Sonic (V1) by Claymizer, edited by DeluxeGamer705
From: Sonic the Hedgehog (series)
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Remember Claymizer's first Sonic? The one made in 2007? Yes, it's that Sonic. It is overall a classic and is one of the first Mugen characters I've seen, but looking back at it today, some say that this Sonic is not overall very good, as despite having great sprites, he has many severe balance problems and infinites, including non-fluid animations and being somewhat slow. I decided to fix those and make him faster, balanced and make him have more fluid animations.

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1. CHANGELOG

-DXG's Edit v1.7.5 (January 25, 2026)
 *[BUFF] When a parry occurs, a pause appears which gives a chance to use a move before the opponent can recover from the move they're using.
 *[ADD] Walking sounds.

-DXG's Edit v1.7.1 (January 1, 2026)
 *[NERF] Normals' hitstun was decreased to prevent potential inescapable blockstun.
 *[CHANGE] Crouching A's second sprite, to correct the shading.

-DXG's Edit v1.7 (December 5, 2025)
 *[ADD] "DANGER!" message.
 *[ADD] One more frame for walking animations, now using 12 frames as intended instead of 11.
 *[CHANGE] Some sprites.
 *[BUFF] Some of Sonic's animations have better frame data.
 *[CHANGE] A.I. now can use Spin Dash instead of Uppercut when appraoching.
 *[NERF] Aerial Y and Z's hitboxes were made smaller to prevent oddities where the opponent can be hit from the back.

-DXG's Edit v1.6 (October 25, 2025)
 *[CHANGE] The S3&K act clear theme now plays during Sonic's winpose. This makes use of a previously unused sound. It also mutes the stage music for 5 seconds.
 *[CHANGE] Readme style.
 *[BUFF] A.I. now jump cancels Sonic's launcher.
 *[CHANGE] A.I. behaviour a bit.
 *[BUFF] Landing animation and get up animation now have less endlag.
 *[ADD] One more character-specific victory quote.
 *[CHANGE] Some sprites were tweaked.

-DXG's Edit v1.5 (August 26, 2025)
 *[CHANGE] Some sprites, mainly the ones for the winpose and the icon.
 *[FIX] Two sprites from standing Double Ring Toss were missing something.
 *[BUFF] Sonic Rush's hurtbox is now smaller.
 *[NERF] To prevent potential OP combos, Super Wind's damage is now lower when Sonic cancels a move into it.
 *[CHANGE] Pausetime for stronger normals.
 *[BUFF] Sonic now can cancel light normals into stronger ones.
 *[BUFF] Sonic's normals are faster.
 *[BUFF] A.I. now makes use of projectiles more. Also, at certain distance, Sonic will approach using the Slide or Spin Dash.
 *[BUFF] Sonic now moves faster.

-DXG's Edit v1.4 (January 11, 2025)
 *[CHANGE] Sonic's sprites have been edited.
 *[CHANGE] Winpose has received completely new sprites.
 *[CHANGE] Walking animation was made much smoother.
 *[ADD] Parrying.
 *[ADD] Guard Cancel.
 *[ADD] Hyper Combo Finish.
 *[ADD] Winpose now has three voiceclips. One of them is chosen.
 *[ADD] Voice clip for the lose animation.

-DXG's Edit v1.3.5 (December 24, 2024)
 *[FIX] Sonic would stand in mid-air if he was hit during the Drop Dash's startup.

-DXG's Edit v1.3 (November 30, 2024)
 *[ADD] Three new moves:
  - Air Dash
  - Double Ring Toss
  - Drop Dash
 *[BUFF] A.I.
 *[ADD] New hitsparks.
 *[CHANGE] Standing animation sprites
 *[CHANGE] Uppercut's input; D, DB, B, X/Y/Z -> F, D, DF, F, X/Y/Z (to make space for Double Ring Toss)
 *[ADD] Palette selector.

-DXG's Edit v1.2 (June 23, 2024)
 *[CHANGE] The animations for jumping and hoping backwards was slightly altered to look correct.
 *[CHANGE] Super Wind's shooting animation, slightly.
 *[CHANGE] The default soundpack's K.O. scream.

