  • Athleticism: Sonic loses less speed when moving uphill and in water.
  • Breath Holder: Prolongs Sonic's oxygen supply in underwater environments
  • Hercules Muscles: Enhances Sonic's upper body strength.
  • Magic Hands: In a small explosion which consumes the targets, Sonic shrinks the enemy down to roughly the size of a basketball and traps them in a transparent sphere. Sonic can then explode the sphere to destroy them or simply leave them incapacitated.
  • Popo Spring: When equipping the Popo Spring, Sonic obtains a mobile spring underneath his shoes that supplements his jumping height.
  • Power Brake: Allows Sonic to come to a dead stop, regardless of how fast he is running.
  • Ring Time: When using Ring Time, Sonic is surrounded by a transparent aura that lasts for fifteen seconds. Any enemies that get near Sonic during this time will then be turned into Gold Rings.
  • Serial Homing: Allows Sonic to do sequential Homing Attacks faster.
  • Shields: Items that Sonic is able to use to defend himself, which come in four different variants. Unlike the standard Item Boxes, these can be used without having an Item Box in his possession.
    • Normal Shield: Using the Normal Shield, Sonic is encased is a defensive orb that acts as a barrier that protects him from damage. Once struck with a sufficiently powerful attack, the shield will disperse and Sonic may be subjected to knockback, but he will not suffer physical harm.
    • Fire Shield: Using the Fire Shield, Sonic is encased in a fiery bubble of flames that acts as a barrier that protects him from damage. This renders him immune to the harmful effects of fire and heat-based hazards. This shield is tough enough to enable Sonic to literally stand in molten lava undamaged. It also enables a mid-air jump dubbed the "Fireball Spin Dash", enabling Sonic to spear forward through midair at high speeds in a comet of flames, dealing damage to anything caught in his wake. Additionally, the Fire Shield will burn anything it comes in contact with.
    • Aqua Shield: Using the Aqua Shield (also called the Bubble Shield), Sonic is encased in a sphere-shaped shield similar to a water bubble. This shield allows Sonic to breath underwater indefinitely without fear of drowning. It also allows Sonic to quickly plummet downward and bounce along the ground, or collide with an enemy from above. It has the ability to repel certain projectiles, not including spiked projectiles (for obvious reasons) and explosives.
    • Thunder Shield: Using the Thunder Shield (also called the Lightning Shield or Magnetic Shield), Sonic is encased in a defensive orb of electricity. It renders him immune to electricity and energy based hazards and attacks. It also apparently emits a magnetic field that attracts things like Rings. It also allows Sonic to gain an additional air jump.
  • Skateboard: Allows Sonic to ride a Skateboard.
  • Sure-Footed: Enables Sonic to always and instantly land on his feet after taking damage regardless of the positioning he was in after getting sent flying.

