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An adventure's no fun if it's too easy.
― Sonic, Sonic Generations (2011)


Sonic the Hedgehog is a playable character in Mushroom Kingdom Fusion and member of the Mushroom Kingdom Coalition. Known as The Blue Blur, Sonic is the fastest character in the game. His sidekick and best friend is Miles "Tails" Prower.

History[]

Sonic first began his role in the original Sonic the Hedgehog, where he took it upon himself to stop Dr. Eggman's attempts to use animals as an energy source and acquire the Chaos Emeralds. Ever since then, Sonic has spent time and again foiling his plots to establish the Eggman Empire, as well as many other threats to the world. Along the way, he acquired many friends and allies, such as Tails, Knuckles, Amy Rose and Blaze the Cat, and traveled to many exotic locations, including alternate dimensions, all over the world and even fantasy-like places, such as the Arabian Nights and Camelot.

Gameplay[]

Sonic carries most of his abilities from Sonic the Hedgehog 3 and from later games.

  • Sonic can perform a rolling attack when ducking or running, allowing him to defeat enemies quickly. His curled-up form can be used to break bricks and activate ? blocks.
  • Sonic has his spin dash by holding down and tapping run. This can be used to gain a longer aerial jump.
  • Sonic has a ground pound/jump cancel attack (similar to the "stomp" from recent Sonic games) and his duck is projectile-resistant.
  • Sonic has the ability to perform Insta-Shield from Sonic the Hedgehog 3.
  • Sonic has enhanced traction, allowing him to come to a stop faster than the Mario Bros. even at his superior top speed.
  • Sonic is the fastest player in the game. Due to his high top speed he also has the second best long jump (behind Luigi).
  • Sonic can bounce off water surfaces if he's at running speed.
  • Sonic uses a ring-based system from his games, in which he loses all his coins when he takes damage and will die if struck without any. He can reacquire dropped coins for a short time after being hit. One negative to Sonic is that whenever he takes damage, there is a knockback effect which can become quite irritable at some points.

Level Controls[]

See Basic Controls which goes over Map and standard Level Controls.

Below are non-standard controls specific to Sonic in his Initial form (except when otherwise noted). Parenthesis indicate optional.

Action Key[s] Description
Running Hold RUN Sonic moves in the Left or Right direction at a faster speed. Sonic can jump farther and higher while Running.
Spin Attack [Movement] + Press JUMP Jumping within the vicinity of enemies ("spinning") as Sonic hurts them, except for some enemies that can't be dashed into. Generally watch out for spiky enemies.
Spin Dash Hold DOWN + Press RUN (Continuously) Sonic blasts forward with a revved-up Spin Attack from a stationary position. Will also do damage just like the Spin Attack.
Insta-Shield Press JUMP + Press JUMP After pressing JUMP, press JUMP again to create a rapid 360 degree spiral that can do damage in Sonic's vicinity. If used at the right time, Insta-Shield can also destroy weak projectiles.

Insta-Shield is only able to be performed in Initial form (as well as a specific Power-Up mentioned below).

Instant Drop Hold DOWN + Press JUMP While in the air, Sonic drops vertically (regardless of momentum) to a stationary position.
Water Skipping Hold JUMP Holding JUMP and having enough horizontal speed while falling into water will allow Sonic to skip on water.

Power-Up System[]

Power-Up Form Shop Cost Description
Initial Regular Sonic N/A This is Sonic's regular form. When Sonic is hit, he loses all Rings. If he has at least 1 Ring when hit, he stays alive; if not, he dies. The only form he can perform the Insta-Shield.
Shield Shield Sonic N/A Sonic can take a hit without losing any Rings or dying.
Fire Shield Fire Shield Sonic $250 Sonic can take a hit without losing any Rings or dying.

Press RUN in mid-air to Spin Attack forwards (which helps Sonic to cross long gaps). Sonic is also protected from weak projectiles.

