- 2,932
- 1,641
Credit to OmegaBronic and LukeChaosBlobz for their huge contributions to this thread.
Classic Mecha Sonic MKII:
-AP: Was Eggman’s greatest creation at the time of his debut, making him superior to the doctor’s previous trump card
Solaris:
-Phase 2 AP: …as its projectile attacks can overpower Super Sonic’s fully powered Arrow of Light
-BFR: Remove it as it’s from an unused line & it doesn’t make it in gameplay either
Surge:
-Higher AP with Boost, even higher with Overcharge(Capable of knocking down Sonic, the Eggstreme Gear and Clutch; incapacitating the latter)
-Weakness: Using Overcharge drains her ^
Tails:
-Chaos Drives as optional equipment (the same ones already on Eggman’s profile). Chaos Drives themselves gain Restoration (Physical and Energy) (Can restore the health bar of Tails’ Tornado and Eggman’s Egg Walker, which is technically a shield meter, and can repair other forms of machinery, such as Whisper’s Wispon)
Area 53 Boss:
-Hammerspace Manipulation instead of its current Durability Negation (I messed it up in my last thread. I said that it should have Damage Transferal Negation/limited durability Negation for being able to make Super Sonic drop rings, but this ability is only granted to Eggman machines which can one-shot base Sonic no matter his ring count. This would actually be either invulnerability negation (unlikely due to reasons I outlined in my last thread) or hammerspace theft, which is what I’m proposing.
Knuckles:
-Additional Shockwave Generation & Paralysis Inducement with the Ground Shaker Technique
-Stamina: As a guardian, Knuckles prides himself resilience with him outlasting Trip in trekking and guarding Tails’ tent all night during a storm
-More Preparation: Hunted down the Hooligans the moment they landed on Angel Island, successfully trapping Bean & Bark.
-Possibly Instinctive Action: By being in sync with his body and his surroundings, Knuckles can move without thinking. Likely counts for Trip as well.
Dark Gaia
-AP: Scans for PDG being superior to DG. PDG could hurt or knock away Super Sonic, even when the latter was performing the Super Sonic Boost.
-Durability: Its own attack, which can hurt Super Sonic, merely stuns Perfect Dark Gaia
-Electronkinesis: It’s already in PDG’s page, just missing the scan ^
-NPI: Dark Gaia Creatures can harm each other and ghosts
-Life Creation: PDG creates smaller organisms to attack Super Sonic
-More support for Abstract Existence (Type 2): Dark Gaia is an incarnation or darkness itself, which is likely literal as it works as an equalizing force for the planet itself and awakens darkness in people’s hearts)
Erazor Djinn
-AP: Was stated to be the most powerful Genie placing him above the Ifrit Golem
-Creation, Law, Plot & Text Manipulation: By reaping the Arabian Nights, Erazor could corrupt their text to edit the storybook world, create new genies and absorb its power which would’ve resulted erased the Arabian Nights’ stories. Ultimately was the one to restore them with it being stated it would've been hard to restore otherwise.*
-Possibly Extraordinary Perception: He & Shahra could sense when new elements were added to the Arabian Nights
-Curse Manipulation, Fire Manipulation, & Life Stealing: Anyone struck with the Arrow of Judgement curse, will die once the flame is extinguished
-Necromancy: Cursed King Solomon, turning him into an undead and resurrected the 40 Thieves as Skeleton Djinn
-Damage Boost: Enhances his sword slashes with fire
-Telekinesis: Levitated the Night Palace
-Acrobatics: Hypermobility
-Range: Interdimensional via Glyphs: Teleported from Lost Prologue to the Arabian Nights’
Blaze:
-Additional acrobatics feats: Can mix her natural agility with pyrokinesis to traverse various environment at high speed, matching Sonic’s athleticism
-Intelligence: Takes advantage of her keen judgment & pyrokinesis during extreme gear races
-Additional 4th Wall Awareness: Can interact with speech bubbles
-Analytical Prediction: Can predict her enemies' moves and note flaws in them
-Martial Arts: Her fighting style gracefully combines elegant movements with ferocious flames.
-Additional uses of her Fire, Explosion & Heat Manipulation: Blaze has pyrokinesis strong enough to stay alight while underwater or outer space, and can harness it in a variety of ways. During combat she can erupt pillars & walls of flames, shoot a continuous stream of fire or spam it as bullets, combust objects and generate blasts of flames. Blaze has perfect control of the heat of her flames making it harmless when using it on her allies and thawing beings who were frozen solid. She can also use her fire as a lightsource when in dark areas.
-Extra Sense: Can sense the flames of other beings
-Speed Boost & Flight: Can use her flames to accelerate at high speeds, propel herself in the air or soften her descent.