  • Color Powers: The power of the Wisps' Hyper-Go-On Energy, which Sonic can harness in a multitude of ways by temporarily absorbing a Wisp. Each Color Power is dependent on what Wisp Sonic absorbs, as each has their own unique set of abilities for him to tap into.
    • Black Bomb: Using the power of a Black Wisp, Sonic becomes a living and incredibly dense bomb. He is then able to roll over enemies or induce widespread explosions by detonating himself without causing self-harm, which can grow in size and power depending on how many enemies he's trampled or destroyed.
    • Blue Cube: Using the power of a Blue Wisp, Sonic transforms into a perfectly shaped blue cube. When transformed into the Blue Cube, he can emit destructive shockwaves by slamming into the ground that spread out for a sizeable distance in all directions.
    • Crimson Eagle: Using the power of a Crimson Wisp, Sonic turns into a crimson-colored eagle-like figure. As the Crimson Eagle, he is able to achieve flight and soar through the air unhindered as well as being capable of performing a dash attack.
    • Cyan Laser: Using the power of a Cyan Wisp, Sonic transforms into a cyan laser beam. As the Cyan Laser, he gains the same properties as that of a real laser, allowing him to move as a living beam of light. When hitting any surfaces as the Cyan Laser, he can bounce off them as if they were reflective surfaces. When hitting enemies, it causes great damage.
    • Green Hover: Using the power of a Green Wisp, Sonic turns into a green hovercraft. As the Green Hover, he gains the power of flight, allowing him to fly leisurely through midair and deal damage to enemies on contact while transformed.
    • Gray Quake: Using the power of a Gray Wisp, Sonic transforms into a grey iron ball with yellow eyes. As the Gray Quake, his body density is greatly increased, making him so heavy that jumping or falling down on the ground can create destructive shockwaves. The Gray Quake also possesses some form of adhesive properties, allowing Sonic to scale walls despite his weight in this form.
    • Indigo Asteroid: Using the power of an Indigo Wisp, Sonic turns into an orb-shaped body with striped indigo skin and a matching planetary ring encircling his middle. As the Indigo Asteroid, Sonic essentially becomes a miniature planet with a strong gravitational field. As such, he is capable of creating a powerful gravitational pull around himself that's strong enough yank surrounding objects and enemies into himself, subsequently transmuting the captured matter into life-less material for his ring system. Additionally, the gathered matter can be used to empower the gravitational pull. The Indigo Asteroid also grants users the ability to levitate through midair.
    • Ivory Lightning: Using the power of an Ivory Wisp, Sonic transforms into a living, straw-colored lightning bolt. As the Ivory Lightning, Sonic gains the same properties as that of a real lightning bolt. Associated with this form, he can move at lightning-fast speeds and with acrobatic movements as living electricity. He can also obtain electrokinetic abilities in this form, giving him the ability to either form threads of electricity that he can use to either electrocute enemies or connect himself to targets as tethers.
    • Jade Ghost: As the Jade Ghost, Sonic is able to turn himself invisible and enables him to move around without being visibly detected by opponents. The Jade Ghost also makes him intangible, thus allowing him to pass through obstacles and avoid unwanted attacks. In addition, the Jade Ghost allows Sonic to hover slightly above ground when using its power. It can even render Sonic intangible to those with Non-Physical Interaction.
    • Magenta Rhythm: Using the power of a Magenta Wisp, Sonic turns into a large magenta-colored eighth note. When in this form, he is able to bounce on air, allowing him to move through mid-air in semi-flight.
    • Orange Rocket: Using the power of an Orange Wisp, Sonic turns into a stubby orange rocket with six fins arranged in a regular hexagon on the rear. As the Orange Rocket, he can create powerful jet propulsion from his back to launch themselves forward through midair at staggering speeds that also damages anything caught in his way.
    • Pink Spikes: Using the power of a Pink Wisp, Sonic turns into a hot pink spiky ball. As the Pink Spikes, he gains long, razor-sharp and extremely durable spikes on his body. By inserting these spikes into a surface, he can stick perfectly firm to it that allows him to climb up walls and along ceilings. The spikes can also be used offensively by using them to pierce opponents. It can also be used to augment his signature Spin Dash, making it much more powerful than normal.
    • Purple Frenzy: Using the power of a Purple Wisp, Sonic turns into a flowing purple, demonic-looking chomper that constantly gives off a dark and thick aura. As the Purple Frenzy, he gains a powerful jaw that can chew and consume any matter he bites off and add it to his own mass, allowing the Purple Frenzy to grow larger for each bite until reaching maximum size. When reaching maximum size, the Purple Frenzy also gains a suction breath that lets Sonic suck in smaller objects that are neither too heavy nor rooted to the ground.
    • Red Burst: Using the power of a Red Wisp, Sonic turns into a red fireball that constantly gives off an aura of flames. As the Red Burst, Sonic obtains pyrokinetic abilities. He is able to form a shield of flames around himself that instantly incinerates anything it touches, and he can create explosions of fire by combusting into flames without inflicting harm on himself. These explosions can be channeled to shoot Sonic higher into the air or be charged up to trigger large-scale and powerful explosions that destroy nearly anything within its range. In addition, Sonic's speed increases while using Red Burst.
    • Violet Void: Using the power of a Violet Wisp, Sonic turns into a fast-moving, ghastly and smoky black orb with violet outlines. As the Violet Void, Sonic essentially becomes a living black hole and can warp space and time to draw objects into himself from a distance and make them vanish without a trace. Because of the Violet Void smoke-like makeup, Sonic is granted a degree of intangibility, allowing him to pass through obstacles unharmed. As the Violet Void, Sonic is also capable of flight through mid-air. Like the Purple Frenzy, the Violet Void can add the mass of the objects they draw into itself, allowing Sonic to grow larger the more he consumes until he reaches maximum size. Also, the more the Violet Void increases in size, the stronger its suction ability becomes, enabling Sonic to draw in bigger and heavier objects from greater distances. The Violet Void can draw in objects the size of the Frigate Skullian at maximum size, a massive aircraft.
    • Yellow Drill: Using the power of a Yellow Wisp, Sonic turns into a yellow spiral drill. As the Yellow Drill, Sonic can burrow and tunnel underground at remarkably fast speeds. This can also be applied in underwater environments, allowing Sonic to move as a living torpedo.
  • Final Color Blaster: Also referred to as Unlimited Colors. All the Wisps gather together and use their combined Hyper Go-On (in conjunction with Sonic's Homing Attack) in one vibrant and powerful attack.

