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Smashboards Creates Sonic: The Champions! (Action Figure submissions!)

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,090
Location
Wherever good books are sold.
Neutral Special: Homing Attack
Sonic's bread and butter, and a core part of his kit. It's pretty much the same as in Smash, but after landing a hit on an opponent, Sonic will strike a stylish pose. If another opponent is in range while Sonic's posing, the Neutral Special can be used again to perform a consecutive, near-instant Homing Attack.

Side Special: Boost
Sonic takes off at top speed, damaging opponents he runs into. While running, Sonic can keep going as long as the appropiate direction is held, being able jump and cancel the move into his dash attack (which would be a sliding kick for this game). However, Wonderwing this isn't - Sonic does not gain super armor, meaning that any attack will knock him out of the boosting state, and he can run off ledges. Ultimately, this is a great tool for running up on your opponents, but misuse will put you in trouble.

Up Special: Sonic Boom
Sonic borrows a move from Sonic Rivals, curling up before lunging forwards in one of eight directions. It's essentially his version of Fox's Up Special. It's fast and covers a fairly good range, but is lacking in the damage department. To make up for this, though, it won't entirely put Sonic into free-fall; He'll just be locked out of his specials until he hits the ground.

Down Special: Spin/Drop Dash
Finally, Sonic will retain his Spin Dash from Smash, being able to charge it up for extra damage and speed ala the Spin Charge. In the end, it's a slower, yet safer version of the Boost.

However, the aerial version of this move now takes more inspiration from Sonic Mania; Sonic will curl up as he charges, only taking off once he hits the ground. While this strips Sonic of a potential recovery option, it does allow the move to be cancelled.
 
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Pupp135

Smash Lord
Joined
Mar 30, 2020
Messages
1,887
For Classic Mode, I was thinking something similar to Sonic the Fighters where you have to go through seven battles to collect chaos emeralds and then have a penultimate battle against a major villain. For the final battle it would be against Eggman. Before the fourth and eighth battles, there are minigames.
Order of battles
Red Emerald: 1v1 battle
Blue Emerald: 2v2 battle
Green Emerald: 1v1 battle
Minigame
Yellow Emerald: 1v2 battle
White Emerald: 1v1 battle
Cyan Emerald: 1v1 battle
Purple Emerald: 1v3 battle
Minigame 2
Penultimate Fight
Eggman

For Sonic’s moveset, I like his Super Smash Flash one where his side special is changed to Light Dash.
 
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Janx_uwu

Smash Champion
Writing Team
Joined
May 17, 2020
Messages
2,976
Location
Faraway Avalon
Sonic Moveset
(from the Smash of another universe thread, changed some words so it made sense for this thread and also swapped the inputs of homing attack and spindash/roll/drop dash)

Neutral B: Spindash/Roll/Drop Dash

This is a move with three variations, kind of like Steve's neutral B in Smash.
If Sonic uses this move on the ground, without moving, he will curl up into a spindash position. When released, Sonic will activate what is basically his Spin Charge (side B) from Ultimate, though he cannot attack out of it after jumping-he can only dodge out of the spindash, or try and redirect himself back to the stage, or wait until the Spindash ends. The spindash itself does a lot of damage and knockback when fully charged, but uncharged it doesn't do nearly as much. The Spindash, while charging, has a constant hitbox all around it which will lock in opponents for the spindash. You can charge the Spindash for a maximum of 3 seconds, after which it will automatically release. No canceling, and his down air (which is mostly unchanged from Smash) has been given more endlag to compensate.
If Sonic is walking and presses Neutral B, then he will roll at a very slow speed, doing very low damage and knockback. However, Sonic can jump out of the roll and activate an aerial unlike his Spindash, so the walking Roll can lead to some good combo setups (though it is hard given the fast nature of Smash, you won't be walking much of the time). If you activate it while running, it becomes what is essentially a less powerful Spindash (even less powerful than a non-charged Spindash), however you can use aerials out of a Roll jump, which should certainly help things. The Roll is also affected by the surface you are on-so Sonic will go very fast in his Roll if activated on an incline that is high enough.
If activated in the air, Sonic will curl up and gain a little shiny thing on his ball form, like in Mania. He will gain a hitbox during this time, which lets Sonic bounce off of opponents if they are hit (and he can bounce higher and higher if he hits opponents multiple times. When he hits the ground, he will launch into the same thing as a running Roll. Sonic can cancel the Drop Dash midair with a dodge.

