Player 1 : A, D - Move left and right W - Jump S - Block Space - Punch R - Dash X, C - Ability 1 and 2 Player 2 : Left Arrow, Right Arrow - Move left and right Up Arrow - Jump Down Arrow - Block J - Punch P - Dash K, L - Ability 1 and 2
Sonic Speed : 6.5 Abilities : Spindash (8 cooldown) : Deals 4 damage per hit. If you're close, you can hit it 3 times. The third hit deals 30 knockback and 2 seconds stun. Homing attack (8 cooldown) : You go towards your enemy, deal 6 damage and 50 knockback, and return to where you were before. This can be hit from anywhere. Knuckles Speed : 5 Abilities : Ground Smash (13 cooldown) : Deal 3 damage and 130 knockback in a area. If used in the air, it deals no knockback and it deals 9 damage instead. Counter (13 cooldown) : Counter moves and deal 11 damage. Also deals 100 knockback to both of you, 1 second stun to you, and 2 seconds stun to the enemy. Some moves cannot be countered. This can be used to send some attacks back to the attacker. The counter stance lasts 1.5 seconds. Death Counter (super ability) : Counter moves. Upon successfully countering, you instantly teleport behind your opponent. You slam your fists onto them, dealing 48 damage. They are stunned for 4 seconds and down on the ground. Some moves cannot be countered. This can be used to send some attacks back to the attacker. The counter stance lasts 1.5 seconds. Passive : Fury : Everytime you deal damage, all your active cooldowns get reduced by 0.3 seconds. Tails Speed : 5.7 Abilities : Arm Cannon (9 cooldown) : Fire a energy ball that deals 20 damage and 200 knockback. This move has a 0.69 second wind up time and can be interrupted. After using it, you can't do anything for 0.5 seconds. So it's very punishable too. If your opponent isn't stunned, they can jump over the ball. You should hit the "Big Hand" move before using this. If your opponent is hit by this, their speed is reduced by 2.5 for 3 seconds. Big Hand (9 cooldown) : 0.53 seconds wind up time, can be interrupted. This will summon a big hand right where your opponent is. It will deal 6 damage and 2 seconds stun. This is blockable. If this gets countered, the big hand will be thrown towards you. Shadow Speed : 6 Abilities : Chaos Control (8 cooldown) : Teleport to your opponent and kick them upwards into the air, dealing 2 damage. They are stunned while falling, so this move has combo potential. It takes 0.4 seconds before the actual kick. This is easily blockable and counterable. You should dash onto the opponent (deals 1 second stun) and then use this move quickly. Divergent Kick (8 cooldown) : Kick your opponent, dealing 4 damage and knocking them back. This will deal no stun, so it should be used to end a combo. If you hit your opponent's back, you will deal no knockback and 2 seconds stun. So this can be used as a combo extender too. Metal Sonic Speed : 6.5 Abilities : Diamond Shield (13 cooldown) : You summon a shield around you instantly. It lasts 5 seconds. During those 5 seconds, your defense multiplier is increased by 1. Every time you take damage, the enemy will take 1 damage. It won't be affected by your damage multiplier, but not by their defense multiplier too. This move can be used at any time, even while you're stunned or attacking. Destructive Charge (13 cooldown) : Counter moves. When you successfully counter someone, you will ram your head into them and fly forward rapidly for 2 seconds. 14 damage will be dealt over the 2 seconds. At the end, they will take 1 second stun and will not be knockbacked. So you can extend. Some moves cannot be countered. This can be used to send some attacks back to the attacker. The counter stance lasts 1.5 seconds. Purple Flash (super ability) : Upon use, nothing will happen until your opponent is in the idle state. You teleport behind your opponent and throw a powerful punch with purple sparks. This is unavoidable. This deals 16 damage and 300 knockback + 1 .4 seconds stun. However you'll be stuck in a punching pose for 1.4 seconds, so you can't combo off this. Metal's passive obviously applies. Passive : Overload : When your health is 30 or below, you gain +1 speed and deal +30% damage. Chaos (special character) Speed : 4.5 Abilities : Water Grasp (12 cooldown) : You stretch your arms forward, dealing 5 damage to anyone caught and bringing them towards you, also stuns them for 2 seconds. This bypasses block. Water Trap (12 cooldown) : You throw a big water bubble forward. If it touches your opponent, it will trap them inside for 6 seconds and burst. They will be stunned. During those seconds, if you hit the opponent, it will burst and your attack will deal +200% damage. Water Trap also bypasses block and counter.