Using the power of a Chaos Emerald, Sonic is surrounded in a sparkling aura. Entering this state vastly increases his speed and allows him to access special techniques only available to him in this state.

  • Air Hyper Start: Sonic jumps into the air to do a downward punch before landing and alternating between a quick flurry of punches and kicks, entering Hyper Mode in the process.
  • Emerald Dive: Sonic does a small uppercut before levitating into the air and diving straight into the opponent in a similar fashion to a torpedo, all the while being in Hyper Mode.
  • Hyper Start: Sonic enters Hyper Mode, opening up with a kick towards the opponent before performing four Scissor Punches before doing a series of punches and kicks to finish the combo.

  • Aerial Claw Slash: Sonic jumps into mid-air where he performs two vertical slashes with both his left and right hand.
    • Hurricane Combo: Sonic then stretches his arms and hands out before sweeping them vertically in front of him while slashing with his hands. He then keeps his arms outstretched and spins around in mid-air, ascending higher, while slashing in a wide circle. Sonic then finishes off the attack by delivering a roundhouse punch in mid-air to his opponent with his right fist.
    • Typhoon Combo: After performing the Aerial Claw Slash, Sonic stretches out his arms and spins around himself vertically while slashing in mid-air. Sonic then finishes off by doing a quick forward dash through mid-air, where he again stretches out his arms and spins around while slashing.
  • Aerial Piledriver: Sonic jumps high into the air and grabs a mid-air opponent with both his legs and arms while turning the opponent upside down. While holding onto the opponent, Sonic then spins the opponent around itself while diving down in a piledriver-like fashion, where he slams the opponent's head directly into the ground.
  • Beatdown: Sonic grabs a nearby foe and begins swinging it back and forth over himself, slamming it to the ground with such force that he produces destructive shockwaves upon impact that can damage nearby foes. After having slammed the foe into the ground five times, Sonic jumps into the air and crushes it with a final hit to the ground.
  • Comet Punch: Sonic pulls back his right fist channels a large amount of Dark Gaia Force through it. Once charged enough, Sonic tags his opponent with a single forward and extremely powerful punch.
  • Diving Bodypress: Sonic jumps high into the air where he spreads out his arms, claws and legs before diving straight down, front first, and slamming into the ground in a body slam-like fashion.
  • Donkey Kick Combo: Sonic does two forward extended jabs with his left and right fist, which is followed up with two similar jabs with his left and right fist, except that he enlarges his fists for extra damage and hits faster. Following up, Sonic jumps forward and lands on his hands before turning around and trusting his feet into the opponent in a bucking-like fashion with a purple aura around his feet.
  • Double Axle Combo: Sonic does two forward extended jabs with his left and right fist. After that, Sonic swings his right arm upward and around him as he slashes with it and follows it up by jumping up and quickly spinning horizontally around in the air before delivering a large karate chop to his opponent with his right hand. From there, Sonic lands on the ground before finishing off by delivering a series of rapid mid-air stomps to his opponent.
  • Double Kick Combo: Sonic does an extended jab with his right fist and follows up with front kick with his right foot. After that, Sonic swings around and leaps at the opponent, striking them quickly with both his feet and knocks them off their feet. This move can stun the enemies if successful.
  • Earthshaker: Sonic enlarges his arms and fists and begins hammering down with both fists numerous times, and with such force that he creates small tremors, before fishing off with an extra powerful hit to the ground with both fists.
