Sonic the Hedgehog
From SRB2 TD HQ, your favorite devs.
"Ask not what others can do for you, but what you can do for others."
Sonic's ingame CSS
Stats
Run Speed: 5 Stars (26), Highest
Acceleration: 5 Stars (50), Highest
Jump Factor: 3 Stars (1.0), Standard
Style
Supportive Stunner
Voice Actor
Yukimo
About
Sonic the Hedgehog is an extremely fast being. Being able to travel at speeds that no one can comprehend. He has a lot of buddies, his closest one being Tails. Some of his other buddies can be Knuckles and Amy.
Sonic holds his friends on a high pedestal. They are practically his power. He will protect them until the very end.
Sonic's archnemesis, Doctor Ivo "Eggman" Robotnik, is his main threat in his universe, constantly scheming against him. Eggman forms new robots, threats, and sometimes amusement parks to defeat him, but Sonic always comes out ontop.
In-Game
Sonic in game is a supportive stunner. He should be played sticking to the EXE to make sure his friends can get out of danger quickly.
At a first glance, Sonic may seem like an extremely overpowered character. However, his long cooldowns make him almost useless when forced into a chase, forcing him to rely on his team.
Due to Sonic's playstyle, he will most likely be the only character like this. Due to any more of him most likely causing extreme balance issues.
Spindash / Dropdash
Ability 1
45 second cooldown (24 if full stun landed)
Stuns for 3 seconds
Mapped on Spin
This ability is one of Sonic's extremely iconic ability. This move has 2 variants.
Ground
Holding spin will begin to rev up a spindash. It will automatically stop your momentum and put you into the spindash state. While in this state, you are still completely susceptible to attacks. While charging, you will hear a noise. When the noise stops, you have fully charged the spindash.
Upon releasing the spindash, you will go into a rolling state. It will last for a longer period of time depending for how long you charged the initial phase. You will automatically accelerate while rolling as well.
If you run into the killer, you will stun them and bounce off them. If you do this 3 times, you will do a final hit and deal 3 seconds of stun, as well as earning a shorter cooldown. You can knock the killer away in the direction you're facing once the final hit animation ends.
Missing or using it as an escape tool will cause a much longer cooldown.
Air
If you're coming from a jump, you will be able to charge the dropdash variant of the spindash.
While in the charge state, you will charge a spindash like normal, except at a slower rate.
When you touch the ground, you will immediately take off if you are not holding spin, or start charging a spindash from where you stopped with the dropdash if you are holding spin.
Peelout
Ability 2
45 second cooldown
Mapped on Custom 1
This move is Sonic's best move to help a teammate out in a pinch. Upon pressing Custom 1 on the ground, Sonic will do a small hop. When he touches the ground, he will immediately take off at a high speed.
In the peelout state, he will slowly begin to decelerate. He will also be able to pick up other survivors. The survivor he picks up will gain iFrames for the rest of the ride. The survivor can also jump off the peelout by holding Jump for one second. Sonic can pick up another survivor while holding one, but that will drop the survivor they are currently holding on to.
If Sonic gets hit during the short hop he does before touching the ground, then the peelout will get cancelled, and the full cooldown eaten. Sonic is not invincible during the peelout state, and can still take damage.
Homing Attack
Ability 3
45 second cooldown (24 if full stun landed)
Stuns for 1 - 3 second(s).
Mapped on Custom 2
This move, while more iconically known to be a move utilized by Modern Sonic, is an ability available to Classic Sonic here.
At any point, hold Custom 2 to charge the homing attack. You must charge the move for a minimum of one second.
While charging, you will slowly rise away from the ground.
After you're done charging, Sonic will do two things depending on the situation.
No EXE / Holding Spin
You will launch in the direction that your camera is currently facing. You will also gain a little bit of height.
The distance of how far you will launch depends on how long you charged the homing attack.
Even though it is not a direct homing attack, you still have an active hitbox that follows the nearby EXE rules.
EXE Nearby
You will dash towards the EXE at a speed that increases depending on how long you charged it.
If you charge it to the point where your homing attack automatically releases, you will charge down the EXE instead of a one time dash.
The stun the move does will decrease the longer you charge the move.
Playstyle
Sonic's playstyle was slightly briefed before, but I will go into more detail here.
Sonic should be played as a close to mid range stunner / support. While he has the tools to be able to temporary stop the EXE, his stuns are not the best for properly stopping him.
If the killer decides that Sonic needs to go, he will not have the ability to stall for too long.
Trivia
Sonic's the only character to receive no LMS buffs in a single LMS.
Sonic is the fastest survivor, 2nd closest being Metal Sonic.
Sonic and Tails (probably) have great synergy.
Sonic's VA auditioned using OVA Sonic's voice.
Sonic's VA is female, which contrasts the games, where the VA is male.
