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ProfLexicovermis

Sonic Battle 2

Apr 9th, 2018
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  1. _____________________________________________________________
  2.  
  3. TEMPLATE
  4. Archetype: (Summarizes their playstyle)
  5.  
  6. Endurance: (Health and damage resistance)
  7. Speed: (...how fast they get around)
  8. Attack Power: (Generally how hard they hit)
  9. Rage: (How fast the Ichikoro Gauge fills naturally)
  10.  
  11. Shot: (Projectile Attack)
  12. Pow: (Hard hitting, sometimes gimmicky attack)
  13. Trap: (A trap)
  14.  
  15. Notes: (Summarizes the character and their gameplay)
  16. _____________________________________________________________
  17.  
  18. SONIC THE HEDGEHOG
  19. Archetype: Speedy Brawler
  20.  
  21. Endurance: Average
  22. Speed: Extreme
  23. Attack Power: Slightly Subpar
  24. Rage: Average
  25.  
  26. Shot: Sonic Wave
  27. Pow: Spin Dash/Sonic Meteor
  28. Trap: Sonic Cracker
  29.  
  30. Notes: Sonic's gimmick lies in being the fastest available fighter. He can easily run circles around any other fighter in the game, but his rapid movements can sometimes be a little tricky to manage. The Sonic Wave is a run of the mill projectile, and can be fired at a downward angle with the Air variant. The Spin Dash is targeted via a ring thrown by Sonic, and is among his strongest moves, as well as one of the farthest reaching. The Sonic Meteor, however, only hits directly below him, but is even stronger. Finally, the Sonic Cracker is a simple explosive trap with no special attributes.
  31. _____________________________________________________________
  32.  
  33. MILES "TAILS" PROWER
  34. Archetype: Carpet Bomber
  35.  
  36. Endurance: Slightly Subpar
  37. Speed: Average
  38. Attack Power: Average
  39. Rage: Subpar
  40.  
  41. Shot: Electro Ball
  42. Pow: Magic Hand
  43. Trap: ChuChu Bomb
  44.  
  45. Notes: Tails boasts a Midair Action that allows him to cover surprising amounts of ground by flying. He can't fly forever, but he has enough airtime to avoid ground-based attacks with ease while abusing his Air Shot or Air Trap. Electro Ball is a slow, large projectile that has an unusual amount of stun on hit; it can be fired downwards at an angle with the Air variant. The Magic Hand has a cartoonish glove appear in front of/below Tails and flick foes away; it has exceptional knockback for a Tails move, but is among the weaker Pow moves in terms of damage. The ChuChu Bomb is Tails' claim to fame, being an explosive trap that actively pursues opponents at nearly Sonic's speed. They have horrible traction, however, and so often end up drifting circles around their target's feet.
  46. _____________________________________________________________
  47.  
  48. KNUCKLES THE ECHIDNA
  49. Archetype: Heavy Hitter
  50.  
  51. Endurance: Tough
  52. Speed: Subpar
  53. Attack Power: High
  54. Rage: Above Average
  55.  
  56. Shot: Rock Toss/Rock Drop
  57. Pow: Deep Impact/Major Eruption
  58. Trap: Mole Bomb
  59.  
  60. Notes: Knuckles is amongst the most straightforward fighters available, with his only real gimmick being his Glide, which can help alleviate his slow movement somewhat. Just know in advance that his Air specials are considerably weaker than the Ground variants. Rock Throw is the largest projectile in the game, and one of the hardest hitting, but has nasty lag on either side. Rock Drop, however, deals less damage in exchange for losing range and power. Deep Impact is Knuckles' slowest attack, being a massive punch with pitiful range, but should it connect it'll leave a massive dent in even the hardiest opponent while knocking them far enough away that they'll never get to punish you. Major Eruption, a two part move that has Knuckles dive underground then emerge with an uppercut, sacrifices a ton of power and knockback in exchange for rendering Knuckles invulnerable for up to a second while underground; it's worth noting that the diving portion does NOT harm foes, but Knuckles can move around underground to fine tune the uppercut's aim. In Sonic Battle, Mole Bomb was a complete clone of Sonic Cracker. In Sonic Battle 2, this has changed; Mole Bombs now burrow far enough into the ground that they become entirely invisible. Should a foe walk over the buried bomb, it'll detonate instantly.