  • Egg Scrambler: Sonic does two extended vertical slashes with his left and right hands before stretching his arms and hands out the sides and spinning around like a top while slashing with his hands. He then jumps forward with his arms and hands outstretched, where he spins around once more before landing on the ground and crossing his arms to launch an "X"-shaped slash in front of him with both hands.
  • Flying Double-Punch: Sonic jumps into the air before doing two forward and extended jabs with his left and right fists.
    • Flying Double-Punch Crush: Sonic follows up the attack by launching a forward somersault kick with his left leg while still in mid-air, knocking his opponent through the air.
    • Crescent Moon Strike: After performing the Flying Double-Punch, Sonic launches an uppercut while doing a flip before launching a bombardment of rapid punches in mid-air. He then finishes off by putting his hands together in a collective fist behind his head before bringing it down on his opponent with a body flip as he stretches out his arms, bashing his opponent into the ground.
    • Shooting Star Combo: After performing the Flying Double-Punch, Sonic stretches out his arms and does a cartwheel in mid-air while slashing at his opponent. He then finishes off by putting his hands together in a collective fist behind his head before bringing it down on his opponent in a powerful bash that knocks the opponent into the ground.
  • Knuckle Sandwich Combo: Sonic does two forward extended jabs with his left and right fist, which he follows up with two similar jabs with his left and right fist that he enlarges for extra damage and speed. Sonic then jumps slightly into the air, where he enlarges his right hand and stretches out and swings his right arm in a wide arch above him in a slashing motion and down on his opponent. After that, Sonic enlarges both his hands and stretches out both his arms as he throws two simultaneous slashing uppercuts side-by-side as he jumps.
    • Unleashed Knuckle Sandwich: After performing the Knuckle Sandwich Combo, Sonic launches a series of several rapid punches before enlarging his right fist and then throwing a single powerful punch at his opponent.
  • Rolling Kick Combo: Sonic stretches out his right arm and makes a vertical slash with his right hand before launching a wide roundhouse kick with his left leg, where he spins around twice. After finishing his kicks, Sonic falls down and balances on both hands and swings his legs around in a 360 degree spin in similarity to a break dance spin before falling down on his back and jumping back on his feet.
  • Sho-Claw-Ken: Sonic does two vertical claw uppercuts with both his left and right hand. This is followed by Sonic jumping high into air while hitting his opponent with a powerful, extended, and energy-enveloped upward claw punch that knocks the opponent into the air with him.
  • Sho-Hog-Ken: Sonic does two forward and extended jabs with his left and right fists. After that, Sonic throws a powerful and extended jumping uppercut that's enveloped in energy to knock his opponent into the air with him.
  • Spinning Needle Attack: Sonic launches forward with his body aligned horizontally. He then puts his arms down the sides of his body and quickly rotates his body, turning himself into a piercing drill moving through mid-air in a torpedo fashion while leaving a cyan spiral-shaped energy trail.
  • Tricky Tornado Uppercut: Sonic does a forward somersault along the ground as he is in a guarding position before launching a very high jumping uppercut with his left arm where he stretches it out as he punches and spins around in mid-air.
  • Triple Wild Claw: Sonic charges forward and slashes upward with his left hand and then his right hand in front of him, making them cross together above him in a "X" fashion. After that, Sonic brings his arms slightly back before slashing with both his hands in front of him at the same time in a cross chop-like fashion.
  • Ultimate Wild Combo: Sonic does two forward extended vertical slashes with his left and right hand, which he follows by stretching his arms and hands out the sides and spins around on the ground like a top while slashing with his hands. Sonic then jumps forward through mid-air while still having his arms and hands outstretched, where he spins around once again before landing on the ground. There, he then stretches out his arms and starts sweeping them vertically in front of him while slashing.