Side B: Light Speed Dash
As much as the Boost deserves to be a part of Sonic's moveset, I can't imagine how it would work in the context of Smash, especially if we also intend to use the Spindash in his moveset in some form. Anyways, it functions exactly like in SSF2.

Dow B: Homing Attack
Works like Ultimate, however he does a pose afterwards. Also, when charging, if the direction opposite of where Sonic was facing is held, he will come out of the move in the opposite direction, making combos much easier to perform.

Up B: Spring
Unchanged from Ultimate.

Forward air is the Sonic Eagle from Sonic Battle, an axe kick type move that spikes opponents hit downward by Snoc's shoe.

Forward Smash is unchanged, but now has his arm temporarily turn into a Werehog arm to somewhat explain the long and disjointed properties of the move.

Up tilt has Sonic bring a hand above his eyes and look up, referencing his look up animation in Sonic Advance. This slightly pops up his opponents for an aerial follow up.

Up Smash is now Blue Tornado from Sonic Heroes. When charging, Sonic does the same charging animation for his original Up Smash. However, when he jumps up, he actually spins around in a circle, creating what you'd expect-a Blue Tornado. This pulls in nearby opponents with a strong windbox to get hit by the spinning Sonic. It does have a lot of startup however.

Down Smash is now the spinning kick from 06.

Finally, down tilt is the slide from the Boost games. Functions like Joker's or Cloud's from Smash.
 
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Janx_uwu

Smash Champion
Writing Team
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May 17, 2020
Messages
2,976
Location
Faraway Avalon
If you haven't already, please vote for the Green Hill and Sky Sanctuary music lists - we've reached a stalemate on both of those. I'll allow the Chemical Plant voting to continue as well, it's not at a tie but it feels weird not to have them all end at the same time.
 
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Janx_uwu

Smash Champion
Writing Team
Joined
May 17, 2020
Messages
2,976
Location
Faraway Avalon
Classic mode equivalent submissions will end shortly, as will music voting - we only need one more vote on Sky Sanctuary's lists for me to end it.
 

YoshiandToad

Smash Hero
Joined
Dec 24, 2001
Messages
7,113
Location
Still up Peach's dress.
Sonic Moveset:

Neutral Special: Homing attack

One of Sonic's most core gameplay mechanics, he rolls into a ball and launches himself towards an opponent. Getting the spacing right is important to prevent Sonic from unfurling right in front of his waiting opponent and being punished for mistaking it.

Up Special: Blue Tornado

By running in circles fast, Sonic will create an updraft tornado. This will launch enemies upwards, but also can be used to launch himself skywards. After creating the tornado, Sonic will break out an airboard, soaring upwards.

Side Special: Boost
Sonic suddenly boosts horizontally through the air smashing through anything in his way.

Down Special: Bound Jump
Whilst in the air, Sonic curls into a ball and slams himself down dealing damage to those below him. Upon hitting the ground (or an opponent) Sonic will bounce back up allowing him to combo this repeatedly, although each consistent hit will weaken the individual bounce's power.
 

Janx_uwu

Smash Champion
Writing Team
Joined
May 17, 2020
Messages
2,976
Location
Faraway Avalon
Sorry about basically taking the weekend off, y'all. Some plans I was looking forward to got cancelled, and then I got sick, which you would think makes it easier to have time to work on creation threads but it actually kills all your motivation of running them.

First of all, moveset submissions are closed!
Neutral Special: Homing Attack
Sonic's bread and butter, and a core part of his kit. It's pretty much the same as in Smash, but after landing a hit on an opponent, Sonic will strike a stylish pose. If another opponent is in range while Sonic's posing, the Neutral Special can be used again to perform a consecutive, near-instant Homing Attack.

