THE MATCHES

The Sonic Street Fighter competitors will try to earn Chi symbols in several different matches. Each match has different rules, strategies, time limits and rewards. Below, we will reveal each of the playfields.

TRADITIONAL
Number of competitors: 2
Time limit: 60 seconds
Chi Symbols: 1

This is the standard one-on-one competition. Perfectly straightforward and requiring little strategy. Two characters battle to knock each other out. The first to do so, or whoever is in the lead when time runs out, is the winner. In the event of a tie, both players Health levels are increased by 5 and a 30-second Overtime period is played.

TAG TEAM
Number of competitors: 4
Time limit: 75 seconds
Chi Symbols: 2

In this match, 4 competitors split into two teams of two, with one member of each team in the arena at a time. The match plays like a Traditional contest, with the following additions:

TAG - At any time, a member of one team may "tag out" to their partner. When a tag is declared, their partner will appear on the field. A player who is tagged in has one of 2 options on how they enter the battle.

1> Attack with a Jumping Roundhouse Kick from the same hex your partner was last in
2> Appear anywhere within a 2 hex radius from where your partner tagged out. With this tag, the player can only block at +0 speed (rather than the normal +4 rating), and does not get the standard +2 speed bonus next turn.

RECOVERY - The teammate not in the arena has a chance to heal their wounds. For every turn that passes, one unit of Health is healed. A player can recover as many Health equal to his Chi rating.

DOUBLE TEAM - Once per match, both members of a team can enter the arean to attack the opponent. The partner tags in as normal, and is allowed to stay in for a maximum of 10 seconds after the turn he initially enters. Once this time expires, the team must choose who tags out and who stays in.

Each member of the winning team earns 1 Chi Symbol. The player who scores the final attack earns the Symbol of their fallen opponent.

BATTLE ZONE
Number of competitors: 4
Time limit: 75 seconds

This competition features 2 one-on-one matches, with the winners to face off in the Battle Dome (see below). The 2 matches take place in one of the Battle Zones created for the competition. Each zone has a different layout, with areas that can affect how the players can move and attack. Players choose the hex where they will start the match.

Within each Zone, the players must first contend with Zone Guards. These Guards are simple combatants, armed with only basic attacks, Power Uppercut and Foot Sweep. It is possible, however, for a player to be attacked by more than one Guard at a time. When a Guard is defeated, he vanishes from the Zone. Guards differ between each Zone.

After 30 seconds, the Guards leave the Zone, allowing the players to fight one-on-one. Players are allowed to attack each other while the Guards are out, but they run the risk of being attacked by several foes at once themselves. Rules for a Traditional match hold for determining a winner.

Here is a layout of each of the Battle Zones, with a description of each area, and a short biorhythm on their Zone Guards.

KNOTHOLE VILLAGE

- Trees & Brush: Players moving through this area fight at -1 Speed & Movement

- River: Cannot enter these hexes, or else the fighter is disqualified. Players may cross at the Bridge or with a successful Jump (A Speed+Agility test is made).

ZONE GUARDS: FF Trainees
(Strength: 2, Speed: 3, Stamina: 2, Punch: 2, Kick: 2, Defense: 3, Agility: 3)

ROBOTROPOLIS

- Trash & Debris: Players moving through this area fight at -1 Speed & Movement

- Building: Cannot be crossed

ZONE GUARDS: SWATbots
(Strength: 3, Speed: 3, Stamina: 4, Punch: 3, Kick: 1, Defense: 3, Agility: 2)

THE GREAT UNKNOWN

- Sand: Upper level, Can only attack players in ditches with aerial manuevers

- Dunes & Inclines: +1 Movement if descending into a ditch, -1 movement all other times. Can attack players on any level without penalty.

- Ditch: Lower level, cannot attack players on sand. Can attempt a jump to sand without attacking (Speed+Agility test)

ZONE GUARDS: Nasty Hyenas
(Strength: 4, Speed: 2, Stamina: 3, Punch: 3, Kick: 2, Defense: 3, Agility: 3)

SUPER CHALLENGE
Number of competitors: 6
Time limit: 45 seconds

In this competition, 6 players compete one at a time in a Battle Zone selected at random. The player will battle the Zone Guards for 45 seconds, earning points for their skill. The scoring is as follows:

> Clean Hit: 2 points (A hit must go unblocked in order to be clean)
> Knockdown or Knockout: 5 points
> Hit/Knockdown by Zone Guard: -2/-5 points
> If a player survives the 45 seconds, each remaining Health is worth 1 point.

After all 6 players have competed, the top 4 scorers advance to the Battle Dome.

BATTLE DOME

BATTLE ZONE
SUPER CHALLENGE
Number of competitors: 2
Number of competitors: 4
Chi Symbols: 2
Chi Symbols: 3
Time Limit: 90 seconds

The finals of the Battle Zone and Super Challenge matches take place in the Battle Dome. The object of this match is to try and force your opponent into the frame of the cage that surrounds the dome. Doing so earns a point. Whoever has the most points at the end of 90 seconds wins.

Periodically, a Ninja (All stats: 3) will enter the dome and fight the players. If a ninja forces a player against the cage, a point is given to the opponent. (NOTE: Ninjas do not appear in Super Challenge matches.)

In order to prevent Knockouts, a "healing aura" is in effect in the dome. This aura heals players by 3 Health every 5 seconds, and recovers 1/2 a point of Chi and Willpower, up to the character's maximums. (Rounds are NOT replenished.) However, this aura does not prevent dizzies.

In order to force an opponent into the dome, a player needs to use an attack that pushes their opponent backwards. However, since not all characters have manuevers capable of that, they can also spend 1 WillPower with any Basic attack. In either case, a WillPower test is done. If the attacker wins, the target is forced back a number of hexes equal to the difference in the test scores. Whenever a player is forced into the dome, he is zapped by a mild electrical field. This field does no damage, but has the same effect as a Flinch.

The 3 dark hexes in the corners are platforms that the character can jump on to avoid attacks. Players on platforms can only hit opponents on the ground using Crouching manuevers, but can only be hit by Aerial attacks. Players can jump off the platforms at any time, using Aerial attacks if they choose.

If the score is tied after the 90 seconds expires, the match continues in Sudden Death between all tied players until another point is scored.

Winners here from a Battle Zone match earn the Chi Symbols of each of the opponents they defeated. For the Super Challenge, the winner earns the Chi Symbols of the other 3 players who made it to the Battle Dome.

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