  • Were-Claw: Sonic the Werehog makes a forward dash while crossing his hands in front of him, before violently slashing his claws to both sides in a quick and swift motion. This damages and dizzies enemies.
  • Were-Claw Charge: Sonic charges forward while doing several quick and ferocious slashing motions in front of him with his claws, mowing down any foe in his path.
  • Were-Cyclone: Sonic pulls back his right fist and begins focusing a large amount of energy into it. Once charged enough, Sonic stretches his arms out to the sides and spins rapidly, slashing out with his claws in a circular motion. After doing this for a second, Sonic reverses his spin for about half a second before stopping and punching out to each side with both his fists enlarged.
  • Were-Tornado: Sonic pulls back his right fist and begins focusing energy into it. Once charged enough, he stretches his arms out to the sides and spins rapidly while slashing out with his claws in a circular motion.
  • Were-Hammer: Sonic does two forward and extended jabs with his left and right fists before thrusting his right arm forward in a wide slashing uppercut to the opponent. After that, Sonic follows up by swinging his left fist in a wide arch above him and right down on the opponent.
    • Feral Were-Hammer: Sonic follows up by throwing two simultaneous punches with both his fists side-by-side at his opponent, where he enlarges his fists and stretches his arms over a large area as he punches.
  • Were-Rush: Sonic dashes through mid-air and swings both of his arms back so they cross over, before crossing both of his arms in front of him and causing a powerful slash attack in a cross-chop fashion.
  • Were-Wallop: Sonic the Werehog stretches his arms upward as he performs a double uppercut to his opponents while slashing upwards with his energy-enveloped claws.
  • Werewheel Rush: Sonic launches a series of offensive cartwheels along the ground, where he punches anyone caught in his path. At the end of his series of cartwheels, Sonic jumps into the air and brings his hands together in a collective fist before performing a forward somersault to bringing his fists down on opponents, utilizing his momentum from his flip to increase the impact.
  • Wild Were-Whip: Sonic steps backwards from a guarded position before bringing both his arms behind his back and placing the palms of his hands on the ground. After this, he stretches out his arms and swings them simultaneously over himself in a wide arch while slashing and brings his claws down in front of him in a similar fashion to a whip.
  • Wild Whirl: Sonic does two forward and extended vertical slashes with his left and right hand before enlarging his right fist and stretches out his right arm as he spins clockwise around himself, striking his opponent with a backhand punch from his right fist. While keeping his right arm outstretched, Sonic immediately after spins around himself counterclockwise while slashing out in a wide circle.
    • Feral Wild Whirl: Sonic then stretches his arms and hands out the sides and spins around several times like a top while slashing with his hands over a long range.
    • Wild Whirl Were-Hammer: After performing the Wild Whirl, Sonic jumps high into the air and enlarges his right fist before throwing it directly and vertically into the ground in a powerful punch, with the impact being powerful enough to knock any nearby opponent into the air.
  • Dash: Sonic assumes a runner's position before running on all fours, greatly increasing his speed within his Werehog state for greater speed and maneuverability.[84]
  • Unleashed Mode: Sonic the Werehog taps into the energies of Dark Gaia that he has absorbed. When activating, Sonic lets out a howl as his entire body becomes surrounded in an aura of cyan energy. While active, Sonic's physical prowess is greatly amplified for a limited period of time.[84]