Side Special: Boost
Sonic takes off at top speed, damaging opponents he runs into. While running, Sonic can keep going as long as the appropiate direction is held, being able jump and cancel the move into his dash attack (which would be a sliding kick for this game). However, Wonderwing this isn't - Sonic does not gain super armor, meaning that any attack will knock him out of the boosting state, and he can run off ledges. Ultimately, this is a great tool for running up on your opponents, but misuse will put you in trouble.

Up Special: Sonic Boom
Sonic borrows a move from Sonic Rivals, curling up before lunging forwards in one of eight directions. It's essentially his version of Fox's Up Special. It's fast and covers a fairly good range, but is lacking in the damage department. To make up for this, though, it won't entirely put Sonic into free-fall; He'll just be locked out of his specials until he hits the ground.

Down Special: Spin/Drop Dash
Finally, Sonic will retain his Spin Dash from Smash, being able to charge it up for extra damage and speed ala the Spin Charge. In the end, it's a slower, yet safer version of the Boost.

However, the aerial version of this move now takes more inspiration from Sonic Mania; Sonic will curl up as he charges, only taking off once he hits the ground. While this strips Sonic of a potential recovery option, it does allow the move to be cancelled.
Neutral B: Spindash/Roll/Drop Dash

This is a move with three variations, kind of like Steve's neutral B in Smash.
If Sonic uses this move on the ground, without moving, he will curl up into a spindash position. When released, Sonic will activate what is basically his Spin Charge (side B) from Ultimate, though he cannot attack out of it after jumping-he can only dodge out of the spindash, or try and redirect himself back to the stage, or wait until the Spindash ends. The spindash itself does a lot of damage and knockback when fully charged, but uncharged it doesn't do nearly as much. The Spindash, while charging, has a constant hitbox all around it which will lock in opponents for the spindash. You can charge the Spindash for a maximum of 3 seconds, after which it will automatically release. No canceling, and his down air (which is mostly unchanged from Smash) has been given more endlag to compensate.
If Sonic is walking and presses Neutral B, then he will roll at a very slow speed, doing very low damage and knockback. However, Sonic can jump out of the roll and activate an aerial unlike his Spindash, so the walking Roll can lead to some good combo setups (though it is hard given the fast nature of Smash, you won't be walking much of the time). If you activate it while running, it becomes what is essentially a less powerful Spindash (even less powerful than a non-charged Spindash), however you can use aerials out of a Roll jump, which should certainly help things. The Roll is also affected by the surface you are on-so Sonic will go very fast in his Roll if activated on an incline that is high enough.
If activated in the air, Sonic will curl up and gain a little shiny thing on his ball form, like in Mania. He will gain a hitbox during this time, which lets Sonic bounce off of opponents if they are hit (and he can bounce higher and higher if he hits opponents multiple times. When he hits the ground, he will launch into the same thing as a running Roll. Sonic can cancel the Drop Dash midair with a dodge.

Side B: Light Speed Dash
As much as the Boost deserves to be a part of Sonic's moveset, I can't imagine how it would work in the context of Smash, especially if we also intend to use the Spindash in his moveset in some form. Anyways, it functions exactly like in SSF2.

Dow B: Homing Attack
Works like Ultimate, however he does a pose afterwards. Also, when charging, if the direction opposite of where Sonic was facing is held, he will come out of the move in the opposite direction, making combos much easier to perform.

Up B: Spring
Unchanged from Ultimate.

Forward air is the Sonic Eagle from Sonic Battle, an axe kick type move that spikes opponents hit downward by Snoc's shoe.

Forward Smash is unchanged, but now has his arm temporarily turn into a Werehog arm to somewhat explain the long and disjointed properties of the move.

Up tilt has Sonic bring a hand above his eyes and look up, referencing his look up animation in Sonic Advance. This slightly pops up his opponents for an aerial follow up.

