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Espio the Chameleon has finally made it to 2.2 in all his resprited glory!


Espio's resprite for SRB2 had some history for those who didn't know. A fellow community member named FearsomeFang started off this character as an addon for v2.1. At the time, some community members like DirkTheHusky decided to hop on the bandwagon to finish Espio at its finest. But not all things comes to a good end, as one would say. Progress died right when it was near completion. Then, FearsomeFang departed from the community, leaving the near completed v2.1 Espio nowhere to be finished by someone else to continue the project.
Then, later on with v2.2 out for a while, another community member, Soap Surfin', had the thought to make an Espio resprite for SRB2Kart. That is until another member named White stepped in and had the idea of them working together to make Espio an addon for v2.2. But it wasn't long when progress of this new Espio stopped.
That is, till a few months later, where Kibito, HattyBoyo, Saneko, Snu, DirkTheHusky, and the rest of the good fellows on his long dev trip decided to work together and make something that should've been done a long time ago. And that is where we are now.
Espio the Chameleon had some history with his development and it nearly took the same time as v2.2 did to finally fully complete this project. Complete with custom abilities and animations that you'll see in the original Knuckles' Chaotix game. We hope you enjoy this character addon as much as we did making it!


-- General --
Espio is a versatile character whose abilities constantly flow with each other, allowing for a high skill ceiling. Espio's prime difference is that he spins like a top, instead a ball. Meaning you can't take paths that require you to go under a spin gap.

-- Stick Cling --
Espio's base ability from Knuckles' Chaotix. Hold Jump while near a wall to cling on to it. While clinging, you can run up, slide down, or shimmy side-to-side on the wall to reach places, just like Knuckles. However, you won't hang on to the wall for a lifetime. The less stamina you have, the slower you'll run, until you can no longer climb. You can also cling onto ceilings by holding Jump when you make contact with them!


-- Charge Jump --
Espio's primary ability when holding Jump in mid-air. The power of your jump is determined on how long you hold down Jump. Releasing the Jump button unleashes a double jump with the charged power added!

-- Spin Drill --
Stuck in a room where the Spindash and Non-Spindash paths split? Worry not, Because Espio can break bustable floors! Simply spindash on the breakable floor for a short period of time to break it!

Extra Support


Espio also has support for Battlemod and SRB2Persona!
-- Battlemod Abilities --

Invisibility: Turn completely invisible and sneak around to trick opponents! Don't go too fast though, or you'll be able to be seen!

Leaf Swirl: Espio's primary move from Sonic Heroes! Spawn a tornado covered in leaves, and knock away any opponents who are in the tornado!

Charge Thrust: While performing a Charge Jump, press Fire to shoot in any direction so pleased! It's great for evading, and for approaching!

-- SRB2Persona --
Espio's persona is Jiraiya, returning from Persona 4. Espio learns Wind, Psychic, and evasive skills to use in battle. However, Espio has pitifully low HP and defense. Any dangerous enemy encounter can easily result in dying, so it's wise to pick your battles carefully with Espio. Espio also has a unique normal attack, Stealth Strike, which has slightly higher critical rate and accuracy compared to the average normal attack.


During Tartarus exploration, Espio can use still use the Charge Jump to easily navigate around floors. He also has his wall run still as well! Although the wall run is only really useful for extending your jumps and saving yourself from the pits of Tartarus rather than gaining height.

General Changes:
- You can define a shift cycle for Espio's idle using "espioshiftcolors".
- This is saved in espioconfig.cfg, located in luafiles/client.

- Removed HookLib wall detection to fix conflicts with Knuckles and various other characters.
- Fixed being able to incorrectly drill the floor while on the ceiling.
- Fixed the drill-spin not being able to destroy the entirety of bustable floors sometimes.