-Damage Boost: Can coat melee strikes with her flames
-Weakness: The altitude of her flying abilities can reach is more limited in her base form.
-Higher Reaction Speed: Can dodge Sonic’s Spin Dash and Homing Attack
-AP: Remove this part from her normal stats. Sonic wished he had her help during his stay on Chaos Island implying her being relative to him
Higher AP with Fire Boost, even higher with Charged Attacks: Her strongest fire attacks have incinerated groups of Badniks, defeated a Super Badnik and damaged Master Overlord’s fin
Cream:
-Speed: She is said to be faster than Tails at the time of Sonic Advance 2
-Stamina: The same statement implies that Cream has less stamina than Tails while flying
Metal Sonic:
-More evidence for the VMaximum Overdrive to be a 4x Speed amp
Sonic:
-Additional precog-sneeze scan
-Additional Acrobatics for Classic IDW Sonic
-Sources for Modern Sonic’s pertification resistance
-For his Shatterspace mode: The Grimm
-Accelerated Development for Fighting Skill. Modern already has this, but Classic and Adventure Sonic should as well for feats already accepted as skill feats in the profiles, plus a few other instances of power growth
For Adventure Sonic we will need a little bit of context for Emerl; Will summarize the important stuff for this point, you can check his profile for a full on run down. Emerl can perfectly copy any attack he sees with no limit to this proccess. Not only can he copy, but he can mix up the fighting styles into infinite amount of unique combinations. So whatever Emerl copies, he can blend together to whatever combinations he sees fit for any given situation + can copy anything new anyone tries against him
More upscaling:
-Sonic is said have “upgraded himself” by the time of Sonic CD and to be “faster than ever before”. This would make him significantly upscale from this feat in Tails Adventure, which takes place before Sonic 1, which already asserts Sonic is the fastest critter in the world, obviously making him faster than Tails in the first place.
-Sonic can run and spin even faster in Sonic 2, and is also stated in the Sonic The Hedgehog 1 & 2 Segas Official Player Guide to be faster than before.
-Sonic and Tails are stated in Sonic Triple Trouble to be "back with even more power", while Tails has a separate statement of having become stronger.
-In Sonic 3D Blast, Sonic is said to be faster than ever.
-In Sonic Triple Trouble, "The long awaited duo of Sonic and Tails are back with even more power". A seperate statement for the same game reaffirms that Tails has grown stronger.
-Another case of power growth is in Sonic Advance 2, where it is said Sonic is faster than ever before and the bosses are said to be “some of the toughest he ever faced”.
-(Despite initially getting blitzed and overpowered by the Egg Enforces when they were powered by Prism Energy, Sonic later grew enough to be able to keep up and somewhat fight against the superior mechs of the Chaos Council when they were doing the same.) This has already been accepted here. We just need to add it (and the previous 3) to the power-scaling blog in order to further index the power growth throughout the Sonic series.
Special thanks to @McFriesGuy075 for providing the statements and translating them.
A better Super form baseline speed explanation:
“Super Sonic and Burning Blaze flew to the exception, which, as the space directly in between their dimensions, should be an infinite distance away due to the scope of Sonic and Blaze’s universes.”
This is a far better explanation for the current infinite speed rating of baseline super forms. As explained in my last CRT, they have no reason to upscale from Darkspine Sonic.
Sonic Rivals 2 Power-Ups
Sonic Rivals 2 Cast gets:
-Adhesive Manipulation with Glue Trap
-Organic Manipulation with Oil Slick
-Air Manipulation with Wind
Agree (12): @Theuser789 @Eseseso @McFriesGuy075 @Remus1998 @Omegabronic @Ednaxel2 @Speedblitzer50 @HenshinIntervention @LukeChaosBlobz @Tonygameman @OrangeFR[B] @Dalesean027[/B]
Disagree:
Neutral:
Classic Mecha Sonic MKII:
-AP: Was Eggman’s greatest creation at the time of his debut, making him superior to the doctor’s previous trump card
Solaris:
-Phase 2 AP: …as its projectile attacks can overpower Super Sonic’s fully powered Arrow of Light
-BFR: Remove it as it’s from an unused line & it doesn’t make it in gameplay either
Surge:
-Higher AP with Boost, even higher with Overcharge(Capable of knocking down Sonic, the Eggstreme Gear and Clutch; incapacitating the latter)
-Weakness: Using Overcharge drains her ^
Tails:
-Chaos Drives as optional equipment (the same ones already on Eggman’s profile). Chaos Drives themselves gain Restoration (Physical and Energy) (Can restore the health bar of Tails’ Tornado and Eggman’s Egg Walker, which is technically a shield meter, and can repair other forms of machinery, such as Whisper’s Wispon)
Area 53 Boss:
-Hammerspace Manipulation instead of its current Durability Negation (I messed it up in my last thread. I said that it should have Damage Transferal Negation/limited durability Negation for being able to make Super Sonic drop rings, but this ability is only granted to Eggman machines which can one-shot base Sonic no matter his ring count. This would actually be either invulnerability negation (unlikely due to reasons I outlined in my last thread) or hammerspace theft, which is what I’m proposing.