  61. _____________________________________________________________
  62.  
  63. AMY ROSE
  64. Archetype: Midranger
  65.  
  66. Endurance: Subpar
  67. Speed: Above Average
  68. Attack Power: Above Average
  69. Rage: Subpar
  70.  
  71. Shot: Pink Typhoon
  72. Pow: Grand Tornado
  73. Trap: Gift
  74.  
  75. Notes: Amy is another straightforward fighter, her main draw being the good melee range afforded by her Piko-Piko Hammer. Which is good, because she's not the sturdiest fighter around. Pink Typhoon is a fairly fast tornado projectile, notable for pushing foes away on hit, helping Amy keep them at bay. Grand Tornado is a meaty spin attack, Amy's strongest move but also one of her laggier options. Much like Deep Impact, it has good knockback on hit. The Air variant is canceled upon landing, so mastering the timing can let Amy crank these out quickly. Gift is one of the slowest traps to arm, and has a small hitbox, but it's deceptively powerful, dealing some of the best damage of the explosive traps.
  76. _____________________________________________________________
  77.  
  78. CREAM THE RABBIT
  79. Archetype: Keepaway Champion
  80.  
  81. Endurance: Fragile
  82. Speed: Above Average
  83. Attack Power: Above Average
  84. Rage: High
  85.  
  86. Shot: Chao Cannon
  87. Pow: Chao Rush
  88. Trap: Cream Cracker
  89.  
  90. Notes: Cream is very fragile, having low health, but benefits from a very good heal that even increases the Ichikoro Gauge at a non-negligible speed. She also bears a Midair Action very similar to Tails' flight. Cream's main asset lies in her surprising melee range, courtesy of Cheese. Chao Cannon has Cream send Cheese flying forwards, being a rather short ranged but deceptively powerful Shot. Chao Rush generates a tornado in front of/below Cream, hitting fairly hard and dealing upwards knockback that can lead into air attacks or give Cream an opening to get away and heal. Cream Cracker has Cream bury an Omochao in a slow animation, but it is among the strongest Traps in the game damage wise, killing most foes in only a handful of hits.
  91. _____________________________________________________________
  92.  
  93. ROUGE THE BAT
  94. Archetype: Airborne Menace
  95.  
  96. Endurance: Slightly Subpar
  97. Speed: Average
  98. Attack Power: Above Average
  99. Rage: Average
  100.  
  101. Shot: Beauty Shock
  102. Pow: Silent Size/Spiral Dive
  103. Trap: Bat Cracker
  104.  
  105. Notes: Rouge is notable for her amazingly high jump and ludicrously slow fall speed, giving her ample airtime to harass foes with her air attacks. Rouge is at her best in the sky, so it's best to get used to her strange air movement. Beauty Shock is described as a supersonic screech despite the animation clearly being a blown kiss, but is an otherwise mundane projectile. Silent Size is a fast, long ranged kick that deals fantastic knockback, to the point that proper spacing can allow it to combo into itself off a wallbounce multiple times. This is horribly inefficient due to to its mediocre damage, though. Spiral Dive is one of two ways to get Rouge to the ground faster, the other being a harmless Midair Action, and deals fairly decent damage. Bat Cracker is among the largest traps in the game, being a large bat-shaped balloon, and flies above its target constantly, punishing their jumps and supplementing attacks with upwards knockback.
  106. _____________________________________________________________
  107.  
  108. SHADOW THE HEDGEHOG
  109. Archetype: Blitzer
  110.  