  • Fire Manipulation: Darkspine Sonic can create concentrated flames on his hands and feet to amplify the destructive force behind his attacks, and form highly powerful bursts of flames.
  • Reality Manipulation: Due to being empowered by three of the seven World Rings Darkspine Sonic possesses a degree of control over the fabric of reality. He can rewrite universes in his image and reverse the effects of reality warping on a universal scale.
  • Soul Refill: By curling himself into a ball in a similar manner to him revving up a Spin Dash, Darkspine Sonic can quickly and effectively refill his Soul Gauge for further usage of his abilities.
  • Speed Break: Sonic accelerates to speeds surpassing what he can achieve normally, leaving streaks of fire in his slipstream. While active, Sonic is invulnerable and can damage enemies and obstacles by crashing into them. Just like Time Break, Darkspine Sonic can use this technique nigh-limitlessly due to creating his own energy to fuel it.
  • Time Break: Sonic slows down the flow of time, bringing his surrounds and opponents to a nigh-halt and leaving them to his mercy. Unlike his base form, Darkspine Sonic can use this nigh-limitlessly due to creating his own energy to fuel the technique. This move has no canonical impact on his own speed and doesn't affect him, as shown in cutscenes.

Chaos Energy Manipulation: In his Super form, Sonic's Chaos Energy based powers are enhanced on a tremendous scale. In addition, he gains new Chaos Powers. Due to being empowered by the Emeralds' Positive energies, Sonic is capable of neutralizing negative energies. He can also purify negative emotions, like when he reverted Perfect Chaos back to normal by purifying it of its anger and rage (rendering his will to fight inert). Also, Sonic can unleash powerful blasts of Chaos Energy and channel Chaos Energy to amplify the power of his strikes and form defensive barriers.

  • Arrow of Light: Super Sonic draws light into his body and begins absorbing it. Once he has gathered enough light, Super Sonic immerses himself in the gathered light, thus turning himself into "an arrow of light", and charges into the opponent with immense force.
  • Constructs: Alongside his normal moveset, Super Sonic can create golden constructs of punches and kicks to attack his enemy in a quick barrage. Against the Wyvern Titan, Super Sonic created chains by using his Cyloop on it. During his fight against the Knight, Super Sonic had created sword-like constructs that stab through the Titan to both hold it in place or attack it directly using one. Super Sonic can create energy duplicates of himself to strike an enemy with fiercer power.
  • Deflect: Super Sonic swings his arm forward, which covers him in a shield of slate-gray energy that deflects enemy projectiles back at the enemy.
  • Super Sonic Boost: Super Sonic surrounds himself in a golden aura of Chaos Energy before ramming the target with incredible speed, resulting in a rather devastating impact.
    • Bolt of lightning: A variation of the Super Sonic Boost. Super Sonic reaches top speed and becomes a "bolt of lightning"
  • Super Sonic Spinning: Super Sonic curls into a ball and begin spinning while charging up Chaos Energy. Once charged, he shoots himself forward as a powerful project and rams into nearby targets.
  • Turbo Boost: Super Sonic surrounds himself in a brilliant golden aura that amplifies his speed. This can be used for extensive maneuverability or deployed in short bursts to evade attacks.
  • Super Sonic Power/Super Sonic Overdrive: With the help of Super Tails & Super Knuckles, They charge up an attack and release a barrage of Homing Attacks and Light-Speed Attacks on their opponents.
  • Perfect Parry:An upgraded version of the Parry, this technique can allow Starfall Super Sonic to repel any attacks, including unblockable ones.

