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|image = [[File:SSF2 Tails.png]]
 
|image = [[File:SSF2 Tails.png]]
 
|symbol = {{Symbol|Sonic}}
 
|symbol = {{Symbol|Sonic}}
|caption = '''Tails'''<nowiki>'</nowiki> official pixel art.
+
|caption = '''Tails'''<nowiki>'</nowiki> official artwork.
 
|universe = ''{{S|Sonic|universe}}''
 
|universe = ''{{S|Sonic|universe}}''
|stock = [[File:SSF2 Tails head.png]]
+
|stock = [[File:SSF2 Tails stock icon.png]]
 
|availability = [[Starter character|Starter]]
 
|availability = [[Starter character|Starter]]
|weight = Medium-light
 
 
|final = [[Tornado]]
 
|final = [[Tornado]]
|tier = A
+
|tier = D-
|ranking = 8
+
|ranking = 46
 
}}
 
}}
'''Tails''' is a newcomer [[Starter character|starter]] [[character]] in ''[[Super Smash Flash 2]]'', accompanying {{SSF2|Sonic}} as the representants of the ''{{S|Sonic|universe}}'' franchise. His sprites are completely custom made and they are based on his modern appearances, such as ''Sonic Generations'', ''Sonic Colors'', and ''Sonic Lost World''. His moveset references from the ''Sonic'' game appearance, ''[[Sonic the Fighters]]'' and ''[[Sonic Battle]]''.
+
'''Tails''' is a newcomer [[Starter character|starter]] [[character]] in ''[[Super Smash Flash 2]]'', accompanying {{SSF2|Sonic}} as representatives of the ''{{S|Sonic|universe}}'' franchise. Tails' sprites are custom-made and based on his appearance in modern games such as ''{{W|Sonic Colors}}'', ''{{W|Sonic Generations}}'', and ''{{W|Sonic Lost World}}''. His voice clips are taken directly from ''{{W|Sonic the Hedgehog (2006 video game)|Sonic the Hedgehog}}'' (2006), ''{{W|Sonic & Sega All-Stars Racing}}'', and ''Sonic Generations''. His moveset mostly comes from ''{{W|Sonic the Fighters}}'', ''{{W|Sonic Battle}}'', and ''{{W|Tails Adventure}}''.
   
  +
Tails is currently ranked 46th on the [[tier list]], placing him in the D- tier. He appears to have a low playerbase but decent representation in [[Online#In Super Smash Flash 2|online]] [[tournament]]s, with experienced players making great use of his advanced techniques. Normally, he places low to mid in tournaments that his players participate in.
Tails is ranked 8th out of 40 on the current [[tier list]], placing him in the A tier; 7 spots lower from his 1st place position in S tier on the previous Beta tier list. One of Tails' strengths is that he has good [[priority]] in many of his attacks, a solid air game, a great recovery, good [[combo]] ability and KO moves in his [[up smash]], [[down smash]], [[up aerial]], and his [[back aerial]]. Tails has an excellent recovery with five [[Midair jumping|midair jumps]] and good air speed. He can use [[Airlift]], {{S|Spin Dash|Tails}}, and his back aerial to help him travel through the air horizontally, while his [[Energy Ball Blaster]] can stall him in the air for a few moments. He has a solid [[down aerial]] [[meteor smash]] that can net him early [[KO]]s. He has good mobility with his good air speed and his [[Pseudo wavedash]]. Most of his attacks flow into each other perfectly giving him amazing combo ability.
 
 
{{Br}}
 
However, he has problems dealing with characters who posses disjointed range that can go through his higher priority attacks, ex {{SSF2|Ichigo}} and {{SSF2|Marth}}. He has problems KO'ing his opponents because he has few KO options and most of his KO moves require good set ups. His [[projectile]] is slow, easy to avoid and covers a short distance. He also has a high learning curve which requires tons of practice to master him.
 
 
Regardless of Tails' flaws, he is a good character with great potential. It should be note that Tails requires a lot of knowledge on how to use the character and the various techniques that he is able to perform, to be played at his full power. Tails has a growing player and has decent representation in [[online]] [[tournament]]s, with experienced Tails players making great use of his advanced techniques. ''[[Chaos0]]'' is a notable example as he often does well in tournaments with Tails along with ''[[Yix9]]'' dominating the ''SSF2'' [[metagame]] as well.
 
   
 
== Attributes ==
 
== Attributes ==
 
{{Rewrite|section=yes}}
 
{{See also|Tails (Super Smash Flash 2)/Hard data}}
 
{{See also|Tails (Super Smash Flash 2)/Hard data}}
  +
Tails is a middleweight who has average mobility, [[Running#Dashing|dashing]], and [[Air speed|air]] speed, with above-average [[walking]] and [[falling speed]] as well. Despite his below-average [[gravity]] and slow air acceleration, Tails can rack up damage during combos in a short amount of time. Additionally, he can effectively mix up his options with his pseudo wavedash, which can cover all of {{SSF2|Final Destination}}. However, Tails is highly susceptible to edgeguarding and gimping because of his five midair jumps and him lacking a traditional [[Recovering|recovery]] move.
Tails has great mobility with having the sixth best [[dashing]] speed, good air speed, and having pseudo wavedash that, when fully charged, can cover the entire stage of {{SSF2|Final Destination}}, thus giving him great mobility overall. Tails has amazing combo ability with his attacks being able to flow into one another perfectly. Tails has a projectile in his Energy Ball Blaster that has high priority and does good [[shield]] [[damage]]. He has kill moves in his up smash, down smash, his up and back aerials. He has a powerful meteor smash in his {{SSF2|down aerial}} which can to lead to early kills on his opponent. His [[Down special move|down special]], Spin Dash, is one of the main forces behind his advanced techniques in that it is required to perform his pseudo wavedash, can cancel out low-priority projectiles and gives him a variety of options to mix things up.
 
  +
  +
Tails' neutral attack, tilts, and throws deals decent damage and has minimal lag, making them hard to punish. His grab game is somewhat average and his [[pummel]] is slightly slow, but he can still rack up a decent amount of damage before throwing an opponent. Up throw and forward throw are reliable combo starters that gives Tails the ability to do damaging combos beginning at 0%. Back throw is a [[semi-spike]] that can start tech-chase situations and edgeguard attempts. It also has KO potential because of its high base knockback, especially when used near the edge. Lastly, Down throw is his least reliable throw but it can still start combos at low percents and also has KO potential, although it KOs at extremely high percents if used near the top [[blast line]].
   