Up Smash is now Blue Tornado from Sonic Heroes. When charging, Sonic does the same charging animation for his original Up Smash. However, when he jumps up, he actually spins around in a circle, creating what you'd expect-a Blue Tornado. This pulls in nearby opponents with a strong windbox to get hit by the spinning Sonic. It does have a lot of startup however.

Down Smash is now the spinning kick from 06.

Finally, down tilt is the slide from the Boost games. Functions like Joker's or Cloud's from Smash.
Sonic Moveset:

Neutral Special: Homing attack

One of Sonic's most core gameplay mechanics, he rolls into a ball and launches himself towards an opponent. Getting the spacing right is important to prevent Sonic from unfurling right in front of his waiting opponent and being punished for mistaking it.

Up Special: Blue Tornado
By running in circles fast, Sonic will create an updraft tornado. This will launch enemies upwards, but also can be used to launch himself skywards. After creating the tornado, Sonic will break out an airboard, soaring upwards.

Side Special: Boost
Sonic suddenly boosts horizontally through the air smashing through anything in his way.

Down Special: Bound Jump
Whilst in the air, Sonic curls into a ball and slams himself down dealing damage to those below him. Upon hitting the ground (or an opponent) Sonic will bounce back up allowing him to combo this repeatedly, although each consistent hit will weaken the individual bounce's power.
For Sonic’s moveset, I like his Super Smash Flash one where his side special is changed to Light Dash.
Because we've actually got quite a few submissions, we'll do in - site voting this time. 2 votes allowed, ranked voting in effect. Your options are:
FazDude's
Janx's
YoshiandToad's
SSF2 (submitted by Pupp135)
Ultimate

Classic equivalent submissions are also closed!
Classic Equivalent: Emerald Trials
There's a short, skippable cinematic of Knuckles on top of the Master Emerald, thinking a monologue about how one needs to pass every Chaos Emerald Trial to be able to harness the power of the Master Emerald, or something like that. It's only half a minute long if you want to watch it. After that, you go through seven different challenges, where three of them are exclusive to your character, and the other four are somewhat random. The challenges can be anything from "defeat the giant Knuckles" to "defeat an enemy with this specific item" to "KO Shadow with a meteor smash". After completing all seven, you enter the Master Emerald for the "Master Trial" and defeat the boss. Your % and stocks carry over between battles, but you get to rest at the Emerald Altar in between trials, where there is a limited amount of healing items for you to consume like in All-Star mode. When you're ready, you can jump on the Chaos Emerald of your choosing to take on the next trial.
For Classic Mode, I was thinking something similar to Sonic the Fighters where you have to go through seven battles to collect chaos emeralds and then have a penultimate battle against a major villain. For the final battle it would be against Eggman. Before the fourth and eighth battles, there are minigames.
Order of battles
Red Emerald: 1v1 battle
Blue Emerald: 2v2 battle
Green Emerald: 1v1 battle
Minigame
Yellow Emerald: 1v2 battle
White Emerald: 1v1 battle
Cyan Emerald: 1v1 battle
Purple Emerald: 1v3 battle
Minigame 2
Penultimate Fight
Eggman
Vote here: https://strawpoll.com/polls/3RnYpRxoQye

Also, it may have taken 6,000 years, but stage music voting has ended! Green Hill and Chemical Plant will have boppin tracks provided by Otoad64 Otoad64 , while Sky Sanctuary will have some lovely tunes from FazDude FazDude !
New jobs in the next post from me.
 
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Janx_uwu

Smash Champion
Writing Team
Joined
May 17, 2020
Messages
2,976
Location
Faraway Avalon
The Strawpoll link leads to a 404. As for movesets…
Edited in a working link.

I'll vote for YoshiandToad's as my #1 and SSF2/Pupp's as my second.