  111. Endurance: Poor
  112. Speed: Extreme
  113. Attack Power: Fairly High
  114. Rage: Very High
  115.  
  116. Shot: Chaos Magic
  117. Pow: Chaos Burst
  118. Trap: Roaming Chaos
  119.  
  120. Notes: In the original Sonic Battle, Shadow is actually faster than Sonic. This has now changed to having Shadow be on par with his rival, but his Ichikoro Gauge fills even faster as compensation. Shadow wants to fill his gauge as fast as possible so he can take advantage of the one hit kills and offset his low health. Chaos Magic is a delayable explosion of energy; delaying it will also cause it to occur further away from Shadow. The Air variant cannot be delayed at all, but is marginally stronger. Chaos Burst has Shadow vanish while the button is held, reappearing in a burst of energy that deals good damage and knockback; delaying the reappearance has Shadow move forward, invulnerable for a short time. Roaming Chaos is essentially the inverse of Bat Cracker, starting a distance away from Shadow and homing in on himself rather than a foe. It's also a fairly strong trap, if awkward to land. It's worth noting that all of Shadow's specials are rather slow and awkward to land, compensating for their relative strength.
  121. _____________________________________________________________
  122.  
  123. CHAOS 0
  124. Archetype: Almighty Glacier
  125.  
  126. Endurance: Extreme
  127. Speed: Pitiful
  128. Attack Power: Extreme
  129. Rage: Pitiful
  130.  
  131. Shot: Chaos Shot
  132. Pow: Chaos Crush
  133. Trap: Chaos Splash
  134.  
  135. Notes: Chaos is painfully slow, can barely jump, but is an utter stone wall. He has the highest health in the game, minor damage and knockback dampening, and one of the fastest heals available. However, don't count on his Ichikoro Gauge filling up in a reasonable amount of time. Also: his dash is legitimately slower than his walk. Chaos Shot has him throw a ball of himself forwards; it's a bit slow, but deals decent damage. Chaos Crush has absurd range, with Chaos embedding his arm in the ground and causing a watery tentacle to burst out of the ground and flail around madly. It deals nasty damage and knockback as well. The Air variant simply hits below him, but deals frankly hilarious damage considering the ridiculous animation (Chaos stretches his arms down and gently bops the foe atop the head). Plus, the Air variant is actually pretty spammable, being one of his few quick moves. Chaos Splash creates a puddle that erupts into tentacles when a foe gets close. It has a nice detonation range, but to be blunt is borderline useless due to its low power and the time it takes to set one.
  136. _____________________________________________________________
  137.  
  138. E-102-C "CHAOS GAMMA"
  139. Archetype: Self-Sacrificial
  140.  
  141. Endurance: High
  142. Speed: Pitiful/Very High
  143. Attack Power: Very High
  144. Rage: Pitiful
  145.  
  146. Shot: Devastator
  147. Pow: Meltdown
  148. Trap: Blinker
  149.  
  150. Notes: Chaos Gamma is a bulky, awkward combatant at first shake, but mastering him reveals that he's actually extremely mobile. His dash is among the fastest in the entire game, but is extremely difficult to control, and his Midair Action is a hover that increases his air speed considerably. Chaos Gamma also boasts the single fastest heal in the game, but it has no effect whatsoever on the Ichikoro Gauge. Devastator is a chargeable projectile, with it being rather slow but gaining power as it's charged up. Meltdown is Chaos Gamma's absolute strongest attack, and one of the strongest in the game. Using it will prime his body to self destruct in 5 seconds, creating a huge blast around him that deals massive damage to both foes and himself, usually dropping him to one hit point, and never killing him. Using Meltdown while it's already primed resets the timer, and it cannot be canceled. The blast is short ranged as well, so if it whiffs, Chaos Gamma is likely dead. However! Anytime he is killed, he will detonate into a Meltdown after one second, dealing the same massive damage. As if THAT weren't enough, there's absolutely nothing stopping you from using Recovery Mode to heal up after a successfully landed Meltdown. Oh, Blinker also exists. Charging it increases how far it's fired, and it'll slowly scoot forwards upon hitting the floor. It does decent damage, and makes the victim's screen flash white. It's okay, I guess, but really Chaos Gamma only needs Meltdown in terms of specials.