  +
Tails also has a good air game. Neutral aerial is a great combo move because of its minimal lag and launching angle. Forward aerial is useful for starting combos but in most cases, it can combo into itself thanks to its lack of startup and ending lag. Down aerial is a [[meteor smash]] that is effective at continuing or finishing combos and KO opponents. Back aerial's clean hitbox is strong, making it one of his few reliable KO options. It also pushes him forward, which can help him with horizontal recovery. Lastly, Up aerial is Tails' least effective aerial, but it has KO potential near the upper blast line and can also be used for combos.
Tails has a great recovery, with various horizontal recovery options. He has 5 mid air jumps and [[Tails Whirlwind]] to help him recover vertical. He has Spin Dash, back air, and [[Rhythm Twister]] to help him recover horizontal. He can also use Energy Ball Blaster to help him stall in the air. Tails Whirlwind is a hard to gimp recovery due to the vortex effect and priority the move has.
 
   
  +
Tails has useful special moves. [[Energy Ball]] is a [[projectile]] with a decently long range that can be used to follow up with other attacks. It can also be useful at disrupting and edgeguarding opponents despite its moderately slow speed. [[Remote Robot]] always walks back and forth across the stage no matter the circumstances and explodes upon contact, giving him another disruption tool. [[Airlift]] is a command grab that can be useful in combos and as horizontal recovery that can instantly snap to the ledge. {{S|Spin Dash|Tails}} allows him to not only move across the stage but also deal damage upon contact. Unlike Sonic, Tails' Spin Dash doesn't require mashing to charge, instead it automatically charges as long as the special move button is held. He also can't turn around at any point of the move and it can only hit once instead of multiple times. However, he can cancel it with a jump or perform a pseudo wavedash that significantly increases his mobility, giving him more options to mix things up with.
However, Tails suffers from poor [[range]] in the majority of his attacks. His projectile is slow, easy to avoid and leaves him vulnerable for a few seconds making it unreliable. Due to having few KO moves; Tails needs to keep them [[Stale-move negation|fresh]] or risk not being able to KO his opponent. He also does not have any reliable set ups that will lead into his KO moves, thus requiring him to get a hard read to net a KO or he will have to over rely on his down air.
 
   
  +
Mastering Tails requires a high learning curve in order to effectively use him. Tails players often take advantage of his air game, command grab, disruption tools, and his advanced techniques, which can often be used as mix ups during gameplay. His pseudo wavedash however, allows players to become even harder to punish compared to the rest of his options. These advantages help players add pressure on opponents and punish their mistakes whenever there's an opening. Additionally, players can also utilize a bait-and-punish playstyle as a way to change strategies.
Tails has below average weight, which allows him to be KO'd horizontally early. This further detrimental with Tails having above average accelerated falling speed which makes him good to combo.
 
   
  +
However, Tails has noticeable weaknesses. His KO potential is held back by his most reliable KO options (all of his smash attacks, back aerial, and down aerial), requiring good positioning. While Tails' ability to mix up and rack up damage is respectable, he struggles to KO, resulting in opponents living up to even at very high percentages. He may also have trouble getting back onstage due to his jumps not gaining as much height as characters like {{SSF2|Kirby}} and {{SSF2|Jigglypuff}}, meaning he can get easily gimped at low percents. Tails is also susceptible of early KOs and [[Combo#Juggling|juggling]] due to his below-average [[weight]] and slow air acceleration respectively.
His grab & throw game is rather poor when compared to other characters, possessing the 14th longest [[Grab#Initial grab range|grab range]] in the current demo. His up throw is his only throw that he can gain any follow up from, though it is mainly used off stage to net KOs. Back and forward throw are very weak, not allowing any follow up options and only purpose seems to be to start an edge guard. Down throw might be his worse throw due to it not giving any follow ups or being able to start an edge guard.
 
   
  +
Overall, Tails has great neutral thanks to his mix up options for offensive play. But despite his notable strengths, he has trouble killing often and in most cases, getting back onstage with his easily exploitable recovery.
Tails is similar to [[Super Smash Bros. Melee|''Melee'']]'s [[Fox McCloud|Fox]], in that he has a high learning curve. He needs good reflexes, good strategy and knowledge of how he works in order to play him to his full potential.
 
   
 
== Moveset ==
 
== Moveset ==
 
=== [[Ground attack]]s ===
 
=== [[Ground attack]]s ===
 
{|class="wikitable"
 
{|class="wikitable"
!width="120"|Attack
+
!width="130"|Attack
 
!width="center"|Description
 
!width="center"|Description
 
!width="10"|Damage
 
!width="10"|Damage
 
|-
 
|-
  +
|rowspan="3"|[[Neutral attack]]
|[[Tails (Super Smash Flash 2)/Standard attack|Standard attack]]
 
  +
|rowspan="3"|Punches twice and then walks forward while punching six times. Its first and second hit are capable of jab locking. The final six hits count as one part of the attack and can be used for racking up damage. Based on Tails' Pummel Combo from ''Sonic the Fighters''.
|Tails punches, then punches again, and dashes forwards and frantically moves his arms and legs around.
 
|align="center"|2%, 2%, 6%
+
|align="center"|{{Mousetext|2%|First two hits, per hit}}
 
|-
 
|-
  +
|align="center"|{{Mousetext|1.2%|Next five hits, per hit}}
|[[Tails (Super Smash Flash 2)/Down tilt|Down tilt]]
 
|Tails whips his tail around him on the ground.
 
|align="center"|6%
 
 
|-
 
|-
  +
|align="center"|{{Mousetext|3%|Final hit}}
|[[Tails (Super Smash Flash 2)/Down smash|Down smash]]
 
|A boxing glove on a chain appears, which Tails whips around his body, while dealing tremendous knockback that will send opponents at [[semi-spike]] angle. In ''[[Sonic Battle]]'', this move is called "Magic Hook".
 
|align="center"|18%-26%
 
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Forward tilt|Forward tilt]]
+
|[[Forward tilt]]
  +
|Swings his tails forward. It moves Tails slightly forward and its minimal lag makes it useful for spacing and starting tech-chases. Based on the IQ300 Attack from ''Sonic Battle''.
|Tails whips his tail forwards. In ''Sonic Battle'', this is Tails' second standard attack, named "IQ300 Attack".
 
