the cutting room mirror

Unused Moves

This is a sub-page of Sonic Championship.

Though not as much as its amount of models, Sonic Championship does have a remarkable number of unused actions. These take the forms of standard animations, projectiles, and regular attacks.

Animations#

Name

Action

Notes

Get-Up Animation Variants

A scrapped version of the get-up animation. Has 2 variants for facing the character forward and backward afterward. Resembles the equivalent animations from Fighting Vipers, but is not a direct rip.

Sonic Get-Up Animation Variants

Forward_Spin_GetUp.gif Backwards_Spin_GetUp.gif

Seemingly another unused get-up animation meant for Sonic specifically, wherein he Spin Dashes upward from a grounded position. Has 2 variants for moving forward and backward. These may also have been optional extensions for Spin Dash, similar to what Tails has for his Glide move.

Barrier Animation Variant

Sonic_The_Fighters_Unused_Barrier_Animation_Startup_STF_Ver.gifSonic_The_Fighters_Unused_Barrier_Animation_STF_Ver.gif

An alternate blocking animation. It resembles the equivalent animation in Fighting Vipers but is not identical. It is most likely a remnant from earlier in development.

Unused Crouch Barrier

Sonic_The_Fighters_Unused_Crouch_Barrier_Frame_1.gifSonic_The_Fighters_Unused_Crouch_Barrier_Frame_2.gif

An animation for a scrapped ability to crouch while blocking. A common feature in fighting games, including Sega AM2's previous works, this was most likely cut from this game due to redundancy as Barriers already block all hits while standing regardless of High, Middle or Low positioning.

Fighting Vipers Block

The blocking animation from Fighting Vipers. Curiously causes the Barrier to activate despite the game engine differences, indicating that it has been slightly edited from the source material.

Fighting Vipers Turn Around

The turn around animation from Fighting Vipers.

Defense Dash Variants 31 00 - 37 00

Animations for Defense Dashes. These resemble the dash mechanics as they worked in Fighting Vipers. Are most likely remnants from earlier in development.

Dash Variants

Unknown_Anim.gifUnknown_Dash.gifUnknown_Dash_3.gif

More unused dashes!

Early Universal Walk And Dash Animations

Unused_Walking_Animations.gifUnused_Skip.gif

An alternate walk and dash animation. These animations seem to derive from an old idle animation seen in old screenshots, hence they are likely early development leftovers.

Early Amy Walk And Dash/Slide Animations

Alternate movement animations for Amy. These derive specifically from an older idle animation, indicative of another early development leftover.

Unused Sonic Leap

A curious animation meant for Sonic that seems to depict him spinning then straightening out in the air. It's coded in-game as an animation, not a move. It resembles the animation for Air Teching in this game, so it may be an earlier version of said animation. It could also have been intended for Sonic whiffing a dive.

Unused Amy "Drow" Animation

An unused lose animation assigned for Amy. Interestingly, this animation is labeled "Drow" which seems to be a misspelling of draw, meaning this could have been used if you tie in a match.

Unused Sonic And Bark Win Animations

Unused_Sonic_Win.gifUnused_Bark_Win.gif

An unused animation assigned for Sonic and Bark. Was likely a scrapped win animation for at least one of them. It could also have been intended for matches that end in a draw, similarly to the aforementioned Amy animation.

Early Bark Dash Animations

Alternate versions of Bark's dash animations. They seem to be based around an earlier version of Bark's model, perhaps the version used in the AOU '96 build, but are otherwise very similar to the used versions.

Duplicate Win Animations

Unused_Knuckles_Win.gifUnused_Fang_Win.gifUnused_Tails_Win.gif

Duplicates of used win animations for several characters. They are mostly identical to the used versions aside from lacking starting transitional frames, transitioning into the animations immediately as a result.

Duplicate Lose Animations

Unused_Amy_Lose.gifUnused_Bean_Lose.gifUnused_Knuckles_Lose.gifUnused-Mechless-Eggman-Lose.gif

Duplicates of used lose animations for several characters. Like the aforementioned win animations, they are mostly identical to the used versions aside from lacking starting transitional frames, transitioning into the animations immediately as a result.

Mechless Eggman Dash Animation Variants

Unused_Mechless_Eggman_Dashes.mp4

Multiple unused variations of Mechless Eggman's dash animations. These notably make the character's mobility remarkably bad, whom already has amongst the worst mobility in the game with the implemented animations. These likely warranted the animations being removed and replaced. Alternatively, the unused variants could be leftovers of an old movement system.