  151. _____________________________________________________________
  152.  
  153. "EMERL", THE GIZOID
  154. Archetype: Blank Slate
  155.  
  156. Endurance: Average-Extreme
  157. Speed: Variable
  158. Attack Power: Variable
  159. Rage: Average
  160.  
  161. Shot: Variable
  162. Pow: Variable
  163. Trap: Variable
  164.  
  165. Notes: Emerl is a completely customizable fighter. All his attacks can be changed out for any other fighter's matching move. You want Sonic's Ground Shot but Knuckles' Air Shot? Go for it. Emerl can even equip things like run speeds, Midair Actions, healing skills... He's completely flexible. The only constant is his Rage stat and the fact that he cannot get below Average Endurance to my knowledge.
  166.  
  167. -----------------------NEW ADDITIONS-------------------------
  168.  
  169. METAL SONIC
  170. Archetype: Tenacious Adversary
  171.  
  172. Endurance: Low
  173. Speed: Very High
  174. Attack Power: High
  175. Rage: Very High
  176.  
  177. Shot: Reactor Blast
  178. Pow: Black Shield
  179. Trap: Silver Sonic
  180.  
  181. Midair Action: Reactor Overload
  182. -Metal Sonic surrounds himself in electrical power, dramatically slowing his fall and granting him extraordinary air mobility while dealing mild damage to anyone close to him.
  183.  
  184. Notes: Metal Sonic suffers from low health, but he has fairly impressive damage dampening due to his metal hull; he also boasts an experimental self-repair system that slowly heals him as long as he's not actively taking damage. Because of this, he lacks a proper heal, instead enjoying a longer guard period than anyone else in the game. Reactor Blast is a chargeable Shot with a twist: holding the charge will envelope him in electrical power, dealing self damage and harming anyone close. Because of this self damage, the charging dramatically powers up the fast-moving electrical projectile ultimately fired. Metal Sonic cannot kill himself with charging, but can bring himself to one hit point; charging can be held indefinitely, but his Autoheal will be deactivated in the process, and it'll lose its hitbox on his person if he hits one HP. Black Shield is a highly unusual Pow, surrounding Metal Sonic in a black, diamond shaped forcefield for as long as the button is held. While in this state, he suffers no damage from normal attacks, but does experience knockback; specials will break the shield and hit him directly, including Instant Kills brought on via a full Ichikoro Gauge. Any foe that physically contacts the Black Shield will take constant damage as long as they're touching it. Metal Sonic's Autoheal is paused during this move. Silver Sonic is a trap vaguely similar to ChuChu Bomb, with the tiny robot charging madly around the stage. It has no active homing, but is even faster than Sonic himself and deals fairly great damage for a trap. Silver Sonics can even jump after foes!
  185. _____________________________________________________________
  186.  
  187. SILVER THE HEDGEHOG
  188. Archetype: ESPecially Defensive
  189.  
  190. Endurance: Above Average
  191. Speed: Subpar
  192. Attack Power: Above Average
  193. Rage: Average
  194.  
  195. Shot: Psycho Aura
  196. Pow: Psycho Grab
  197. Trap: Psycho Havok
  198.  
  199. Midair Action: Psycho Hover
  200. -Silver uses his psychokinesis to hover through the air, temporarily halting his fall altogether and letting him slowly move in any direction.
  201.  