-DXG's Edit v1.1 (May 10, 2024)
 *[FIX] Head.pos and mid.pos positions.
 *[ADD] New attacking sounds, as well as the one for guarding.
 *[FIX] Sonic Wind's projectile is now properly placed on the ground.
 *[BUFF] Pausetime has been reduced for many attacks.
 *[ADD/FIX?] Hitsparks for Spin Dash, Slide, Uppercut and Sonic Rush were either added or fixed (I don't remember now).
 *[CHANGE] Slightly the 10th palette.
 *[ADD] Jumping and hoping sounds.
 *[ADD] SSBB and SSBU soundpacks.
 *[CHANGE] Uppercut's knockback and endlag have been reduced.

-DXG's Edit v1.0 (May 3, 2024)
 *[CHANGE] Many animations were made smoother and fluid.
 *[NERF] Pretty much a LOT of the character. Noticeable ones:
  - Frame 1 moves now hit on frame 2 up close.
  - Infinite priorities were removed on moves where Sonic attacks with his arms/legs.
 *[FIX] Jump Medium Kick is now attributed as a normal correctly instead of (strangely) a special.
 *[FIX/ADD] Several missing hurtboxes.
 *[BUFF] Spin Dash's hard version no longer requires 330 power to be used.
 *[ADD] Medium and strong versions for Spin Dash and Slide.
 *[CHANGE] The hypers now can be performed with any two punches (Sonic Rush) and kicks (Super Wind), respectively.
 *[CHANGE] Sonic Wind and Super Wind now launch the opponent up and hit once.
 *[CHANGE] Speaking of Super Wind, it is now attributed as a projectile instead of an attack.
 *[ADD] A few more sounds.
 *[ADD] 6 more palettes.
 *[CHANGE] Icon and portraits.
 *[FIX] Speaking of the portrait, it now makes use of a different transparent background, making it appear correctly.
 *[ADD] A.I. - I bet he'll be aggressive if you approach him.
 *[FIX] hitsparks' positions.
 *[FIX] The hypers no longer give power back.
 *[ADD] Victory quotes, though the edit now only works in Mugen 1.0 and above because of this.

-April 26, 2007*
 *[EVERYTHING PRIOR TO THIS EDIT]*
*Judging from the definition file's date before this edit.

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2. GAMEPLAY

-MAIN GAMEPLAY-
A rushdown-focused character, Sonic's main goal is to get to the opponent via rushing and perform combos on them. Although he can also zone the opponent out with two projectiles; one that goes through the opponents, and one that is thrown at both directions. The projectiles are used for playing defensively, although the rushdown is used for offensive playstyle. Whichever you prefer, you decide!

-COMBOS-
Sonic is a character whose comboing is inspired by the Marvel vs. Capcom series, sporting the usual chains, air chains, and a launcher. However, Sonic doesn't have the super jump, instead having a jump cancel in his crouching HK. He can also chain Spin Dash into Uppercut.

SPECIALS:

Spin Dash: D, DF, F, X/Y/Z
- Sonic performs his iconic Spin Dash onto his opponent, causing soft knockdown on the final hit. Horizontal velocity varies depending on the button pressed.
 - This move is also used for the Guard Cancel, preformed by pressing Z+C during blockstun at the cost of 1000 power.

Uppercut: F, D, DF, F, X/Y/Z
- Sonic slides to the opponent and then uppercuts them into the sky, hitting them three times. Causes hard knockdown on the final hit, but the move has somewhat longer ending lag in order to avoid any possible juggling infinites.

Slide: D, DF, F, A/B/C
- Sonic slides onto his opponent, causing hard knockdown if it connects. Horizontal distance varies depending on the button pressed.Can be also used as an approaching tool.

Sonic Wind: D, DB, B, A/B/C
- Sonic fires a small tornado onto his opponent, throwing them up. Has a bit of cooldown, but can be used to counter the opponent's approach.

Air Dash: D, DF, F, X/Y/Z (AIR ONLY)
- An aerial version of Spin Dash where Sonic dashes forward, knocking the opponent down. Can be used as an approaching tool.

Double Ring Toss: D, DB, B, X/Y/Z
- Sonic throws two rings, one to the right and one to the left. Causes soft knockdown if the opponent is airborne. Decent zoning tool and can be used while airborne.

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HYPERS:

Sonic Rush: D, DF, F, X+Y/Y+Z/X+Z (uses 1000 power)
- Sonic crouches before suddenly charging onto his opponent with the Spin Dash, causing hard knockdown and knocking them up.

