Espio
- Fighter's
Biostats
- Full Name:
- Espio the Chameleon
- Age:
- 16
- Race/Species:
- Chameleon
- Home/Nation:
- The Chaotix Detective Agency Office
- Friends/Allies:
- Vector the Crocodile, Charmy Bee, Knuckles the Echidna,
Mighty the Armadillo, Sonic the Hedgehog, Miles "Tails" Prower, Amy
Rose, Shadow the Hedgehog, Silver the Hedgehog
- Enemies:
- Dr. Ivo "Eggman" Robotnik, Metal Sonic, Dr. Eggman Nega
- Powers and Abilities:
- Standard "Ninja-esque" abilities (i.e. wall-jumping,
speed, invisibility, ridiculously large shuriken...)
- Quoted as Saying:
- "Let's go!"
- "Spirits unite!"
- "...and you are?"
- "Easier said than done...who signed me up for this
anyway?"
- Game
Highlights:
- Knuckles' Chaotix
- 32X, 1995
- Sonic the Fighters
- Arcade, 1996
- Sonic Heroes
- GCN, 2004
- Shadow the Hedgehog
- GCN, 2005
- Sonic Rivals 2
- PSP, 2007
- First
Heard of at the SSS:
The Ideas Page
- Fighter
Summary:
Espio, a chameleon trained in the way of the ninja. Espio is a
detective, first working as a private eye, though he now works with his
best friends Vector the Crocodile and Charmy Bee. Espio was saved by
Knuckles at the Newtrogic High Zone from the clutches of Dr. Eggman,
and assisted Knuckles in freeing the floating island from Eggman. Espio
appeared shortly thereafter in a small fighting tournament between
Sonic's closest
friends to see who was the best choice to stop Eggman's
Death Egg II. After joining forces with Vector and Charmy, the trio
formed Chaotix, a detective agency. Their first notable mission was
from a mystery customer who, in the end, turned out to be Eggman in
need of someone to do his grunt work. Chaotix later ended up helping
Shadow discover who he was while attempting to hack into several
computer terminals in accordance to another customer's request. In his
latest adventure, Vector sent Espio on his own do discover the reason
behind the missing Chao. Espio discovered that Silver the Hedgehog was
behind this, but Silver's motive was to prevent Dr. Eggman Nega from
stealing them, somehow putting him in the position to bring ruin to the
future. Espio is heavily dedicated to the moral code of the ninja, and
tends to be quiet and meditative. Deep down, Espio is a bit stubborn in
his own opinions, but when trouble is near, Espio will solve his
problems through whatever means he finds necessary. (Written
by Light Bear)
Espio's
Moves: - STANDARD
SPECIAL
Moves
- Shuriken Throw
- Espio pulls out one of his famous shuriken (ninja
stars), known for being at least as big as himself, then hurls it
onwards. It will vanish as soon as it connects with an opponent, but it
can bounce off of walls.
- UP SPECIAL Moves
- Triangle Jump
- Espio jumps forwards at a quick 60 degree angle. If he
connects with a wall or smasher, he will kick off of it and jump
backwards at a 60 degree angle. If he jumps off of an opponent, the
opponent will be meteor-smashed.
- SIDE SPECIAL Moves
- Rocket Accelerate
- Espio suddenly blasts forward quickly. He will
eventually slow down to his running speed, but while running above his
normal running speed, he will plow through anyone standing in his way,
sending them flying. This can be used as an alternative recovery move.
- DOWN SPECIAL Moves
- Chroma Chameleon
- The chameleon's specialty: camouflage. Espio will
become invisible, allowing him to wander the stage without being
detected. If he attacks or is attacked, the invisibility will end.
- FINAL SMASH Moves
- Ninja Tornado
- Leaping into the air, Espio twirls, conjuring a huge
tornado. This tornado travels around the stage, trapping and damaging
anyone unlucky enough to get trapped inside. Any projectiles thrown in
will be caught, further damaging the unlucky smashers inside. Espio can
use this to is advantage by tossing shuriken in.