|align="center"|10%
+
|align="center"|9%
 
|-
 
|-
  +
|rowspan="2"|[[Up tilt]]
|[[Tails (Super Smash Flash 2)/Forward smash|Forward smash]]
 
  +
|rowspan="2"|Performs a propeller tails spin. Its vertical range makes it a decent anti-air attack, can start combos at low percents but lacks horizontal range.
|Claps his hands forward.
 
|align="center"|15%-21%
+
|align="center"|{{Mousetext|1.25%|First three hits, per hit}}
 
|-
 
|-
 
|align="center"|{{Mousetext|4.5%|Final hit}}
|[[Tails (Super Smash Flash 2)/Up tilt|Up tilt]]
 
|Tails jumps with his rear in the air, while spinning his tails.
 
|align="center"|11%
 
 
|-
 
|-
  +
|[[Down tilt]]
|[[Tails (Super Smash Flash 2)/Up smash|Up smash]]
 
  +
|Sweeps his tails across the ground. It moves Tails forward slightly and its low base knockback makes it useful to combo from low to high percents. Resembles Tails' default attack in the ''Sonic Advance'' series.
|Tails jumps while curling into a ball,
 
|align="center"|17%-24%
+
|align="center"|7%
 
|-
  +
|rowspan="2"|[[Dash attack]]
  +
|rowspan="2"|Performs a Spin Dash followed by a flying kick. It is weaker than Sonic's dash attack, but has less ending lag. Resembles the Somersault attack from ''{{W|Sonic Adventure 2}}''.
  +
|align="center"|{{Mousetext|4%|First hit}}
  +
|-
  +
|align="center"|{{Mousetext|5%|Final hit}}
  +
|-
  +
|[[Forward smash]]
  +
|Claps his hands in front of him. It moves Tails slightly forward and deals high knockback growth, making it one of Tails' best KO options. Based on Tails' Scissor Punch from ''Sonic the Fighters''.
  +
|align="center"|{{Mousetext|14%|19.60% when fully charged}}
  +
|-
  +
|[[Up smash]]
  +
|Performs a jumping Spin Dash. Its high vertical range and knockback growth makes it one his best KO options, but it lacks horizontal range.
  +
|align="center"|{{Mousetext|15%|21% when fully charged}}
 
|-
 
|-
  +
|[[Down smash]]
|[[Tails (Super Smash Flash 2)/Dash attack|Dash attack]]
 
  +
|Swings the Magic Hand around himself. It deals high base knockback and is also a semi-spike, making it one of Tails' best KO options, but it has noticeable ending lag. Hitting from behind can launch the opponent at a higher angle. Based on the Magic Hook from ''Sonic Battle''.
|Curls into a ball and rolls forward, like Sonic's but knocks the opponent behind him.
 
|align="center"|13%
+
|align="center"|{{Mousetext|17.5%|24.5% when fully charged}}
 
|}
 
|}
   
Line 83: Line 90:
 
!width="10"|Damage
 
!width="10"|Damage
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Neutral aerial|Neutral aerial]]
+
|rowspan="2"|[[Neutral aerial]]
  +
|rowspan="2"|Curls into a ball and spins in place before ending with a kick, hitting three times. Its diagonal angle can start combos from low to mid percents.
|Spins in place then ends with a kick.
 
|align="center"|17%
+
|align="center"|{{Mousetext|1.2%|First two hits, per hit}}
 
|-
 
|-
  +
|align="center"|{{Mousetext|8%|Final hit}}
|[[Tails (Super Smash Flash 2)/Forward aerial|Forward aerial]]
 
|Whips his tails in front of himself. In ''Sonic Battle'', this move is named "Typhoon".
 
|align="center"|12%
 
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Back aerial|Back aerial]]
+
|[[Forward aerial]]
  +
|Swings his tails forward. Its minimal amount of lag makes it useful for starting and finishing combos, especially as a follow-up from Airlift. Based on the Typhoon from ''Sonic Battle''.
|Spins his tails like a propeller behind himself and propels himself forward.
 
|align="center"|12%
+
|align="center"|10%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Up aerial|Up aerial]]
+
|rowspan="2"|[[Back aerial]]
  +
|rowspan="2"|Spins his tails while propelling himself forward. Its good damage output and high base knockback make it one of Tails' best KO options, especially when used for edgeguarding. However, it has moderate ending lag. Seemingly based on Tails' Window Jump technique from ''Sonic Advance 2'' and ''Sonic Advance 3''.
|Kicks upward with both feet in handstand position.
 
|align="center"|7%-13%
+
|align="center"|{{Mousetext|12%|Early hit}}
 
|-
 
|-
 
|align="center"|{{Mousetext|7%|Late hit}}
|[[Tails (Super Smash Flash 2)/Down aerial|Down aerial]]
 
  +
|-
|Whips his tail diagonally underneath himself. In ''Sonic Battle'', this move is named "Tails Dunk".
 
  +
|rowspan="2"|[[Up aerial]]
|align="center"|11%
 
  +
|rowspan="2"|Performs an upward dropkick. It can be a good KO option near the upper blast line, especially as a follow-up from Airlift when held upwards. It has a sour spot at the base of his legs.
  +
|align="center"|{{Mousetext|8%|Sour spot}}
  +
|-
  +
|align="center"|{{Mousetext|13%|Sweetspot}}
  +
|-
  +
|rowspan="2"|[[Down aerial]]
  +
|rowspan="2"|Swings his tails downward. It is a quick meteor smash that can be used to continue or finish combos, giving it KO potential. Based on the Tails Dunk from ''Sonic Battle''.
  +
|align="center"|{{Mousetext|9%|Sour spot}}
  +
|-
 
|align="center"|{{Mousetext|11%|Sweetspot}}
 
|}
 
|}
   
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!width="10"|Damage
 
!width="10"|Damage
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Grab|Grab]]
+
|[[Grab]]
|Reaches forward with both hands.
+
|Reaches both hands out to grab.
 
|{{N/A}}
 
|{{N/A}}
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Pummel|Pummel]]
+
|[[Pummel]]
|Attacks the opponent with his tails.
+
|Smacks the opponent with his tails.
 
|align="center"|1%
 
|align="center"|1%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Forward throw|Forward throw]]
+
|[[Forward throw]]
|Throws his opponent forwards with both hands.
+
|Throws his opponent away from him. Resembles Tails' Knuckles Throw animation from ''Sonic Advance 3''.
 