Statistics Notes[]

Attack Potency
  1. Far above 1.08 ZettaFOE
  2. Far above 8.64 ZettaFOE
  3. Far above 8.64 ZettaFOE - Far above 1.1 YottaFOE
  4. Above 6 Universes
  5. 12 Universes
  6. Far Superior to One-shot above 12 Universes
  7. Far superior to 4 times greater than One-shot above 12 Universes
  8. Far superior to 4.8 times greater than One-shot above 12 Universes
  9. Above 6 Universes
  10. 12 Universes
  11. Far above 6 Universes
  12. Far Superior to One-shot above 12 Universes
  13. Unfathomably superior to 614.4 times greater than One-shot above 12 Universes
  14. Far superior to 4.8 times greater than Infinite times baseline
  15. Far superior to One-shot above Infinite times baseline
  16. Vastly superior to 49.2 times greater than Infinite times Baseline
  17. Unfathomably superior to 49.2 times greater than Infinite times Baseline
Speed
  1. 1,495.68 c
  2. 11,965.44 c
  3. Blitzes 47,861.76 c
  4. Blitzes 95,723.52 c
  5. 12.252 Million c
  6. 7.068 Billion c
  7. 28.27 Billion c
  8. 5.13 Quintillion c
  9. Blitzes 20.52 Quintillion c
  10. Baseline
  11. Blitzes 4 times baseline
  12. Blitzes 7.9 times baseline
  13. Blitzes 16x baseline
  14. Blitzes 31.6 times baseline
  15. Blitzes 249.64 times baseline
  16. Far above blitzing 998.56 times baseline
  17. Far above blitzing 7,888.62 times baseline
  18. Far above blitzing 31,554.48 times baseline
  19. Far above blitzing 62,320.1 times baseline
  20. Far above 31.6 times baseline
  21. Unfathomably superior to blitzing 7,976,972.8 times baseline, Unfathomably Superior to blitzing 63,018,085.1 times baseline with Super Sonic Boost
  22. Far above blitzing 62,320.1x Infinite x Immeasurable
  23. Far above blitzing 492,328.79x Infinite x Immeasurable
  24. Unfathomably superior to blitzing 62,320.1x Infinite x Immeasurable
  25. Unfathomably superior to blitzing 492,328.79 times Infinite x Immeasurable
Lifting Strength
  1. Superior to 481,035.848 Metric Tons
  2. Superior to 3,848,286.78 Metric Tons
  3. Superior to 3.84 Million Metric Tons, at least 492 Million Metric Tons for fighting Emerl with 7 Chaos Emeralds.
  4. Superior to at least 492 Million Metric Tons
  5. Superior to 201.2 Nonillion Metric Tons
  6. Superior to 201.2 Nonillion Metric Tons

Others[]

Notable Victories:

Notable Losses:

Inconclusive Matches:

References[]

