Sonic the Hedgehog (Classic)
VA: Ryan Drummond
The younger counterpart of Sonic the Hedgehog, Classic Sonic represents the pre-v1.0 era of Sonic: Lock & Load, reflected in his distinctive simplified weapon set and limited movement capabilities.
Classic Sonic focuses mostly on providing a simple experience with an emphasis on skillful platforming, with inspiration from Sonic Adventure 2 and Sonic Robo Blast 2.
Out of everyone, Classic Sonic has the steepest learning curve, since he lacks essential movement skills such as the double jump and wall jump.
Skills
Movement
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Sonic Thok - Offhand Ability or Jump after a jump
Similar to its Sonic Robo Blast 2 counterpart, Sonic Thok will fling Sonic forward at high speed.
The move can be aimed by holding a movement key before performing the move. -
Wall Jump - Jump mid-air, while next to a wall
Sonic can perform a wall jump, which causes him to push himself off of it, no matter what direction he's facing, even if he isn't facing the wall.
This is primarily used for mobility, and some obstacles require its repeated use to scale opposing walls.
Wall jumping also restores Sonic's double jump. -
Crouch Slide - Crouch while moving
Crouch sliding allows Sonic to glide across the ground, boosting his speed.
Jumping during a Crouch Slide increases Sonic's jump distance based on his velocity.
It's excellent for maintaining momentum and achieving high ground speeds.
Crouch sliding is particularly useful when using it to cancel Sonic's other movement skills.
Attacks
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Insta-Shield - Offhand Attack
Sonic can perform a quick spinning move on the spot or while moving. This move will temporarily turn Sonic invincible and can parry attacks.
Can activate attackable switches. -
Bounce Attack - Crouch mid-air
Sonic performs a downward attack similar to the Slam Attack.
He will bounce upon landing, which can be used to reach higher platforms, and it won't damage enemies in a radius like the Slam Attack does. -
Healing - Hold Alt-Fire while crouching
Sonic can focus his energy to heal himself up to 150 Rings.
You'll be frozen in place while healing, and you'll take double damage if hit, so be careful.
Weapons
- Unarmed - While unarmed, Sonic gains access to his Rush State and Spin Dash abilities.
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Rush State - Alt-Fire + Forward unarmed
Rush State will have Sonic rapidly move forwards and generate Chaos Energy.
If Rush State is used in the air, it won't travel as far. Sonic also can't enter Rush State unless he's touching the ground. Does not deal damage. -
Spin Dash - Hold Fire to charge, then release
Sonic's signature technique. Sonic can charge up a high-speed spin attack and send himself barrelling towards any enemy who ever looked at him funny.
You can press Jump during a Spin Dash to Spin Dash Jump, and you can hold Move Back to slow down the Spin Dash.
The Spin Dash will phase through enemies.
Can activate attackable switches. -
Drop Dash - Hold Fire mid-air until you hit the ground
An instant Spin Dash charged in the air.
It isn't able to travel as fast as the Spin Dash does, but otherwise it has the exact same properties as the Spin Dash. -
Wall Dash - Hold Fire against a wall to charge, then release
Sonic can rev up a wallbound Spin Dash and release it, sending himself flying up.
This technique can be used to scale walls, and is a replacement for the Wall Jump.
Press Jump to cancel the Wall Dash with a jump. - Chaos Blaster - An attempt to recreate the Eclipse Blaster by Tails.
It's very ammo-efficient, but Tails had not been able to replicate its Ring-restoring feature. - Plasma Stream - Fire
Fire a stream of plasma projectiles. - Speedy Shotgun - A powerful shotgun Sonic had found on a mysterious marine base on Mars in an alternate dimension.
Sonic had brought it into the future (somehow) so that Tails could make it rapid fire, which he was more than happy to do, even adding a burst fire option for extra power. - Speedy Shot - Fire
Fire a rapid shotgun blast. - Burst Shot - Alt-Fire
Fire a quintuple burst fire. - Chaos Rain - Sonic had found a chaingun on board the same military base he had found that shotgun. Again, he had asked Tails to make it fire faster. As a side effect, the weapon no longer creates any muzzle flashes.
- Bullet Rain - Fire
Fire a barrage of incredibly inaccurate bullets. - Rocket Stream - This rocket launcher came from the same alternate-dimension military base the Speedy Shotgun and Chaos Rain had originated from – and Sonic had once again asked for it to fire faster. Tails had modified the weapon's projectiles to resonate with Sonic's natural Chaos Energy, and as a result, the hedgehog takes less self-damage.
- Stream Launch - Fire
Fire a stream of rockets that launch targets far, including Sonic. Sonic takes less damage from his own rockets, so you can get away with rocket jumping.