|align="center"|8%
 
|align="center"|8%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Back throw|Back throw]]
+
|[[Back throw]]
  +
|Performs a mule kick as he throws the opponent behind him. It is a semi-spike that can start tech-chase situations and edgeguard attempts, and it can also be used as a late KO move.
|Throws his opponent behind him and does a mule kick.
 
|align="center"|12%
+
|align="center"|11%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Up throw|Up throw]]
+
|[[Up throw]]
|Carries his opponent up into the air and slams him on the floor, sending his opponent upwards, even with no solid ground below him.
+
|Carries the opponent up into the air before slamming them onto the ground. It is a solid combo starter, and Tails can move around the stage while carrying the opponent. Based off of his Airplane Drop from ''Sonic the Fighters.''
|align="center"|7%
+
|align="center"|6%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Down throw|Down throw]]
+
|[[Down throw]]
|Stomps on the opponent with one foot.
+
|Stomps on the opponent with his foot. It can start combos at low percents and serve as a late KO move. Resembles Tails' Foot Crush from ''Sonic the Fighters''.
 
|align="center"|11%
 
|align="center"|11%
 
|}
 
|}
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!width="120"|Attack
 
!width="120"|Attack
 
!width="center"|Description
 
!width="center"|Description
!Damage
+
!width="50"|Damage
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Floor attack|Floor attack]]
+
|[[Floor attack]]
  +
|Performs a spin kick as he flies himself up.
|Floats around himself, and finishes with a kick.
 
 
|align="center"|6%
 
|align="center"|6%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Ledge attack|Ledge attack]]
+
|[[Ledge attack]]
  +
|Does a straight kick as he gets up from the ledge.
|Tails gets up to the ledge while performing a kick.
 
|align="center"|5%
+
|align="center"|6%
 
|}
 
|}
   
 
=== [[Special move]]s ===
 
=== [[Special move]]s ===
 
{|class="wikitable"
 
{|class="wikitable"
!width="100"|Special move
+
!width="170"|Special move
!width="100"|Name
+
!width="120"|Name
 
!width="center"|Description
 
!width="center"|Description
 
!width="10"|Damage
 
!width="10"|Damage
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Standard special|Standard special move]]
+
|[[Neutral special move]]
|[[Energy Ball Blaster]]
+
|[[Energy Ball]]
  +
|Fires a round electric projectile forward from his blaster. It can be used to disrupt approaches and edgeguard opponents. It can also follow-up reliably to other attacks. When used in the air, it fires diagonally downward, and it can be fired only once before landing.
|Fires a round electric projectile from his Energy Ball Blaster.
 
 
|align="center"|9%
 
|align="center"|9%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Side special|Side special move]]
+
|[[Side special move]]
 
|[[Airlift]]
 
|[[Airlift]]
  +
|Leaps forward to grab opponents and carry them through the air. Tails can send opponents above, in front, or behind him depending on what direction is held, giving it great combo potential and making it reliable at following up with attacks, most notably up aerial and forward aerial, and it is also useful for edgeguarding opponents.
|Leaps forward to grab opponents and carry them through the air.
 
 
|align="center"|9%
 
|align="center"|9%
 
|-
 
|-
|[[Tails (Super Smash Flash 2)/Up special|Up special move]]
+
|rowspan="2"|[[Up special move]]
|[[Remote Robot]]
+
|rowspan="2"|[[Remote Robot]]
|Throws out a small robot that walks back and forth and explodes upon contact with an opponent. It takes around 10% to be destroyed. It is imune to Knockback-less moves.
+
|rowspan="2"|Throws out a small robot slightly resembling the one he used in ''Tails Adventure''. It walks back and forth and explodes upon contact, making it useful for disrupting and pressuring opponents. It takes 7% to be destroyed but loses to [[Shielding|shields]] instantly. However, it is immune to moves that do not deal knockback.
|align="center"|1%, 10%
+
|align="center"|{{Mousetext|1%|Initial hit}}
 
|-
 
|-
  +
|align="center"|{{Mousetext|10.6%|Explosion}}
|[[Tails (Super Smash Flash 2)/Down special|Down special move]]
 
|{{S|Spin Dash|Tails}}
 
|Curls into a ball from and rolls forward, damaging any opponent in his way.
 
|align="center"|5%
 
 
|-
 
|-
  +
|rowspan="2"|[[Down special move]]
|[[Tails (Super Smash Flash 2)/Final Smash|Final Smash]]
 
 
|rowspan="2"|{{S|Spin Dash|Tails}}
|[[Tornado]]
 
  +
|rowspan="2"|Curls into a ball and starts rolling towards his opponents at high speed. The longer the move has been charged, the stronger it gets. It can be used for combos and gives Tails a pseudo wavedash when canceled on platforms, but it does not work on ledges.
|Flies in the Tornado from one side of the stage to the other, dropping bombs in his path.
 
  +
|align="center"|{{Mousetext|8%|Uncharged}}
|{{TBA}}
 
  +
|-
  +
|align="center"|{{Mousetext|12%|Fully charged}}
  +
|-
  +
|rowspan="2"|[[Final Smash]]
 
|rowspan="2"|[[Tornado]]
  +
|rowspan="2"|Summons the Tornado plane and jumps into it as he pilots it from one side of the stage to the other, dropping bombs in his path. He can also damage opponents with the plane itself, dealing massive knockback.
 
|align="center"|{{Mousetext|20%|Bomb}}
  +
|-
 
|align="center"|{{Mousetext|36%|Tornado}}
 
|}
 
|}
   
 
=== Misc. ===
 
=== Misc. ===
 
{|class="wikitable"
 
{|class="wikitable"
!width="100"|Misc.
+
!width="130"|Misc.
!colspan="3" width="center"|Description
+
! colspan="3" width="center"|Description
 
|-
 
|-
 
|align="center"|[[On-screen appearance]]
 
|align="center"|[[On-screen appearance]]
|colspan="3"|Tails flies above the platform using his tails while waving and lands on the ground.
+
|colspan="3"|Flies onto the stage while waving at the camera before landing on the ground.
 
|-
 
|-
|align="center" rowspan="3"|[[Taunt]]s
+
| rowspan="3" align="center"|[[Taunt]]s
|align="center"|Standard
+
|align="center"|Neutral
|Jumps and yells: "''Yes!''"
+
|Jumps and yells "''Yeah!''" while striking a pose.
 