NEXT JOB: Submit a non-game Sonic character and/or stage
That's right, we're adding some non-game content to this crossover! You can't submit a character and a stage from the same media series (but you can submit a character and a stage from the same media type - an Archie character and an IDW stage, for example). The character only has to originate from non-game media, so characters who have appeared in games are fine so long as that isn't where they first appeared. Examples of media that's fine to use...
Adventures of Sonic the Hedgehog
Sonic SatAM
Sonic Underground
Sonic The Hedgehog comics (Archie)
Sonic OVA
Sonic X
Sonic Boom (TV Show)
Sonic The Hedgehog comics (IDW)
Sonic The Hedgehog (Paramount film series)
Sonic The Comic (UK comic series)
Sonic The Hedgehog (Shogakukan manga series)
Sonic Adventures (French comic series)
...And anything else you can think of that is Sonic and isn't a video game! Fan created content (even officially endorsed stuff like Sanic) is not allowed for this job.
 

Janx_uwu

Smash Champion
Writing Team
Joined
May 17, 2020
Messages
2,976
Location
Faraway Avalon
Non-game character: Akhlut The Orca (Archie Sonic)

Our roster's pretty safe and predictable so far, so let's make it a little weird. One of Eggman's grandmasters (powerful guys who served under the mad scientist), who is obviously based on the infamous orca from the beginning of Sonic Adventure, Akhlut would switch between his bipedal design and his non-anthro design for certain animations and attacks.

Non-game stage: Humans Against Genesis (Sonic 1 commercial)

This is a stage with a similar layout to hazardless Gamer-you're just up on the counter with the TV in the background playing random Sonic 1 footage. With hazards on, various Genesis games will fall onto the stage to make new layouts of platforms, and can damage fighters on the way down like the blocks in Living Room. Eventually, the lady from the commercial will enter. She'll do two attacks, a horizontal one to swipe the Genesis games offstage, and a vertical one to slap down on a fighter. She'll then look frustrated, yell "Little Brat!" and leave. She's part of the background, so you can't damage her at all.
 
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cashregister9

Smash Hero
Joined
Apr 4, 2020
Messages
8,698
Non-game character

Whisper



From the IDW comics whisper is a wolf and wields her special Variable Wispon

Non-game stage

The Beach (Sonic OVA)



The whole stage is a walk off and The left side of the stage is water and the right side goes into the blastzone

In the background you can see the now iconic chair and umbrella and also Sara, The President and Old Man Owl can appear in the background.
 

YoshiandToad

Smash Hero
Joined
Dec 24, 2001
Messages
7,113
Location
Still up Peach's dress.
Non-game character: Dr. Starline
Dr-Starline.png

A major antagonist in the IDW comics, Dr. Starline is an Eggman fanboy who eventually becomes his personal assistant, taking it upon himself to not only search the planet when Dr. Eggman vanishes, but finding him with all his evil removed and memories lost as the sweet Mr. Tinker.

He then kidnaps him, RESTORES Eggman's memories and proceeds to aid him in his most evil creation to date, the Metal Virus...a zombie like virus that can affect all bio-matter and turn them into mindless robotic zombies that bite, shred and infect other life forms.

Dr. Starline becomes disillusioned with his hero after discovering Eggman has no real plan to prevent himself from being infected, and takes it upon himself to find a solution; obtain and enslave the Zeti who have the ability to control machinery to prevent them from becoming zombots themselves...it doesn't work...not only that it makes everything worse.

Anyway Dr. Starline is a massively entertaining antagonist who recently has become his own super villain working against Sonic and Eggman(whilst still deeply respecting Eggman and hoping to help his hero even after he was betrayed by him). He's currently responsible for creating the two current arc antagonists, Surge the Tenrec and Kitsune the Fennec as misshapen bio clones of Sonic and Tails, whilst conditioning them repeatedly to act the way he wants with his hypnosis.