Knuckles:
-Additional Shockwave Generation & Paralysis Inducement with the Ground Shaker Technique
-Stamina: As a guardian, Knuckles prides himself resilience with him outlasting Trip in trekking and guarding Tails’ tent all night during a storm
-More Preparation: Hunted down the Hooligans the moment they landed on Angel Island, successfully trapping Bean & Bark.
-Possibly Instinctive Action: By being in sync with his body and his surroundings, Knuckles can move without thinking. Likely counts for Trip as well.
Dark Gaia
-AP: Scans for PDG being superior to DG. PDG could hurt or knock away Super Sonic, even when the latter was performing the Super Sonic Boost.
-Durability: Its own attack, which can hurt Super Sonic, merely stuns Perfect Dark Gaia
-Electronkinesis: It’s already in PDG’s page, just missing the scan ^
-NPI: Dark Gaia Creatures can harm each other and ghosts
-Life Creation: PDG creates smaller organisms to attack Super Sonic
-More support for Abstract Existence (Type 2): Dark Gaia is an incarnation or darkness itself, which is likely literal as it works as an equalizing force for the planet itself and awakens darkness in people’s hearts)
Erazor Djinn
-AP: Was stated to be the most powerful Genie placing him above the Ifrit Golem
-Creation, Law, Plot & Text Manipulation: By reaping the Arabian Nights, Erazor could corrupt their text to edit the storybook world, create new genies and absorb its power which would’ve resulted erased the Arabian Nights’ stories. Ultimately was the one to restore them with it being stated it would've been hard to restore otherwise.*
-Possibly Extraordinary Perception: He & Shahra could sense when new elements were added to the Arabian Nights
-Curse Manipulation, Fire Manipulation, & Life Stealing: Anyone struck with the Arrow of Judgement curse, will die once the flame is extinguished
-Necromancy: Cursed King Solomon, turning him into an undead and resurrected the 40 Thieves as Skeleton Djinn
-Damage Boost: Enhances his sword slashes with fire
-Telekinesis: Levitated the Night Palace
-Acrobatics: Hypermobility
-Range: Interdimensional via Glyphs: Teleported from Lost Prologue to the Arabian Nights’
Blaze:
-Additional acrobatics feats: Can mix her natural agility with pyrokinesis to traverse various environment at high speed, matching Sonic’s athleticism
-Intelligence: Takes advantage of her keen judgment & pyrokinesis during extreme gear races
-Additional 4th Wall Awareness: Can interact with speech bubbles
-Analytical Prediction: Can predict her enemies' moves and note flaws in them
-Martial Arts: Her fighting style gracefully combines elegant movements with ferocious flames.
-Additional uses of her Fire, Explosion & Heat Manipulation: Blaze has pyrokinesis strong enough to stay alight while underwater or outer space, and can harness it in a variety of ways. During combat she can erupt pillars & walls of flames, shoot a continuous stream of fire or spam it as bullets, combust objects and generate blasts of flames. Blaze has perfect control of the heat of her flames making it harmless when using it on her allies and thawing beings who were frozen solid. She can also use her fire as a lightsource when in dark areas.
-Extra Sense: Can sense the flames of other beings
-Speed Boost & Flight: Can use her flames to accelerate at high speeds, propel herself in the air or soften her descent.
-Damage Boost: Can coat melee strikes with her flames
-Weakness: The altitude of her flying abilities can reach is more limited in her base form.