|-
 
|-
 
|align="center"|Side
 
|align="center"|Side
  +
|Spins around with an index finger on one hand while pointing out three fingers on the other (one of his poses from ''Sonic Advance 3'') while chuckling.
|Spins, then says "''Yeah!''" while showing the peace sign.
 
 
|-
 
|-
 
|align="center"|Down/Up
 
|align="center"|Down/Up
|Takes out his ''Game Gear'' from his pocket, then plays it and put it back from his pocket. It can be held as much as you want.
+
|Takes out his Game Gear and plays ''Tails Adventure'' on it before putting it away. It can be held as long as you want.
 
|-
 
|-
|align="center"|[[Idle pose]]
+
|align="center"|[[Idling|Idle pose]]
  +
|colspan="3"| Looks at the camera for a moment while yawning. It is his idle animation from the ''Sonic'' games for the Sega Genesis starting with ''{{W|Sonic the Hedgehog 2}}.''
|colspan="3"|Faces the screen and yawns.
 
 
|-
 
|-
 
|align="center"|[[Victory theme]]
 
|align="center"|[[Victory theme]]
|colspan="3"|Act Clear theme from ''[[Sonic the Hedgehog 3]]''.
+
|colspan="3"|A remix of the fanfare that plays whenever an act is cleared in ''{{W|Sonic the Hedgehog 3}}''.
 
|-
 
|-
 
|align="center"|[[Victory pose]]
 
|align="center"|[[Victory pose]]
|colspan="3"|Tails checks the Miles Electric from the modern ''Sonic'' games, then spins the sign next to him.
+
|colspan="3"|Sets up the goalpost before it starts spinning as he checks the Miles Electric with a surprised expression.
|-
 
|align="center"|Lose
 
|colspan="3"|Claps for the winner.
 
 
|}
 
|}
   
 
== Changes from v1.0.2 Beta ==
 
== Changes from v1.0.2 Beta ==
 
{{Main|Tails (Super Smash Flash 2)/Changelog}}
 
{{Main|Tails (Super Smash Flash 2)/Changelog}}
  +
 
{{Incomplete|section=yes}}
 
{{Incomplete|section=yes}}
 
Tails has received significant buffs and very few nerfs from multiple moves which overall greatly improves him.
 
Tails has received significant buffs and very few nerfs from multiple moves which overall greatly improves him.
Line 234: Line 253:
   
 
=== Notable players ===
 
=== Notable players ===
*''[[Chaos0]]''
+
*''Chaos0''
*''[[Yix9]]''
+
*''Yix9''
   
 
=== Tier placement history ===
 
=== Tier placement history ===
In tier lists for demo v0.7, Tails was seen as a top tier character because he ranked 2nd of A tier on the first list and ranked 1st of S tier on the second list. In demo v0.8b; Tails dropped to 16th of D tier from his 1st-place position of S tier which he was tied of with Sonic for having had the largest tier drop from demo v0.7 to v0.8b (dropped by 15 tier positions). In demo 0.9a; Tails rose to 8th of what can considered A tier where he is seen as a top tier character once more. In demo v0.9b, Tails dropped to 11th of A tier where he was seen as a high tier character. However, Tails rose up a spot to 10th of A tier, and is still seen as a high tier character.
+
In tier lists for demo v0.7, Tails was seen as a top tier character because he ranked 2nd of A tier on the first list and ranked 1st of S tier on the second list. In demo v0.8b; Tails dropped to 16th of D tier from his 1st-place position of S tier which he was tied of with Sonic for having had the largest tier drop from demo v0.7 to v0.8b (dropped by 15 tier positions). In demo 0.9a; Tails rose to 8th of what can considered A tier where he is seen as a top tier character once more. In demo v0.9b, Tails dropped to 11th of A tier where he was seen as a high tier character. However, Tails rose up a spot to 10th of A tier, and is still seen as a high tier character. In Beta, he rose to 1st in the S tier, but as of the more recent versions, he has received several nerfs and fell to his worst position yet, at 46th place, being the second worst in the current tier list.
   
 
== Gallery ==
 
== Gallery ==
=== [[Costume#Tails|Costumes]] ===
+
=== [[List of costumes in Super Smash Flash 2#Tails|Costumes]] ===
  +
[[File:SSF2 Tails Costumes.png|center|500px]]
{{Image|section=yes}}
 
   
 
=== Artworks ===
 
=== Artworks ===
 
<gallery>
 
<gallery>
 
Tailsmain.gif|Tails' art in the [[Smash Flash DOJO!!!|DOJO!!!]].
 
Tailsmain.gif|Tails' art in the [[Smash Flash DOJO!!!|DOJO!!!]].
TailsPre0.9.png|Tails' first art. Used from v0.7 to v0.8b. Taken from ''[[Sonic Adventure]]''.
+
TailsPre0.9.png|Tails' first artwork, used from v0.7 to v0.8b. Taken from ''{{W|Sonic Adventure}}''.
Tails art.png|Tails' second pixel art. Used from v0.9a to v0.9b.
+
Tails.gif|Tails' second artwork, used in the DOJO!!!.
Tails PA 3.png|Tails' third pixel art. Used in Content Creator Program's early versions of Beta. Made by ''Refurin''.
+
Tails art.png|Tails' third artwork, used from v0.9a to v0.9b.
  +
Tails PA 3.png|Tails' fourth artwork, used in early versions of Beta from the Content Creators Program.
  +
Tails Beta.png|Tails' fifth artwork, used from Beta 1.0 to Beta 1.1.
 
</gallery>
 
</gallery>
   
 
=== Screenshots ===
 
=== Screenshots ===
 
<gallery>
 
<gallery>
ShadowTails.png|Two Tails battling, on [[Casino Night Zone]].
+
ShadowTails.png|Two Tails taunting on {{SSF2|Dream Land}}.
Tails plays Game Gear.png|Tails plays his ''Game Gear'' from his down [[taunt]].
+
Tails plays Game Gear.png|Tails playing his Game Gear from via down taunt on [[Nintendo 3DS]].
TailsFreezed.png|Tails under the [[paralysis]] effect with [[Remote Robot]] by {{SSF2|Black Mage}}'s [[Stop]], on [[Chaos Shrine]].
+
TailsFreezed.png|Tails under the [[paralysis]] effect with Remote Robot by {{SSF2|Black Mage}}'s [[Stop]] on [[Chaos Shrine]].
Tails 1 1.png|Tails using [[midair jumping]] while Sonic [[dashing]], on [[Sky Sanctuary Zone]].
+
Tails 1 1.png|Tails using his [[midair jumping|midair jumps]] while {{SSF2|Sonic}} is [[running]] on [[Sky Sanctuary Zone]].
  +
Tails 2.png|Tails about to attack {{SSF2|Sandbag}} on [[Waiting Room]].
  +
Tails 3.png|Tails and Kirby using [[Energy Ball]] in the air on [[Central Highway]].
  +
Ball - Tails.png|Tails' ball version.
 