Starline's weapons include:
  • The Warp Topaz: No longer in his posession, but the big swirly rock on his wrist allows him to open up interdimensional portals. He uses this to fight Sonic to great effect since super speed means little if he can redirect him to a totally different part of the map and disorientate him.
  • The Tricore: Slots onto his wrist in the Warp Topaz's place, this is essentially the power cores from Sonic Heroes giving Starline the power to switch between 'Speed', 'Fly' and 'Power' vastly improving his previously unexceptional combat skills.
  • Hypnosis: Can only work on one person at a time and only for a limited amount of time unless the subject is exposed repeatedly and has a weak will.
  • Electric heel spurs: Starline's spur on his heel can send a power electric shock out
  • Toxic heel spurs: Starline's other spur contains a paralysing toxin (likely based on real world male platypus who have this)
Outside these personal abilities, Starline also has Surge and Kitsunami who are infused with the abilities of Sonic and Tails alongside Surge being able to create electricity and Kitsunami having control over water which act as his additional tails.
 
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D

Deleted member

Guest

Sally Acron
This is probably a bit more safe than other characters submitted so far but it just makes a lot of sense. With appearances in both the comics and SATAM under her belt, her return would be a big deal.
 
Last edited by a moderator:

YoshiandToad

Smash Hero
Joined
Dec 24, 2001
Messages
7,113
Location
Still up Peach's dress.
Stage: Piston Pit (Sonic the Hedgehog movie)

Piston-Pit.png


The famous Bar scene fight from the Paramount Sonic the Hedgehog movie.

Just like in the movie, everyone is frozen in time, including liquids and items that have been thrown through the air. Tom can be seen at the bar in this pose having been placed there safely by Sonic. There's a mechanical bull at the back that you can bounce off of, and destructible stage elements such as barstools, the pool table, regular wooden tables and bottles of beer.
 
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evanwoo10

Smash Lord
Joined
Oct 3, 2020
Messages
1,034
Character: Dave the Intern (Sonic Boom)
E9E15D84-ECEA-4C8A-9F93-40972C895F6F.png

Dave the Intern is a major threat character in the Sonic Boom TV Show. He is both a fry cook & manger at Meh Burger and a founding member of the Lightning Bolt Society (a team of the village’s worst evil doers). Dave lives at his mother’s house and dreams of becoming a big supervillain one of these days. Dave doesn’t really have any special powers or abilities, but he has been known to use different gadgets and items to make himself more powerful.
 

Torgo the Bear

Smash Lord
Joined
Mar 30, 2019
Messages
1,176
Location
Grinding for Maushold Family of Three
NNID
u2outofcontrol
Switch FC
SW-1209-7008-3905
Thanks for the ping! Anyways, here's my character:
1647556419572.png

Dr. Robotnik (Paramount)
While the iconic AoStH version of Ivo has already been submitted, I wanted to submit another version of the good doctor I personally like. This version of Large Egg will probably be the most realistically grounded character in the game, even if his moveset will probably have a major focus on commanding robots from afar.
 

Janx_uwu

Smash Champion
Writing Team
Joined
May 17, 2020
Messages
2,976
Location
Faraway Avalon
Oof, my bad again. Submissions are closed!
I submit Scratch and Grounder!

These two nincombots would make for an interesting Pokemon Trainer-like team, with Scratch being a more frail, but faster character, while Grounder is a slower living arsenal.
Non-game character: Akhlut The Orca (Archie Sonic)

Our roster's pretty safe and predictable so far, so let's make it a little weird. One of Eggman's grandmasters (powerful guys who served under the mad scientist), who is obviously based on the infamous orca from the beginning of Sonic Adventure, Akhlut would switch between his bipedal design and his non-anthro design for certain animations and attacks.