Rocket Shoes Rocket Shoes Sonic $300 Press JUMP in mid-air to slow your descent. Holding RUN (for about 5 seconds, until the ►►►►►►P meter fills up) + Pressing JUMP allows Mario to fly higher into the air. After 10 Jumps, or the RUN button is released, Sonic will descend; continuously pressing JUMP while slow down the descent.
Combine Ring N/A $500 If Sonic has less than 10 Rings, when hit, will combine in 1 Ring. If Sonic has more than 10 Rings, when hit, each 10 Rings becomes 1 Ring. This makes retrieving Rings easier. Can stack with other Power-Ups.
Lightning Shield Lightning Shield Sonic $500 Sonic can take a hit without losing any Rings or dying.

Press JUMP in mid-air to perform a second Jump. Coins and Rupees are also magnetically attracted to Sonic.

Lightning Shoes Lightning Shoe Sonic $600 Sonic can take a hit without losing any Rings or dying.

Same Abilities as the Rocket Shoes, except for the following differences: Press JUMP in mid-air to perform a second Jump. Press JUMP in mid-air after the second jump to slow your descent. Coins and Rupees are also magnetically attracted to Sonic.

Bubble Shield Bubble Shield Sonic $750 Sonic can take a hit without losing any Rings or dying.

Hold DOWN + Press JUMP to perform a higher jump (replaces Drop Dash). Sonic is also protected from stronger projectiles.

Quick Man Suit Quick Man Sonic $750 Sonic can take a hit without losing any Rings or dying.

Press RUN to throw a boomerang projectile, which travels only a short horizontal distance before traveling back. Can shoot up to two at any time. Sonic also loses all momentum penalties he normally has in any other form (can stop on a dime with perfect traction), as well as zero knock-back from attacks.

Jazz Jackrabbit Suit Jazz Jackrabbit Sonic $1000 Sonic can take a hit without losing any Rings or dying.

Press RUN to allow Sonic to pull out a Launcher gun and shoot out a bouncing mine. Sonic can shoot up to seven mines at a time before the meter is maxed, requiring a cooldown before he can resume firing. Sonic can also perform a double jump. Includes a Rechargeable Energy Shield: when hit, and if you aren't hit for up to 6 seconds, the damage is ignored and Sonic keeps the Power-Up. If hit before the 6 seconds is up, the Power-Up is lost.

Trivia[]

  • If the player clears a level & grabs a Starman as Sonic, the "Level Complete" & "Invincibility" music from both "Sonic the Hedgehog 3" and "Sonic & Knuckles" play.
  • If Sonic loses a life, the "Lose a Life" music from Sonic the Hedgehog (1991) on the Game Gear/Master System plays.
  • The 1up sound effect from the Sonic games on the Sega Master System plays whenever Sonic collects a 1-Up. Originally, the sound effect that played was the 1up sound effect from Sonic the Hedgehog & Sonic the Hedgehog 2 on the Sega Genesis but was changed due to the length being too long.
  • When playing as Sonic, the "PLAYER START!" screen before a level starts comes from Sonic The Hedgehog 3 and Sonic & Knuckles.
  • In earlier versions of MKF, Sonic (alongside Tails) had Game Gear/Master System sprites, notably those from Sonic Chaos.
  • Sonic was one of the characters that required a lifejacket to swim before the item was removed as it was decided that all playable characters would be able to swim.
  • Prior to the v0.9 Rev C update, Sonic's Sci-Fi Suit powerup was the Plasma Shield, in which Sonic could do perform a second jump in mid-air. Also, Coins and Rupees were also magnetically attracted to him. Sonic shared this powerup with Tails.
    • Also, Sonic's Mega Man's Suit was the only powerup where Sonic would be able to shoot a projectile until the change of his Sci-Fi Suit powerup, now based on Jazz Jackrabbit of the Jazz Jackrabbit series.
Playable Characters
Main: Mario | Luigi | Sonic | Tails | Wario | Waluigi | Arthur | Roll | Link | Simon Belmont | Ryu Hayabusa | Samus | Proto Man | Mega Man | Firebrand | Kirby
Secret: Legacy Link | Meta Knight | Game Boy Mario | Vile | Zero
Other: Vinny
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