</gallery>
 
</gallery>
   
 
=== Early designs ===
 
=== Early designs ===
 
<gallery>
 
<gallery>
Tails5.png|Tails hitting Lloyd with his up smash, on [[Waiting Room]].
+
Tails5.png|Tails hitting {{SSF2|Lloyd}} with his up smash on [[Waiting Room]].
Tails6.png|Tails using his [[standard special move]], [[Energy Ball Blaster]], on [[Hidden Leaf Village]].
+
Tails6.png|Tails using Energy Ball on [[Hidden Leaf Village]].
Tails7.png|Tails and {{SSF2|Sonic}} taunting, on Chaos Shrine.
+
Tails7.png|Tails and Sonic taunting on Chaos Shrine.
Tails8.png|Tails hits [[Super Saiyan Goku]] with his {{SSF2|down aerial}}, on [[WarioWare, Inc.]].
+
Tails8.png|Tails hitting [[Super Saiyan Goku]] with his down aerial on [[WarioWare, Inc.]].
Tails1.png|Tails and {{SSF2|Jigglypuff}} jumping, on {{SSF2|Temple}}.
+
Tails1.png|Tails and Jigglypuff jumping on {{SSF2|Temple}}.
Tails2.png|Tails and {{SSF2|Yoshi}} taunting, on [[Yoshi's Island]].
+
Tails2.png|Tails and {{SSF2|Yoshi}} taunting on [[Yoshi's Island]].
Tails3.png|Tails using his [[up smash]], on [[Mushroom Kingdom III]].
+
Tails3.png|Tails using his [[up smash]] on [[Mushroom Kingdom III]].
Tails 1.png|Tails hits {{SSF2|Lloyd}} with his [[down smash]], on [[Planet Namek]].
+
Tails 1.png|Tails hitting Lloyd with his down smash on [[Planet Namek]].
Tails JH.png|Tails [[hovering]], on [[Gangplank Galleon]].
+
Tails JH.png|Tails [[hovering]] on [[Gangplank Galleon]].
 
</gallery>
 
</gallery>
   
==== Designs ====
+
=== Designs ===
 
<gallery>
 
<gallery>
 
Old Design - Tails.png|Tails' first early design used in demo v0.7 to v0.9b.
 
Old Design - Tails.png|Tails' first early design used in demo v0.7 to v0.9b.
 
New Design - Tails (early).png|Tails' current design. Idle animation used from Beta 1.0.0 to 1.0.2.
 
New Design - Tails (early).png|Tails' current design. Idle animation used from Beta 1.0.0 to 1.0.2.
New Design - Tails.png|Tails' new idle animation, from Beta 1.0.3 onwards.
+
New Design - Tails.png|Tails' current idle animation, from Beta 1.0.3 onwards.
 
</gallery>
 
</gallery>
   
 
=== Misc. ===
 
=== Misc. ===
 
<gallery>
 
<gallery>
SSF2 - Classic mode - Tails.png|Tails' [[congratulations screen]], on [[Classic]] mode.
+
SSF2 - Classic mode - Tails.png|Tails' [[congratulations screen]] on [[Classic]] mode.
  +
SSF2 - All-Star mode - Tails.png|Tails' congratulations screen on [[All-Star]] mode.
Sonic and Tails Team Up.png|Sonic and Tails' from [[:File:SSF2 Beta Reach for the Stars|'Reach for the Stars' Trailer]], featuring Tails' third pixel art, used in Beta.
+
Sonic and Tails Team Up.png|Sonic and Tails from [[:File:SSF2 Beta Reach for the Stars|'Reach for the Stars']] Trailer, featuring Tails' third artwork, used in Beta.
  +
Sonic and Tails Team Up 2.JPG|Sonic and Tails from [[:File:-SSF2 BETA- Reach for the Stars (Sonic 30th Remastered)|'Reach for the Stars' (Sonic 30th Remastered)]] Trailer.
 
</gallery>
 
</gallery>
   
 
== Trivia ==
 
== Trivia ==
*From demo v0.7 to v0.8b, Tails' voice clips came from a custom [[voice actor]], Mary "''Tinker Jet''" Bruhand. In demo v0.9a, these voice clips were replaced by those from Tails in the official ''Sonic'' games.
+
*From demo v0.7 to v0.8b, Tails' voice clips came from a custom [[voice actor]], Mary "''Tinker Jet''" Bruhand. In demo v0.9a, these voice clips were replaced by those from the official ''Sonic'' games.
*Tails' first pixel art was based on his [https://www.ssbwiki.com/images/2/2e/Tails_-_Brawl_Trophy.png trophy pose] from ''[[Super Smash Bros. Brawl]]''.
+
*Tails' first artwork was based on his [https://www.ssbwiki.com/images/2/2e/Tails_-_Brawl_Trophy.png trophy pose] from ''{{W|Super Smash Bros. Brawl}}''.
*Tails' current pixel art is based on the intro from ''Sonic Colors''.
+
*Tails' current artwork is based on the pose he makes at the end of the intro from ''Sonic Colors''.
*Tails along with {{SSF2|Yoshi}}, {{SSF2|Jigglypuff}}, {{SSF2|Zero Suit Samus}}, {{SSF2|Luffy}}, {{SSF2|Mr. Game & Watch}}, and {{SSF2|Mega Man}} are the only characters so far who do not go into a helpless state under normal circumstances.
+
*Tails along with Yoshi, Jigglypuff, {{SSF2|Zero Suit Samus}}, {{SSF2|Luffy}}, {{SSF2|Mr. Game & Watch}}, and {{SSF2|Mega Man}} are the only characters so far who do not go into a helpless state under normal circumstances.
   