Non-game stage: Humans Against Genesis (Sonic 1 commercial)

This is a stage with a similar layout to hazardless Gamer-you're just up on the counter with the TV in the background playing random Sonic 1 footage. With hazards on, various Genesis games will fall onto the stage to make new layouts of platforms, and can damage fighters on the way down like the blocks in Living Room. Eventually, the lady from the commercial will enter. She'll do two attacks, a horizontal one to swipe the Genesis games offstage, and a vertical one to slap down on a fighter. She'll then look frustrated, yell "Little Brat!" and leave. She's part of the background, so you can't damage her at all.
Robotnik (AoStH)

I feel this submission, like my Monsters Inc. submission for Project Dream, justifies itself so I won't go into more detail

Crush 40 Concert

Your fight is accompanied by live music from Crush 40! This stage would be equivalent to Hazards Off Smashville.
a Non-Game Sonic Character:Tangle and Whisper


(Fan Art made by elranno)

Tangle and Whisper are the main characters from IDW comics, Tangle is a lemur and Whisper is a wolf, they would be a duo fighter but a mix from Ice Climbers with Pokémon Trainer
Non-game character

Whisper



From the IDW comics whisper is a wolf and wields her special Variable Wispon

Non-game stage

The Beach (Sonic OVA)



The whole stage is a walk off and The left side of the stage is water and the right side goes into the blastzone

In the background you can see the now iconic chair and umbrella and also Sara, The President and Old Man Owl can appear in the background.
Non-game character: Dr. Starline
View attachment 347707
A major antagonist in the IDW comics, Dr. Starline is an Eggman fanboy who eventually becomes his personal assistant, taking it upon himself to not only search the planet when Dr. Eggman vanishes, but finding him with all his evil removed and memories lost as the sweet Mr. Tinker.

He then kidnaps him, RESTORES Eggman's memories and proceeds to aid him in his most evil creation to date, the Metal Virus...a zombie like virus that can affect all bio-matter and turn them into mindless robotic zombies that bite, shred and infect other life forms.

Dr. Starline becomes disillusioned with his hero after discovering Eggman has no real plan to prevent himself from being infected, and takes it upon himself to find a solution; obtain and enslave the Zeti who have the ability to control machinery to prevent them from becoming zombots themselves...it doesn't work...not only that it makes everything worse.

Anyway Dr. Starline is a massively entertaining antagonist who recently has become his own super villain working against Sonic and Eggman(whilst still deeply respecting Eggman and hoping to help his hero even after he was betrayed by him). He's currently responsible for creating the two current arc antagonists, Surge the Tenrec and Kitsune the Fennec as misshapen bio clones of Sonic and Tails, whilst conditioning them repeatedly to act the way he wants with his hypnosis.

Starline's weapons include:
  • The Warp Topaz: No longer in his posession, but the big swirly rock on his wrist allows him to open up interdimensional portals. He uses this to fight Sonic to great effect since super speed means little if he can redirect him to a totally different part of the map and disorientate him.
  • The Tricore: Slots onto his wrist in the Warp Topaz's place, this is essentially the power cores from Sonic Heroes giving Starline the power to switch between 'Speed', 'Fly' and 'Power' vastly improving his previously unexceptional combat skills.
  • Hypnosis: Can only work on one person at a time and only for a limited amount of time unless the subject is exposed repeatedly and has a weak will.
  • Electric heel spurs: Starline's spur on his heel can send a power electric shock out
  • Toxic heel spurs: Starline's other spur contains a paralysing toxin (likely based on real world male platypus who have this)
Outside these personal abilities, Starline also has Surge and Kitsunami who are infused with the abilities of Sonic and Tails alongside Surge being able to create electricity and Kitsunami having control over water which act as his additional tails.

Sally Acron
This is probably a bit more safe than other characters submitted so far but it just makes a lot of sense. With appearances in both the comics and SATAM under her belt, her return would be a big deal.
Stage: Piston Pit (Sonic the Hedgehog movie)

View attachment 347823

The famous Bar scene fight from the Paramount Sonic the Hedgehog movie.