  202. Notes: Silver isn't super spectacular stat wise, but he's well rounded. His relatively high HP and decently fast heal let him survive longer than some fighters, and he's got ways of keeping himself safe from harm. More specifically, Psycho Aura. Unusually for a Shot, this produces no projectile, merely having a pale green aura surround Silver. Should an enemy Shot enter this aura, it will immediately stop in its tracks, gaining a green glow. Silver can then release the button to send the projectile flying back as if he himself fired it, with it maintaining its power and trajectory. This way, he can easily nullify projectiles and use them against trigger happy foes! But: if Silver is hit by an attack while Aura is active, he'll take 1.10X the damage, and this only affects projectiles explicitly made by a Shot attack. Psycho Grab will have Silver gesture as a small green aura appears in front of/below him; should a foe enter this aura, he'll lift them up above him with a cry of "IT'S NO USE", then throw them across the stage, dealing decent damage but more importantly getting them far away from him. If used sufficiently close to a wall, this can combo into itself, but doing so is unfun for everyone involved, so please don't. Psycho Havok has Silver raise a chunk of ground in front of/below him, then leave it hovering above the floor. When a foe gets close, physics itself dies as the ground chunk spasms wildly, smacking them for great damage and essentially no knockback.
  203. _____________________________________________________________
  204.  
  205. BLAZE THE CAT
  206. Archetype: Royally Well-Rounded
  207.  
  208. Endurance: Average
  209. Speed: Above Average
  210. Attack Power: Above Average
  211. Rage: Average
  212.  
  213. Shot: Pyrokinesis
  214. Pow: Flame Tornado
  215. Trap: Sol Flame
  216.  
  217. Midair Action: Blaze Burst
  218. -Blaze bursts into the air with a blast of flame, granting more airtime, more height, and knocking nearby foes away with the force of the blast.
  219.  
  220. Notes: Blaze is an exceptionally well-rounded character, with no particular weaknesses nor outstanding strengths. Her Shot produces a gout of flame that lacks range, but deals high damage for a Shot; using the Air variant will produce this jet beneath her. Flame Tornado is interesting in that it's chargeable; releasing the charge has Blaze rocket forward while enveloped in flames, damaging anyone in her path heavily. She goes farther, faster with charge. The Air variant instead merely yanks her to the ground and spins in place, but deals more damage as compensation. Sol Flame has Blaze make a tiny ember on the ground; it'll erupt into a pillar of flame should a foe step on it, holding them in place for a moment and dealing a few hits that add up for decent damage but no knockback.
  221. _____________________________________________________________
  222.  
  223. INFINITE
  224. Archetype: Illusionary Mastermind
  225.  
  226. Endurance: Subpar/Very High
  227. Speed: Subpar/High
  228. Attack Power: Subpar/High
  229. Rage: Extreme/Pitiful
  230.  
  231. Shot: Phantom Illusion/Phantom Cannon
  232. Pow: Phantom Claw/Phantom Torture
  233. Trap: Phantom Cube/Phantom Thorn
  234.  
  235. Midair Action: Infinite Levitate
  236. -By pressing and holding the jump button, Infinite can remain airborne indefinitely, sauntering through the air effortlessly.
  237.  
  238. Notes: Infinite, at first glance, is a joke. However, he has a nasty secret: landing a successful Special will trap his opponents in an Illusion. The screen is tinted a hysterical red, and all of Infinite's stats take a massive leap, except Rage, which bottoms out. After all, he's superior now, why would he need rage? Infinite's Illusion automatically fades away if he goes 10 seconds without landing a special. It's worth noting that Infinite's heal is very poor, but it actively increases the Ichikoro Gauge at an alarming rate. It's ALSO worth noting that his non-Illusion specials deal no damage, and so do not become Instant Kills if the Gauge is full. Phantom Illusion fires a mass of red energy that lethargically flies forwards, triggering Illusion on hit; Phantom Cannon has Infinite create an illusionary turret and fire a large red cannonball. This deals high damage for a Shot, and is alarmingly quick despite the large projectile. Phantom Claw has Infinite slash forward with a claw of red energy, again triggering Illusion on hit. Phantom Torture is a rapid-fire series of slashes that deals horrifying damage but absolutely no knockback. It also leaves Infinite wide open for retaliation, provided his foe survives. Phantom Cube embeds a red cube in the ground; it erupts into red energy when a foe gets close, triggering Illusion. Phantom Thorn plants a very large patch of red vines that will burst into a spray of thorns upon a foe approaching, dealing great damage and fair knockback.