 
{{SSF2 Characters}}
 
{{SSF2 Characters}}
Line 299: Line 325:
 
[[Category:Super Smash Flash 2]]
 
[[Category:Super Smash Flash 2]]
 
[[Category:Super Smash Flash series]]
 
[[Category:Super Smash Flash series]]
  +
[[Category:SEGA]]

Latest revision as of 01:32, 18 January 2024

This article is about Tails's appearance in Super Smash Flash 2. For general information about the character, see Miles "Tails" Prower.

Tails is a newcomer starter character in Super Smash Flash 2, accompanying Sonic as representatives of the Sonic franchise. Tails' sprites are custom-made and based on his appearance in modern games such as Sonic Colors, Sonic Generations, and Sonic Lost World. His voice clips are taken directly from Sonic the Hedgehog (2006), Sonic & Sega All-Stars Racing, and Sonic Generations. His moveset mostly comes from Sonic the Fighters, Sonic Battle, and Tails Adventure.

Tails is currently ranked 46th on the tier list, placing him in the D- tier. He appears to have a low playerbase but decent representation in online tournaments, with experienced players making great use of his advanced techniques. Normally, he places low to mid in tournaments that his players participate in.

Attributes[]

Pencil This section requires to be rewritten or expanded.

The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. It may require an expansion going further on missing details.

MG icon See also: Tails (Super Smash Flash 2)/Hard data

Tails is a middleweight who has average mobility, dashing, and air speed, with above-average walking and falling speed as well. Despite his below-average gravity and slow air acceleration, Tails can rack up damage during combos in a short amount of time. Additionally, he can effectively mix up his options with his pseudo wavedash, which can cover all of Final Destination. However, Tails is highly susceptible to edgeguarding and gimping because of his five midair jumps and him lacking a traditional recovery move.

Tails' neutral attack, tilts, and throws deals decent damage and has minimal lag, making them hard to punish. His grab game is somewhat average and his pummel is slightly slow, but he can still rack up a decent amount of damage before throwing an opponent. Up throw and forward throw are reliable combo starters that gives Tails the ability to do damaging combos beginning at 0%. Back throw is a semi-spike that can start tech-chase situations and edgeguard attempts. It also has KO potential because of its high base knockback, especially when used near the edge. Lastly, Down throw is his least reliable throw but it can still start combos at low percents and also has KO potential, although it KOs at extremely high percents if used near the top blast line.

Tails also has a good air game. Neutral aerial is a great combo move because of its minimal lag and launching angle. Forward aerial is useful for starting combos but in most cases, it can combo into itself thanks to its lack of startup and ending lag. Down aerial is a meteor smash that is effective at continuing or finishing combos and KO opponents. Back aerial's clean hitbox is strong, making it one of his few reliable KO options. It also pushes him forward, which can help him with horizontal recovery. Lastly, Up aerial is Tails' least effective aerial, but it has KO potential near the upper blast line and can also be used for combos.

Tails has useful special moves. Energy Ball is a projectile with a decently long range that can be used to follow up with other attacks. It can also be useful at disrupting and edgeguarding opponents despite its moderately slow speed. Remote Robot always walks back and forth across the stage no matter the circumstances and explodes upon contact, giving him another disruption tool. Airlift is a command grab that can be useful in combos and as horizontal recovery that can instantly snap to the ledge. Spin Dash allows him to not only move across the stage but also deal damage upon contact. Unlike Sonic, Tails' Spin Dash doesn't require mashing to charge, instead it automatically charges as long as the special move button is held. He also can't turn around at any point of the move and it can only hit once instead of multiple times. However, he can cancel it with a jump or perform a pseudo wavedash that significantly increases his mobility, giving him more options to mix things up with.

Mastering Tails requires a high learning curve in order to effectively use him. Tails players often take advantage of his air game, command grab, disruption tools, and his advanced techniques, which can often be used as mix ups during gameplay. His pseudo wavedash however, allows players to become even harder to punish compared to the rest of his options. These advantages help players add pressure on opponents and punish their mistakes whenever there's an opening. Additionally, players can also utilize a bait-and-punish playstyle as a way to change strategies.

However, Tails has noticeable weaknesses. His KO potential is held back by his most reliable KO options (all of his smash attacks, back aerial, and down aerial), requiring good positioning. While Tails' ability to mix up and rack up damage is respectable, he struggles to KO, resulting in opponents living up to even at very high percentages. He may also have trouble getting back onstage due to his jumps not gaining as much height as characters like Kirby and Jigglypuff, meaning he can get easily gimped at low percents. Tails is also susceptible of early KOs and juggling due to his below-average weight and slow air acceleration respectively.

Overall, Tails has great neutral thanks to his mix up options for offensive play. But despite his notable strengths, he has trouble killing often and in most cases, getting back onstage with his easily exploitable recovery.

Moveset[]

Ground attacks[]

Attack Description Damage
Neutral attack Punches twice and then walks forward while punching six times. Its first and second hit are capable of jab locking. The final six hits count as one part of the attack and can be used for racking up damage. Based on Tails' Pummel Combo from Sonic the Fighters. 2%
1.2%
3%
Forward tilt Swings his tails forward. It moves Tails slightly forward and its minimal lag makes it useful for spacing and starting tech-chases. Based on the IQ300 Attack from Sonic Battle. 9%
Up tilt Performs a propeller tails spin. Its vertical range makes it a decent anti-air attack, can start combos at low percents but lacks horizontal range. 1.25%
4.5%
Down tilt Sweeps his tails across the ground. It moves Tails forward slightly and its low base knockback makes it useful to combo from low to high percents. Resembles Tails' default attack in the Sonic Advance series. 7%
Dash attack Performs a Spin Dash followed by a flying kick. It is weaker than Sonic's dash attack, but has less ending lag. Resembles the Somersault attack from Sonic Adventure 2. 4%
5%
Forward smash Claps his hands in front of him. It moves Tails slightly forward and deals high knockback growth, making it one of Tails' best KO options. Based on Tails' Scissor Punch from Sonic the Fighters. 14%
Up smash Performs a jumping Spin Dash. Its high vertical range and knockback growth makes it one his best KO options, but it lacks horizontal range. 15%
Down smash Swings the Magic Hand around himself. It deals high base knockback and is also a semi-spike, making it one of Tails' best KO options, but it has noticeable ending lag. Hitting from behind can launch the opponent at a higher angle. Based on the Magic Hook from Sonic Battle. 17.5%

Aerial attacks[]