Drop Dash: D, DF, F, X+Y/Y+Z/X+Z (uses 1000 power) (AIR ONLY)
- An aerial version of Sonic Rush where Sonic first drops down to the ground and then performs the Sonic Rush.

Super Wind: D, DB, B, A+B/B+C/A+C (uses 2000 power)
- Sonic fires a large tornado that throws the opponent up into the air. Hard to avoid and the tornado goes very fast.

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3. PALETTES
Sonic has a total of 12 palettes, all of which can be selected if you press a different button when you're at the character select screen. Note that palettes 7-12 can only be selected if you hold start (which is used for the taunt). However, Sonic comes with a palette selector, which allows the player to select any of the 12 palettes, which can be helpful if they change their mind before the match can start. Below are the palettes:

A: Blue (Default)
B: Super Sonic
C: Pink and Cyan
X: Black and Blue
Y: Silver the Hedgehog
Z: Red and Blue
Start+A: Metal Sonic
Start+B: Knuckles the Echidna
Start+C: Reverse
Start+X: Darker
Start+Y: 8-bit
Start+Z: Shadow the Hedgehog

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4. NOTES

-THINGS YOU CAN DO WITH HIM-
 1. Make a match with him.
 2. Share it with your friends/fans in case you would want them to gain a potential interest in the Sonic franchise.
 3. Give him an A.I. patch if you want his A.I. to be stronger. No permission needed, though credit will be still appreciated. :)
 4. Create additional palettes for him, in case you would want more variety or have your own palettes.
 5. Send me feedback if there are any oddities, oopsies, or bugs, especially that can affect his gameplay.

-THINGS YOU CANNOT DO WITH HIM-
 1. Make NSFW/18+ edits (this includes vore edits. He's a teen after all!).
 2. Bash him (it's a waste of time. There are better ways of using your time rather than bashing. This isn't the 2010s anymore anyways).
 3. Make spriteswaps or paletteswaps of him, because doing them is laziness and is disrespectful.

-THINGS THAT REQUIRE PERMISSION-
 1. As I tend to have trust issues with some Mugen content creators, editing him further requires permission from me. Note that what can be edited are combos, gameplay, and other stuff, but absolutely no NSFW/18+ edits as mentioned earlier.
 2. Using codes from the character if you're creating a Mugen character yourself. It's better to learn how to code instead of steal, so if you would want to use some of his code, ask me first.
 3. Use of sprites in a different project.

-KNOWN ISSUES-
 1. The A.I. code is not perfect, but I tried.
 2. Spin Dash and Slide whiff up close. They were designed to be combo tools and therefore should be used ONLY when Sonic is not up close.

-OTHER NOTES-
 1. This character was made only for Mugen 1.0 and up. Older versions of Mugen will not load the character.
 2. Tested on Mugen 1.1, but still works on Mugen 1.0.

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5. INSTALLATION

Struggling with adding Sonic to your roster? No worries, here's how to do it:

1. Unpack the character's folder and add it in the chars folder
2. Go to data and open select
3. Paste the following name in the character section: Sonicth

And here you go! Sonic should now appear anytime you start Mugen.

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6. CONTACT

Found any bugs or oopsies with Sonic? Then please tell me about them and I'll update him when I have time.

MFG: https://mugenguild.com/forum/profile/DeluxeGamer705-99108
MFFA: https://mugenfreeforall.com/profile/28846-deluxegamer705/
YouTube: https://www.youtube.com/channel/UCGfXpYBe143GxmRUvp8Q7fQ
DeviantArt: DeluxeTheGamer705
Twitter/X: @DeluxeGamer705
Bluesky: DeluxeGamer705
Discord: @deluxegamer705 (note that I do NOT do friend requests with randoms)

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7. SPECIAL THANKS
Claymizer: You get the picture.
Sega and Sonic Team: For creating Sonic in general.
xXPGlitz236: Inspiration for the new sprites starting from v1.4, and for the sprites for the victory animation (had to make some changes to match up with the other sprites though).
GameMaster12, Storice, SupaChao: For ripping the fonts from Sonic 3, which were used for the "DANGER!" message.
Kong: For ripping the hitsparks.
Elecbyte: For creating such a wonderful fighting program.
My fans: For supporting me and enjoying my characters.
Some people on Mugen Fighters Guild: For providing feedback for my characters.
You: For downloading him, of course.