Unused Honey Idle Animation

An unused alternate idle animation for Honey. This, in theme with the character, is a reference to her namesake from Fighting Vipers, who performs a similar animation when left idle for some time. This was most likely meant to be the case in this game too, but was never fully implemented before the character was cut.

Projectiles#

Name

Action

Notes

Cork 0

A direct copy of the normal cork projectile assigned to the projectile value "0". Fang's main punch combo use a value of 1, where other moves like "Fire Em' Up!" use the value 4. This may have been used by the developers as a placeholder for locating and placing projectiles in the move data.

Flying Hand

An unused flying hand projectile. Purpose unknown, perhaps meant to be an alternate projectile Amy could spawn in.

Heart Projectile

An unused heart projectile. This projectile is interesting as it's the only projectile in the game that cannot damage certain characters, specifically Amy and Sonic. Given the correlation of the affected characters, this was likely intended for Amy.

Still Bomb

A bomb that remains in place when spawned. Purpose unknown, but it could have been a move intended for Bean.

Unused Kicked Bomb

Sonic_The_Fighters_Faster_Bomb_Kick.gifSonic_The_Fighters_Faster_Bomb_Kick_Tracking.gif

An unused kicked bomb projectile. This projectile is much faster than the used equivalent and has the unique property of seemingly tracking the opponent's left foot. This was likely intended for Bean but might have been removed for balancing reasons, or was otherwise just used to test out tracking on projectiles.

Invisible Projectiles 12-1F

An assortment of invisible projectiles. These all share the same properties of Fang's punch combo. These may have been placeholders for additional projectiles that were never implemented.

Grabs#

Name

Action

Notes

Early Tails Airplane Drop

A scrapped variant of Tails' Airplane Drop grab. Is mostly the same aside from being slower and lacking a cutscene camera. Seems to be a leftover from early development, perhaps even the version of the move used in the AOU '96 build.

Unused Amy Grab

An alternate version of Amy's grab. It curiously causes Amy to switch sides and attack the opponent from behind. This may indicate that back grabs were intended to be in the game, as was the case in Fighting Vipers.

Metal Sonic Airplane Drop Variant

A scrapped variant of Metal Sonic's Airplane Drop grab. Is mostly the same aside from being slower and lacking a cutscene camera. Given the similarities to Tails' unused grab, this move may date to a similar early development stage.

Unused Espio Grab

An alternate version of Espio's grab. Also moves Espio behind the opponent for the move like Amy's grab, and thus may have been intended as a back grab. This grab is unusually strong, causing a lot of damage by itself and allowing for a follow-up move for an easy 50% damage. Thusly, the move may have been cut for balancing reasons.

Unused Honey Grab

A unique unused grab designed for Honey. This move is remarkably unfinished, with the characters not changing their face models at all for the duration despite the assortment of unused models that were likely intended for it.

FootStomp

An unused variation of the Foot Crush move usually seen in-game. It may have simply been an earlier version of said move, or perhaps intended as an enhanced version some character/s could utilize during Hyper Mode.

Moves#

Name

Action

Notes

Unused Dive

The dive animation used by the "Sonic and Tails" character in Fighting Vipers. Is certainly a leftover from early development when Sonic and Tails used their Fighting Vipers moveset as-is. Curiously, the move has been edited for this game as the character displays an alternate "frustrated" face on whiff which did not occur in the source material.

Unused Hyper Start

A curious unused animation that happens to be the very last move listed in the game's code. It's programmed to activate Hyper Mode and bears a strong resemblance to the Hyper Start move usually responsible for that in the game. It has a hitbox but it does 0 damage and is very slow to come out. It could have a connection to the arcade ladder in some form given the cutscene that plays before the fight with Mech Eggman activates Hyper Mode in a manner similar to this move.

"Unused" Tails Glide

A (Technically) unused version of Tails' Glide. It's a bit slower and the tails don't change to the correct models, perhaps indicating the move was created before Tails' current model was implemented. Due presumably to an oversight, this move is accessible in Automatic Mode as the move Tails performs if you press K whilst far away from the opponent instead of the proper Glide attack available in Manual Mode.

Volley Spike Variant

Volley_Spike_(Unused_Version).gifRestored_Full_Volley_Spike.gif

An unused version of the 2nd part of Volley Toss. This move is very similar to the used version except the jump distance is different and it lacks the white trail effect. This could also have been a move Sonic could activate by a normal input without having to perform the initial Volley Toss.

Skip Punch/Skip Punch Into Skip Kick

An unused Skip Punch that can go into an unused Skip Kick variant, a two for one! This move is not only very weak, but the animation also looks quite poor on most characters, which may have warranted its removal.