Attack Description Damage
Neutral aerial Curls into a ball and spins in place before ending with a kick, hitting three times. Its diagonal angle can start combos from low to mid percents. 1.2%
8%
Forward aerial Swings his tails forward. Its minimal amount of lag makes it useful for starting and finishing combos, especially as a follow-up from Airlift. Based on the Typhoon from Sonic Battle. 10%
Back aerial Spins his tails while propelling himself forward. Its good damage output and high base knockback make it one of Tails' best KO options, especially when used for edgeguarding. However, it has moderate ending lag. Seemingly based on Tails' Window Jump technique from Sonic Advance 2 and Sonic Advance 3. 12%
7%
Up aerial Performs an upward dropkick. It can be a good KO option near the upper blast line, especially as a follow-up from Airlift when held upwards. It has a sour spot at the base of his legs. 8%
13%
Down aerial Swings his tails downward. It is a quick meteor smash that can be used to continue or finish combos, giving it KO potential. Based on the Tails Dunk from Sonic Battle. 9%
11%

Grab and throws[]

Attack Description Damage
Grab Reaches both hands out to grab. N/A
Pummel Smacks the opponent with his tails. 1%
Forward throw Throws his opponent away from him. Resembles Tails' Knuckles Throw animation from Sonic Advance 3. 8%
Back throw Performs a mule kick as he throws the opponent behind him. It is a semi-spike that can start tech-chase situations and edgeguard attempts, and it can also be used as a late KO move. 11%
Up throw Carries the opponent up into the air before slamming them onto the ground. It is a solid combo starter, and Tails can move around the stage while carrying the opponent. Based off of his Airplane Drop from Sonic the Fighters. 6%
Down throw Stomps on the opponent with his foot. It can start combos at low percents and serve as a late KO move. Resembles Tails' Foot Crush from Sonic the Fighters. 11%

Other attacks[]

Attack Description Damage
Floor attack Performs a spin kick as he flies himself up. 6%
Ledge attack Does a straight kick as he gets up from the ledge. 6%

Special moves[]

Special move Name Description Damage
Neutral special move Energy Ball Fires a round electric projectile forward from his blaster. It can be used to disrupt approaches and edgeguard opponents. It can also follow-up reliably to other attacks. When used in the air, it fires diagonally downward, and it can be fired only once before landing. 9%
Side special move Airlift Leaps forward to grab opponents and carry them through the air. Tails can send opponents above, in front, or behind him depending on what direction is held, giving it great combo potential and making it reliable at following up with attacks, most notably up aerial and forward aerial, and it is also useful for edgeguarding opponents. 9%
Up special move Remote Robot Throws out a small robot slightly resembling the one he used in Tails Adventure. It walks back and forth and explodes upon contact, making it useful for disrupting and pressuring opponents. It takes 7% to be destroyed but loses to shields instantly. However, it is immune to moves that do not deal knockback. 1%
10.6%
Down special move Spin Dash Curls into a ball and starts rolling towards his opponents at high speed. The longer the move has been charged, the stronger it gets. It can be used for combos and gives Tails a pseudo wavedash when canceled on platforms, but it does not work on ledges. 8%
12%
Final Smash Tornado Summons the Tornado plane and jumps into it as he pilots it from one side of the stage to the other, dropping bombs in his path. He can also damage opponents with the plane itself, dealing massive knockback. 20%
36%

Misc.[]

Misc. Description
On-screen appearance Flies onto the stage while waving at the camera before landing on the ground.
Taunts Neutral Jumps and yells "Yeah!" while striking a pose.
Side Spins around with an index finger on one hand while pointing out three fingers on the other (one of his poses from Sonic Advance 3) while chuckling.
Down/Up Takes out his Game Gear and plays Tails Adventure on it before putting it away. It can be held as long as you want.
Idle pose Looks at the camera for a moment while yawning. It is his idle animation from the Sonic games for the Sega Genesis starting with Sonic the Hedgehog 2.
Victory theme A remix of the fanfare that plays whenever an act is cleared in Sonic the Hedgehog 3.
Victory pose Sets up the goalpost before it starts spinning as he checks the Miles Electric with a surprised expression.

Changes from v1.0.2 Beta[]

MG icon Main article: Tails (Super Smash Flash 2)/Changelog
Incomplete This section is incomplete.

Though it is not necessarily short, it is still missing some vital information and urgently requires it. You can help the McLeodGaming Wiki by filling in the blanks.

Tails has received significant buffs and very few nerfs from multiple moves which overall greatly improves him.

Aesthetics[]

  • Nerf Tails can no longer slow down his descent when he jumps.

Attributes[]

  • Buff Tails now has five double jumps.
  • Nerf Tails has lost his ability to hover.

Special moves[]

  • Nerf Up Special is now "Remote Robot", which is no longer a recovery move.
    • Buff Remote Robot is an outstanding stage control move.

In competitive play[]

Match ups[]

Notable players[]

  • Chaos0
  • Yix9

Tier placement history[]

In tier lists for demo v0.7, Tails was seen as a top tier character because he ranked 2nd of A tier on the first list and ranked 1st of S tier on the second list. In demo v0.8b; Tails dropped to 16th of D tier from his 1st-place position of S tier which he was tied of with Sonic for having had the largest tier drop from demo v0.7 to v0.8b (dropped by 15 tier positions). In demo 0.9a; Tails rose to 8th of what can considered A tier where he is seen as a top tier character once more. In demo v0.9b, Tails dropped to 11th of A tier where he was seen as a high tier character. However, Tails rose up a spot to 10th of A tier, and is still seen as a high tier character. In Beta, he rose to 1st in the S tier, but as of the more recent versions, he has received several nerfs and fell to his worst position yet, at 46th place, being the second worst in the current tier list.

Gallery[]

Costumes[]

SSF2 Tails Costumes

Artworks[]

Screenshots[]

Early designs[]

Designs[]

Misc.[]

Trivia[]

  • From demo v0.7 to v0.8b, Tails' voice clips came from a custom voice actor, Mary "Tinker Jet" Bruhand. In demo v0.9a, these voice clips were replaced by those from the official Sonic games.
  • Tails' first artwork was based on his trophy pose from Super Smash Bros. Brawl.
  • Tails' current artwork is based on the pose he makes at the end of the intro from Sonic Colors.
  • Tails along with Yoshi, Jigglypuff, Zero Suit Samus, Luffy, Mr. Game & Watch, and Mega Man are the only characters so far who do not go into a helpless state under normal circumstances.