-Higher Reaction Speed: Can dodge Sonic’s Spin Dash and Homing Attack
-AP: Remove this part from her normal stats. Sonic wished he had her help during his stay on Chaos Island implying her being relative to him
Higher AP with Fire Boost, even higher with Charged Attacks: Her strongest fire attacks have incinerated groups of Badniks, defeated a Super Badnik and damaged Master Overlord’s fin
Cream:
-Speed: She is said to be faster than Tails at the time of Sonic Advance 2
-Stamina: The same statement implies that Cream has less stamina than Tails while flying
Metal Sonic:
-More evidence for the VMaximum Overdrive to be a 4x Speed amp
Sonic:
-Additional precog-sneeze scan
-Additional Acrobatics for Classic IDW Sonic
-Sources for Modern Sonic’s pertification resistance
-For his Shatterspace mode: The Grimm
- Can create numerous platforms under and around himself (already on the profile), which also double as forcefields
-Accelerated Development for Fighting Skill. Modern already has this, but Classic and Adventure Sonic should as well for feats already accepted as skill feats in the profiles, plus a few other instances of power growth
Classic: (Bested an exact copy of him under 30 seconds) This obviously shows that, if pushed, Sonic can easily far outgrow his own level of skill. (Bested Metal Sonic under 30 seconds as well, even when Metal at the time had all the skill of him and all the other characters combined (Amy, Tails, knuckles, Bark, Bean, Fang and Honey)) Shows that Sonic not only can outgrow himself, but even far outgrow those who have everything he has + Everything from fighters comparable to him(Not ALL of them are comparable, but a good chunk of them are). (Went toe-to-toe and defeated the Egg Dragoon with no apparent issue, a machine with years of research of Modern Sonic, Classic’s future self that is far superior to him in skill and that had experienced all Classic had up till Forces) The most blatant case of Fighting Skill AD, the Egg Dragoon literally “knows” all that Classic Sonic has, all his movement patterns, is being piloted by Eggman who also has tons of experience fighting against a much superior version of Sonic, and yet Classic STILL was able to win without any apparent issue
For Adventure Sonic we will need a little bit of context for Emerl; Will summarize the important stuff for this point, you can check his profile for a full on run down. Emerl can perfectly copy any attack he sees with no limit to this proccess. Not only can he copy, but he can mix up the fighting styles into infinite amount of unique combinations. So whatever Emerl copies, he can blend together to whatever combinations he sees fit for any given situation + can copy anything new anyone tries against him
Adventure: (Went from having his attacks easily reflected and being tagged by Chaos 0, to being able to win against Chaos 4 and keep up with Chaos 6. Even with the Special Stages getting trickier and Zero getting faster, Sonic still was able to complete them in order to gain a Chaos Emerald. Continuously kept up with Emerl after the Gizoid received each Chaos Emerald, even fighting against him alongside Shadow, altho he lost. Defeated Emerl in much less than 30 seconds, even when the Gizoid had mastered all the fighting styles of himself, Shadow, Amy, Knuckles, Tails, Cream, Chaos Gamma and Chaos 0 at once, but also upgraded them into far superior versions of themselves into the “???” moves)
More upscaling:
-Sonic is said have “upgraded himself” by the time of Sonic CD and to be “faster than ever before”. This would make him significantly upscale from this feat in Tails Adventure, which takes place before Sonic 1, which already asserts Sonic is the fastest critter in the world, obviously making him faster than Tails in the first place.
-Sonic can run and spin even faster in Sonic 2, and is also stated in the Sonic The Hedgehog 1 & 2 Segas Official Player Guide to be faster than before.
-Sonic and Tails are stated in Sonic Triple Trouble to be "back with even more power", while Tails has a separate statement of having become stronger.
-In Sonic 3D Blast, Sonic is said to be faster than ever.
-In Sonic Triple Trouble, "The long awaited duo of Sonic and Tails are back with even more power". A seperate statement for the same game reaffirms that Tails has grown stronger.
-Another case of power growth is in Sonic Advance 2, where it is said Sonic is faster than ever before and the bosses are said to be “some of the toughest he ever faced”.
-(Despite initially getting blitzed and overpowered by the Egg Enforces when they were powered by Prism Energy, Sonic later grew enough to be able to keep up and somewhat fight against the superior mechs of the Chaos Council when they were doing the same.) This has already been accepted here. We just need to add it (and the previous 3) to the power-scaling blog in order to further index the power growth throughout the Sonic series.
Special thanks to @McFriesGuy075 for providing the statements and translating them.
A better Super form baseline speed explanation:
“Super Sonic and Burning Blaze flew to the exception, which, as the space directly in between their dimensions, should be an infinite distance away due to the scope of Sonic and Blaze’s universes.”
This is a far better explanation for the current infinite speed rating of baseline super forms. As explained in my last CRT, they have no reason to upscale from Darkspine Sonic.
Sonic Rivals 2 Power-Ups
Sonic Rivals 2 Cast gets:
-Adhesive Manipulation with Glue Trap
-Organic Manipulation with Oil Slick
-Air Manipulation with Wind
Agree (12): @Theuser789 @Eseseso @McFriesGuy075 @Remus1998 @Omegabronic @Ednaxel2 @Speedblitzer50 @HenshinIntervention @LukeChaosBlobz @Tonygameman @OrangeFR[B] @Dalesean027[/B]
Disagree:
Neutral:
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