Twirl Skip Kick

Twirl_Skip_Kicks_1-_2_kicks.gifTwirl_Skip_Kicks_Full_Restored.gif

Another unused Skip Kick variant. This one does a really cool spin! It may have been intended for Tails and Amy given they notably have unique variants of some other common kick attacks like Side Kick, which also makes them spin.

Sonic Sidestep Spin Dash Variant

An unused version of Sonic's Sidestep Spin Dash. Is mostly the same aside from having a longer animation and corresponding endlag.

Unused Sonic & Espio Backwards Spin Dash

Sonic_Backwards_Spindash.gifEspio_Backwards_Spindash.gif

An unused version of Spin Dash for Sonic and Espio that moves backwards. This move is flawed in several ways such as the characters facing the wrong way when moving, having a generally buggy implementation, and providing very little utility overall, all factors that may have warranted its removal.

Unused Tails Backflip

An unused backflip move seemingly meant for Tails. This move has an unusual effect on hit given its animation where it flattens the opponent's head as if they were hit by Scissor Punch. This, plus the move's generally wonky nature, may have warranted its removal.

Unused Tails Faint Spin Dash

An unused variant of Spin Dash for Tails. It seems Tails was meant to have a Faint Spin Dash similar to Sonic's version.

Unused Espio Roundhouse Tongue Punch

A wholly unique unused move for Espio where he spins his head and tongue around to hit the opponent. This move causes a hard knockdown on hit, and can stop moves like Knuckles' Glide if timed right. There are several factors that may have warranted the move's removal, such as its weird appearance and the constantly moving hitbox being hard to hit. Additionally, due presumably to a programming error, the move's intended last hit fails to produce an active hitbox.

Unused Bark Barrier Punch And Dash w/o Barrier

Alternate variants of Bark's Barrier Punch and Barrier Dash without the Barrier. These moves' existence implies that Bark was meant to have access to the moves even without a barrier. These were likely removed due to redundancy as the Barrier effect is what makes them unique and useful to begin with (The Dash in particular becomes completely useless without the Barrier). Curiously, Bark does perform these moves without a Barrier effect in Fighters Megamix. There, the moves are given a standard block effect since the Barrier system isn't in that game.

Unused Bark Low Clap

An unused variant of Bark's Scissor Punch where he claps his hands closer to the ground. The reason for this move's removal is unknown. It was likely replaced with Sit Punch in the final game.

Unused Bark Golf Swing

An unused move for Bark where he clubs the opponent with both closed hands. This move bears some similarity to Jane's Tornado Punch in Fighting Vipers. This move uniquely has a different effect on hit depending on the opponent's current action. If they're idle, it causes a standard hit-stun, whereas if they're actively performing an attack, it causes a hard knockdown. This unusual behavior may have played a part in the move's removal.

Mechless Eggman#

These are an assortment of moves/animations unique to Mechless Eggman. As they are assigned to a character, they are not fully unused but as the character in question is unused it is not possible to see them in-game without cheats.

Name

Action

Notes

Mechless Eggman 1-2 Wind Up

Mechless Eggman's standard P, P, P combo consisting of 2 punches and a slow uppercut. This move was originally designed for Tails as seen in the AOU '96 build, and was shared with Mechless Eggman until Tails received a new P, P, P combo in the final game. This move is on the slower side, so much so that you can escape the 3rd hit before it comes out. This move is also not capable of breaking barriers despite resembling other slow, powerful moves in the game that can.

Mechless Eggman Bomb Throw

Mechless Eggman's Forward + P, P, P consisting of three consecutive bomb tosses. This move was originally designed for Bean as seen in the unused Attract Mode sequence, and was shared with Mechless Eggman until it was removed from Bean's moveset in the final game. This move is HORRIBLE! The bombs are slow to come out and land and cause little damage when they do land. Additionally, due to a programming error, the move is not capable of hitting downed opponents at all, nor opponents performing a Spin Dash.

Mechless Eggman Animations

Mechless_Eggman_Barrier_Anim.gifMechless_Eggman_Barrier_Anim_2.gifMechless_Eggman_Barrier_Anim_3.gifMechless-Eggman-Backwards-Walk.gifMechless-Eggman-Forward-Walk.gifMechless-Eggman-Forward-Dash.gifMechless-Eggman-Backward-Dash.gifMechless-Eggman-Position-Changes.gif

These are Mechless Eggman's other unique animations. As stated, these are never seen in-game since the character they're assigned to is inaccessible.