Just like in the movie, everyone is frozen in time, including liquids and items that have been thrown through the air. Tom can be seen at the bar in this pose having been placed there safely by Sonic. There's a mechanical bull at the back that you can bounce off of, and destructible stage elements such as barstools, the pool table, regular wooden tables and bottles of beer.
Character: Dave the Intern (Sonic Boom)
View attachment 347830
Dave the Intern is a major threat character in the Sonic Boom TV Show. He is both a fry cook & manger at Meh Burger and a founding member of the Lightning Bolt Society (a team of the village’s worst evil doers). Dave lives at his mother’s house and dreams of becoming a big supervillain one of these days. Dave doesn’t really have any special powers or abilities, but he has been known to use different gadgets and items to make himself more powerful.
Thanks for the ping! Anyways, here's my character:
View attachment 347925
Dr. Robotnik (Paramount)
While the iconic AoStH version of Ivo has already been submitted, I wanted to submit another version of the good doctor I personally like. This version of Large Egg will probably be the most realistically grounded character in the game, even if his moveset will probably have a major focus on commanding robots from afar.
For the character, since we got way more of those responses, we'll do an onsite vote. Your choices for ranked voting of 3 votes are:
1. Scratch & Grounder (AoStH)
2. Ahklut The Orca (Archie)
3. Robotnik (AoStH)
4. Tangle & Whisper (IDW)
5. Whisper (IDW)
6. Dr. Starline (IDW)
7. Sally Acorn (Archie & SatAM)
8. Dave The Intern (Boom TV show)
9. Robotnik (Paramount)

And here's the link to stage voting! https://strawpoll.com/polls/e2nav6aowgB
Lots of great submissions here, so vote wisely!
 

FazDude

Smash Master
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Jan 26, 2021
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Wherever good books are sold.
  1. Whisper - I think Tangle and Whisper would be better off as their own fighters, hence why I didn't go with their duo submission. Other than that, they're both fan-favorite characters with a lot of potential for a moveset.
  2. Scratch and Grounder - Self-vote. I love these guys too much.
  3. Sally Acorn - Another fan-favorite character - Not really familiar with Sonic SATAM or the Archie comics, but I believe that they're important enought to get at least one rep.
Honorable mentions to Dave the Intern and Dr. Starline.
 

YoshiandToad

Smash Hero
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Dec 24, 2001
Messages
7,113
Location
Still up Peach's dress.
1. Whisper: Great character, great abilities, I'd honestly want to play her in a game with all her Wisp abilities
2. Dave the Intern: Sonic Boom's hilarious, and Dave is pathetically amusing
3. Dr. Starline: Shameless self vote, but I cannot stress enough how good the IDW comic characters actually are.

Talking of which, shout out to 'Tangle and Whisper' I just think both characters have enough unique stuff they can offer as individual characters rather than a joint unit. I'd absolutely vote Tangle if she was here alone too.
 

Janx_uwu

Smash Champion
Writing Team
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Voting has concluded!
First order of buisness, go vote in the tiebreaker poll between Piston Pit and The Beach! https://strawpoll.com/polls/1Mnwv1VYky7

Next up, we have our victor...Whisper The Wolf from the IDW Sonic comic series!

Next Job: Submit a moveset for Whisper!

Here's her wiki page, this should come in handy:
 

YoshiandToad

Smash Hero
Joined
Dec 24, 2001
Messages
7,113
Location
Still up Peach's dress.
Whisper moveset

Naturally Whisper fights with her Variable Wispon, a special weapon that utilises her ex-teams Wisps.

Neutral Special: Laser Mode
Whisper's role as the sniper returns. Using the power of the Cyan Wisp, she unleashes a powerful shot that can penetrate through multiple enemies. It requires charging but can do serious damage upon release.

Up Special: Hover Mode

Whisper activates the green Wisp on her Variable Wispon, allowing her to hover upwards briefly. Much like Peach, she'll slowly float down with this parasol like move.

Side Special: Rocket Mode
Whisper's original Wisp was the orange one and so it seems only appropriate that one of her special be dedicated to this powerhouse bazooka like power. Does heavy damage although the explosive is a little hard to aim. When fired in the air Whisper will be sent backwards from the direction she shoots due to not being able to brace herself.

Down Special: Cube Mode
Using the power of the blue Wisp, Whisper can transform her gun into an Amy Rose style hammer. Whisper can slam it down knocking opponents back. Can be used in the air, to knock enemies back even further.
 
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