  239. _____________________________________________________________
  240.  
  241. NACK THE WEASEL
  242. Archetype: Slippery Sniper
  243.  
  244. Endurance: Slightly Subpar
  245. Speed: Subpar-Fairly High
  246. Attack Power: Above Average
  247. Rage: Low
  248.  
  249. Shot: Marvelous Missile
  250. Pow: Marvelous Charge
  251. Trap: Marvelous Oil
  252.  
  253. Midair Action: Marvelous Pogo
  254. -Nack pulls a lever and laughs as the Marvelous Queen extends a spring and plummets to the ground, then bounces up higher than his basic jump. If he lands atop a foe, they'll take damage and he'll gain even MORE height.
  255.  
  256. Notes: Nack, ever the pragmatist, fights from the comfort of his airbike, the Marvelous Queen. This gives him fairly good mobility at the cost of traction and having to accelerate over time. He also enjoys having projectiles on many of his basic attacks in the form of his corkgun shots. These shots have very high range but aren't particularly powerful; he can however abuse them and plug away at foes he can't even see. To better facilitate this, the Queen's headlights will glow brightly when a foe is in line of his basic shots. Marvelous Missile produces a very large missile that relentlessly homes in on nearby foes, accelerating until even Sonic cannot outrun it. It deals high damage, but... if an enemy special hits it, it'll be short circuited and begin homing in on Nack, and it'll even damage him if it gets to him! He can of course, proceed to redirect it with one of his own specials, and can even have two missiles out this way. Marvelous Charge has Nack rev up for a moment before dashing forwards, ramming foes with the Marvelous Queen for good damage and better knockback. Great for getting foes away or even just getting yourself away thanks to it traveling a fair distance. Marvelous Oil creates a large oil slick; unusually for a trap, it deals no damage, instead forcing a foe to slide forwards until they hit a wall or are attacked. This means that the Ichikoro Gauge has no effect on this trap. If a short-circuiting missile flies over an oil slick, it'll somehow be redirected. Sonic Logic.
  257. _____________________________________________________________
  258.  
  259. SCRATCH AND GROUNDER
  260. Archetype: Slapstick Comedy
  261.  
  262. Endurance: Extreme
  263. Speed: Above Average
  264. Attack Power: Pitiful
  265. Rage: High
  266.  
  267. Shot: Stupidity Beam
  268. Pow: Ball o' Violence
  269. Trap: Sneaker Gripper
  270.  
  271. Midair Action: Panicked Flight
  272. -Scratch squawks in terror and flaps his wings ineffectually, temporarily halting the duo's fall and letting them move a bit in air.
  273.  
  274. Notes: Scratch and Grounder are hilariously weak, but they can take as much punishment as a stone wall like Chaos. They also have pretty alright speed. Beyond that though, they're pretty much jokes. Stupidity Beam fires a small yellow beam forwards; it deals a pittance of damage but reverses the victim's controls while also inverting any momentum they had. Was Sonic dashing towards you? Now he's running the other way. What an idiot! Ball o' Violence is a very short-ranged grab, but is one of the duo's strongest attacks; mash buttons while you have a foe captured and you can rack up even more damage! You can even slowly move around while in the Ball...! Sneaker Gripper was a goofy trap in the cartoon, and it's as stupid here too; the fairly large trap will draw anyone who steps on it towards its center. After it's been triggered for 5 seconds, a massive weight falls from nowhere, crushing anyone stupid enough to stay on it for massive damage! ...including the Badniks themselves! Of course, its suction is by no means inescapable.
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