Sonic Central



Sonic may be the fastest thing alive, but he still has to defend himself!

Status Effects may vary with some attacks if against a living or a robotic enemy.

Solo Attacks:
Sonic Eagle - A double axe kick that does 8 damage Cost 4

Sonic Wind - A can't miss whirlwind attack that does 12 damage. Double damage to enemies weak to Wind Element. Cost 6
50% Chance of Vulnerable Status to enemy. Roll on Luck to determine

Sonic Punch - A punch delivered at full speed that can also pierce armor. Does 20 damage. Cost 7

Sonic Kick - A kick delivered at full speed that can also pierce armor. Does 25 damage. Cost 9

Flare - An upward kick loosely inspired by Sonic's love of breakdancing. Does 15 Damage Cost 9

Updraft - A rushing wind attack that does 20 Damage. Double damage to enemies weak against that element Cost 9

Windmill - A breakdance inspired spinning kick. Does 30 Damage Cost 7

Sonic Rocket - A rising kick that is also armor piercing. Does 30 Damage Cost 6
50% Chance of Stun Status to enemy. Roll on Luck to determine

Sonic Crackers - Homemade explosives provided by Tails. Does 10 Damage each. Armor piercing Cost 5
-Two bombs at once -- Cost 7
- Three bombs at once - Cost 9
-Four bombs at once -- Cost 10
50% Chance of Bleed Status to living enemies. Roll on Luck to determine

Sonic Boom - Using a Power Ring, Sonic breaks the sound barrier and sends a sonic boom towards the enemy Cost 10
50% Chance of K.O. to enemy. Roll on Luck to determine

Sonic Drive - Sonic tosses a Ring towards his enemy then dashes towards it. Does 50 Damage. Armor piercing. Cost 8

Meteor - Sonic leaps into the air and does a straight down Spin Attack, causing massive damage. Armor piercing. Cost 15
50% Chance of K.O. to enemy. Roll on Luck to determine

Sonic Combo - Punch, Kick, Windmill, Meteor. A devastating combo that does 90 Damage. Cost 100
50% Chance Bleed Status to living enemies. Roll on Luck to determine

Strike Dash - Sonic grabs a Ring and bursts forward, literally passing through an opponent. Does 75 Damage Cost 25
50% Chance of Stun Status to enemy. Roll on Luck to determine

Peel Out - Sonic runs so fast his legs resemble a figure 8. He then dashes forward to deliver an armor piercing punch. Does 20 Damage Cost 17

Head Spin - Sonic rushes around his opponent Cost 9
50% Chance of Distracted Status to enemy. Roll on Luck to determine

Time Freeze - Using several Power Rings, Sonic moves so fast everything around him seems to freeze. He then performs a Meteor attack. Does 90 Damage Cost 120

Humming Top - Sonic spins in place then slams his fists into an enemy. Roll one die. The number that comes up is the number of successful landed hits. Does 20 Damage each hit Cost 6

Team Attacks:
Blue Bomber - Tails airlifts Sonic over an enemy, then drops the spinning hedgehog. Does 50 Damage Cost 4
Requires: Miles "Tails" Prower

Sonic Golf - Amy slams a spinning Sonic with her hammer, sending him into an opponent. Does 70 Damage Cost 10
50% Chance of Sluggish Status to enemy. Roll on Luck to determine
Required: Amy Rose

Fastball Special - Knuckles tosses Sonic at an enemy, who then performs a Spin Attack. Does 40 Damage Cost 10
Required: Knuckles the Echidna

Triple Trouble - Sonic, Tails, and Knuckles join hands and perform a giant Whirlwind attack that does double damage to enemies weak to that element Cost 6
Required: Miles "Tails" Prower, Knuckles the Echidna

Hail Storm - Knuckles, Tails, and Amy slam a spinning Sonic between them, building momentum, before releasing Sonic into an enemy. Does 50 Damage. Armor piercing. Cost 20
50% Chance of Weakened Status to enemy. Roll on Luck to determine
Required: Knuckles the Echidna, Miles "Tails" Prower, Amy Rose

Fire Slide - Sonic slides with enough speed to create friction burn, and slams his flaming feet into an enemy. Does 40 Damage Cost 20

Werehog Attacks:
Were Claw - An armor piercing attack from Sonic's sharp claws. Does 30 Damage Cost 7
50% Chance of Bleed Status to living enemies

Were Hammer - A skull crushing attack that does 70 Damage. Cost 10
50% Chance of Stun Status to enemy

Were Bite - Sonic sinks his teeth into an enemy. Does 50 Damage. Armor piercing Cost 12
50% Chance of Bleed Status to living enemies. Roll on Luck to determine

Were Wallop - Sonic slams his fists onto an enemy. Does 60 Damage Cost 12

Beatdown - Sonic lays into an opponent. Roll a die to determine number of successful hits. Does 20 Damage each Cost 30
50% Chance of Vulnerable Status to enemy. Roll on Luck to determine

Earthshaker - Sonic slams his fists into the ground, causing a damaging shockwave. Does 40 Damage Cost 20

Primal Rage - Sonic goes into a berserker rage. Roll one die to determine number of successful hits. Does 40 Damage each, Armor peircing Cost 50
50% Chance of Stun Status to robotic enemies. Roll on Luck to determine.
50% Chance of Bleed Status to living enemies. Roll on Luck to determine


Item Attacks:
Lightspeed Dash - Sonic dashes at light speed into an enemy, causing 100 Damage Cost 20
Requires: Light Speed Shoes

Fire Somersault – Sonic flips and becomes surrounded by a mystical fire. Does 40 Damage. Double damage to enemies weak against that element Cost 12
Requires: Flame Ring

Magic Hand – A device built by Tails that allows an enemy to be grabbed into a bubble to be thrown. Captured enemy is removed from battle. Damage is the same as the captured enemies attack. Cost 20
Requires: Magic Hand

Spinball – Sonic bounces in place to build momentum, then lands on top of an enemy. Does 60 Damage. Armor piercing. Cost 15
Requires: Bounce Bracelet
50% Chance of Stun Status to enemy. Roll on Luck to determine

Fireball Dash – Sonic spins towards an enemy while surrounded by a mystical fire. Does 60 Damage. Double damage to enemies weak against the element. Armor piercing. Cost 18
Requires: Flame Shield

Ring Throw – Sonic tosses Rings at an enemy, at the risk of sacrificing defense.
Cost 1
Each Ring thrown depletes from Armor count. If hit with no Rings, Sonic loses a life

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