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Amy Rose
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Amy Rose is Sonic's self-proclaimed girlfriend and his number 1 fan, often getting into scuffles with his buddy Tails over that spot, which Tails usually lets her win. She's also the co-leader of the Restoration, a movement to restore Mobius after the events of Sonic Forces, working alongside Jewel the Beetle to restore homes and landmarks. Amy Rose is also a fierce fighter who holds back her true power behind Inhibitor Rings, as she thinks Sonic could be possibily intimidated by it. She's excitable and often a bit tunnel-visioned at times, but a keen leader in her own right.
Amy Rose is a bit tankier than she might seem at first, using her hammer to attack and using it for a lot of her movement, often having extended start up or end lag to her moves that makes her immensely punishable. She becomes more powerful and lighter with her Inhibitor Rings off, which can make her easier to launch but much more dangerous as a fighter. Her Tarot Card readings can also drastically change the course of battle but is hindered by it's random nature.
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Gimmick: Inhibitor Rings
Amy wears Inhibitor Rings, which act as a constant power dampener, allowing her to become stronger when they are pulled off. Amy's Level 1 Finisher, Power Uninhibited, allows her to remove her Inhibitor Rings and powers up her special moves into a new, more powerful toolkit while active, although she has a meter that slowly drains as she attacks. The meter will halt as Amy connects attacks with foes but will drain when she is not dealing damage or moving. After draining the meter, the rings will attach back on and return her to her original toolset. She will not be able to use additional Finishers while this mode is active.
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Moveset
Hammer Attack
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Amy Rose slams down her hammer, her legs kicking up in the air as she does. Deals 13 damage and Buries foes if hit directly onto a opponent, deals 7 damage if hit at the edge of the hammer and stuns. This attack has a fair bit of end lag that allows Amy to get punished.
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Tornado Hammer
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Amy Rose spins her hammer to create a pink tornado, which propels her in a horizontal direction slowly while spinning. Amy can either keep holding onto the input to deal 2.3 damage per 20 frames of the attack and knock foes away from her, or deal 9 damage by releasing the input and sending a pink gust of wind to attack foes and launching them upwards.
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Hammer Jump
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Amy Rose smacks the ground with her hammer and allows her to perform a super high jump, catapulting her high into the air. Amy can then chain her traditional two jumps most fighters get to add additional aerial distance. She can also smash the hammer into a foe for a slightly gimped version of this move that doesn't propel her as high but deals 11 damage and spikes her opponent.
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Spin Hammer Attack
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Amy Rose spins around with the hammer in her hands, allowing her to reflect projectiles as she spins and launches foes far away from her. It deals 8-15 damage per strike depending on how sweet spotted it is and halts Amy Rose's momenteum and causes her to enter a slower falling state if in the air.
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Hammer Pulverize
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Amy Rose slams down her hammer, her legs kicking high up in the air as she does. Deals 26 damage and inflicts the Mini effect onto foes if hit directly onto a opponent, dealing 11 damage if hit at the edge of the hammer and stuns. This attack has a fair bit of end lag that allows Amy to get punished.
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Typhoon Hammer
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Amy Rose spins her hammer faster to create a pink typhoon, which allows her to move forward at a decreased page while slowly pulling enemies and projectiles in before launching them in random directions. Amy rides this typhoon for 2 seconds before kicking it forward- dealing 3.7 damage per 20 frames while riding the typhoon when in contact with opponents, launching them away from her. When she kicks it forward, the wind blast goes upwards and launches opponents upwards while dealing 17 damage.
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Hammer Flight
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Amy Rose smacks the ground with her hammer and allows her to perform a super high jump, catapulting her high into the air before spinning as she glides through the air. Amy cannot chain additional jumps into this but she can attack again while in a glide state. She can also smash the hammer into a foe for a slightly gimped version of this move that doesn't propel her as high but deals 22 damage and spikes her opponent hard.
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Piko Piko Pirouette
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Amy Rose spins around with the hammer in her hands while on one leg, allowing her to directly slam projectiles to not just reflect them but also have them home onto the original attacker at 1.5x damage. It also launches foes far away from her, twice the distance of Spin Hammer Attack. It deals 16-30 damage per strike depending on how sweet spotted it is and allows her to glide when done in the air.
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Finishers
Power Uninhibited Level 1
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Amy Rose clicks off her Inhibitor Rings, gaining access to a altered toolset that allows her to be much more destructive. A meter will appear on Amy Rose's hud that drains as she moves, although halts when she deals damage to opponents. As such, chaining attacks allows Amy to stay in this mode longer and deal more damage. When the meter runs out, the Inhibitor Rings click back on and Amy returns to her original moveset.
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Tarot Reading Level 2
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Amy does a tarot card reading of three different cards from the Major Arcana. These add different effects to her and her opponent when read. There are a total of 22 cards, allowing for a total of 10648 different possible readings, although the 22 different functions of the cards do not change. Below is a list of each Tarot Card and it's effect. It is a move heavily reliant on luck and can only be controlled in training mode.
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Tarot Cards
The Fool 0
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The Magician I
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The High Priestess II
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The Empress III
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Inflicts Dizzy onto all opponents.
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All of Amy's attacks are embued with the Astra element.
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Inflicts the Heaven Spell effect onto all opponents.
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Inflicts the Midnight Bliss effect onto all opponents.
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The Emperor IV
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The Hierophant V
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The Lovers VI
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The Chariot VII
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Inflicts the Incubus Delight effect onto all opponents.
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All of Amy's attacks are embued with the Anima element.
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Amy's special attacks are boosted by 1.5x damage, and she is 1.5x speedier.
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Inflicts the Shoe-Glue effect onto all opponents.
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Justice VIII
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The Hermit IX
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Wheel of Fortune X
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Strength XI
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Deals 30 Karama damage to opponents, which adds 1 damage every 30 frames until the opponents have taken 30 damage.
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Inflicts the Solar effect onto all opponents.
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Causes a random effect from this pool of Tarot Card effects to occur, acting as a hidden re-roll.
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Amy's attacks do doubled damage.
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The Hanged Man XII
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Death XIII
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Temperance XIV
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The Devil XV
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Amy takes 30 damage, but can drain health from opponents for seven seconds.
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Amy gets to take off her Inhibitor Rings for a halved meter version of the move.
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Inflicts the Wet effect onto all opponents.
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Inflicts the Makai Spell effect onto all opponents.
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The Tower XVI
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The Star XVII
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The Moon XVIII
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The Sun XIX
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Lightning strikes the stage a total of three times, Shocking opponents.
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Inflicts the Absorber effect onto all opponents.
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Inflicts the Umbra effect onto all opponents.
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Amy's grab range is extended and she gains Insight like the Nothic does.
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Judgement XVII
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The World XVIII
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The opponent with the least amount of damage will have their health total swapped with a random opponent in the match.
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Time stops for everyone except Amy for seven seconds.
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Super Amy Level 3
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Amy Rose uses the seven Chaos Emeralds to transform into Super Amy, before flying through the air to zip around frantically, slamming into foes until she does a total of 45 damage and reverts back to classic Amy Rose. This is a cutscene Finisher, but does not require a line of sight as she will just zip around the stage, moving through soft platforms and avoiding hard platforms. She is also invincible in this state and won't take damage.
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Alternate Outfits
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