  1. Sonic Channel JP
  2. Sonic Unleashed
  3. 3.0 3.1 3.2 3.3 Sonic Battle
  4. Sonic Prime S1E7, "It Takes One to No Place"
  5. Sonic Drift 2
  6. Sonic the Hedgehog: Bad Guys #2
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Sonic Forces
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Sonic and the Secret Rings
  9. 9.0 9.1 9.2 Sonic Generations
  10. Sonic the Hedgehog #1
  11. 11.0 11.1 11.2 Sonic the Hedgehog #2
  12. Sonic the Hedgehog #6
  13. 13.0 13.1 Sonic the Hedgehog #7
  14. Sonic the Hedgehog #23
  15. Sonic the Hedgehog #25
  16. Sonic the Hedgehog #39
  17. Sonic the Hedgehog #41
  18. Sonic the Hedgehog #42
  19. 19.0 19.1 19.2 19.3 Sonic the Hedgehog #50
  20. 20.0 20.1 Sonic the Hedgehog #51
  21. Sonic the Hedgehog #55
  22. Sonic Rivals 2
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 Sonic and the Secret Rings Saikyou Kouryaku Guide
  24. 24.00 24.01 24.02 24.03 24.04 24.05 24.06 24.07 24.08 24.09 24.10 Sonic and the Black Knight
  25. Sonic Generations; "City Escape"
  26. Sonic Drift 2
  27. 27.0 27.1 27.2 Sonic Runners
  28. 28.0 28.1 28.2 28.3 Sonic Lost World
  29. Team Sonic Racing
  30. Sonic Colors (Wii)
  31. Sonic the Hedgehog #17
  32. Sonic the Hedgehog #19
  33. Sonic the Hedgehog #21
  34. Sonic the Hedgehog #16
  35. Sonic Frontiers (JP): Rhea Island
  36. 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 36.12 36.13 36.14 36.15 36.16 36.17 Sonic Frontiers
  37. Sonic the Hedgehog #29
  38. Sonic the Hedgehog issue #13
  39. Sonic Drift 2
  40. 40.00 40.01 40.02 40.03 40.04 40.05 40.06 40.07 40.08 40.09 40.10 40.11 Sonic Advance 3
  41. Sonic the Hedgehog: Bad Guys #2
  42. Sonic Shuffle
  43. 43.0 43.1 43.2 43.3 Sonic Adventure 2
  44. 44.0 44.1 44.2 Sonic Heroes
  45. 45.0 45.1 45.2 45.3 Sonic Adventure
  46. 46.0 46.1 46.2 Shadow the Hedgehog (2005)
  47. 47.0 47.1 Sonic Colours DS
  48. Sonic Colors: Rise of the Wisps - Part 2
  49. Sonic the Hedgehog #20
  50. Sonic the Hedgehog Issue 56
  51. Sonic Mania
  52. Sonic Rush
  53. Sonic the Hedgehog (2006)
  54. Sonic Rush Adventure
  55. 55.0 55.1 Sonic Frontiers: Another Story (Vs The End)
  56. Sega (July 29, 2021). ソニック & ルージュ 前編 (Japanese). Sonic Channel. Archived from the original on July 29, 2021. Retrieved on October 26, 2021.
  57. Sega (August 17, 2021). ソニック & ルージュ 前編 (Japanese). Sonic Channel. Archived from the original on August 17, 2021, 2021. Retrieved on October 26, 2021.
  58. Sonic Forces: VS Egg Dragoon
  59. Sonic the Hedgehog: Triple Trouble
  60. Sonic Battle: Sonic Style Description
  61. Sonic Battle: Sonic Leap Description
  62. Sonic Battle: Sonic Jump Description
  63. Sonic Battle: Sonic Ballet Description
  64. Sonic Battle: Sonic Guard Description
  65. Sonic Battle: Sonic Heal Description
  66. Sonic Battle: Sonic Flare Description
  67. Sonic Battle: Sonic Up Draft Description
  68. Sonic Battle: Windmill Description
  69. Sonic Battle: Sonic Rocket Description
  70. Sonic Battle: Sonic Eagle Description
  71. Sonic Battle: Sonic Wave Description
  72. Sonic Battle: Sonic Storm Description
  73. Sonic Battle: Sonic Drive Description
  74. Sonic Battle: Sonic Meteor Description
  75. Sonic Battle: Sonic Cracker Description
  76. Sonic Battle: S. Air Cracker Description
  77. Sonic Battle: Strength Support 8 Description
  78. Sonic Battle: Attack SUpport 6 Description
  79. Sonic Heroes: Blue Tornado description
  80. Sonic Mania
  81. Sonic the Hedgehog (2006)
  82. Sonic Advance 2
  83. Sonic Advance
  84. 84.0 84.1 84.2 84.3 84.4 84.5 Sonic Unleashed
  85. Sonic the Hedgehog 3
  86. Sonic the Hedgehog #4


Categories[]

Advertisement