BattleMod Changes:
- Invisibility now makes you go invisible instantly instead of slowly fading out when activating it.
- Invisibility no longer makes you visible when moving too quickly.
- Instead, you drain rings quicker depending on how fast you move.
- You can no longer be locked onto while invisible.
- You can now choose to make invisibility a toggle rather than a hold using "espioinvismode".
- This is also saved into espioconfig.cfg.
- Leaf Swirl's frame data has been updated to make it a lot quicker to start up.
- You can now activate the Leaf Swirl while clinging onto a wall.
- Parrying Espio's Leaf Swirl no longer launches you upwards.
- Espio's exhaust function is now loaded correctly in the latest BattleMod.
- Espio now exhausts while charging the charge jump to prevent stalling scenarios.
- This means you can't use the charge jump while fully exhausted.
- Espio now takes 4 seconds to fully exhaust instead of 5 seconds.

SRB2 Persona Changes:
- Updated Espio's SRB2 Persona stats to make him a bit more durable.



Soap Surfin'

( Thanks for making arguably the damn best wall detection code out there. )

Alice ( For the art used in the CSS. )
CommandoEC ( For helping many miscellaneous things that came to be. )

Special Thanks to Hero and Helius from the SRB2Persona Discord for ripping the Jiraiya sprites,
and Special Thanks to everyone who tested this and pushed us to make this a reality.

One Final Special Thanks to FearsomeFang. He kickstarted the original v2.1 Espio that led to this trail of events. It is an honor finishing what you started.
Soap Surfin
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4.68 star(s) 40 ratings

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  1. Espio v1.1 Patch Released

    A new Espio update, with some changes to both vanilla gameplay and the extras. ( Mainly...

Latest reviews

This is my go-to character mod to play, for a number of reasons.

Sprites - They are BEAUTIFUL. I adore the choices made on the default color and general look, it is very faithful to Espio as a character and SRB2 as a game. The top spin smears are awesome, and I love the attention to detail on how when he has to roll he doesn't do it in a complete ball similar to Amy and Fang. The hang sprite is really cool since he uses one hand, and the edge sprite is very cool too.

Gameplay - Espio feels right at home in this game. His abilities allow for creative movement options for any map, allowing the player to really experiment with his capabilities. Forcing him to go to Amy & Fang routes when they're split with a roll gap is an excellent choice, makes sense for the character and gives more appreciation to these routes. I was iffy about him not having full control on walls at first; but not only does that sound like heck to program, he really doesn't need it. He can quickly scale walls, and run onto a ceiling from there. This in particular opens a HUGE amount of possibilities for movement in Battlemod. I sort of wish he could spindash on walls, but only downwards; providing an way to charge speed in a cramped space along with a offense/defense for wall climbing it battle. However, what he has already works fluidly.

This part in particular deserves its own paragraph; his main charge jump ability is very well made and fits him perfectly. It's a double jump that provides the same amount of polish and flair that the vanilla cast hs naturally. It's satisfying, suits the spinning top shape, fun to use, and is just great.

This mods does a marvelous job reflecting the coolness of classic era Espio, one that isn't seen often due to his underutilization. He's a member of the classic-era sonic cast, and this mod treats him as such. 10/10 Will stick with me to the end.
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Solid character all around I'd say, simple and fun to use.
Although, I find that the charge jump slows down his pace too much and isn't really an exciting ability to use in general.
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Bro this is the best mod to date!
He is basically Sonic but cheese mode
You can literally cheese some parts of levels with his double jump, plus, he can walk on ceilings as if he changed gravity like in ERZ
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Er, what was the point of this update? just nerfed an already sluggish and uninteresting character to play as in Battle Mod by removing his unique move.
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Uh kirby support?
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A little question , and the battlemod?
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Overall pretty good mod, only problem is the fact that I can't seem to use any of Espio's battle moves. It even gets rid of the charge jump for some reason as I can only jump, spin dash and do a slide down a wall.
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being completely honest this is my favorite mod of all SRB2, it is so polished, so good, so simple without being bare bones, since it uses the philosophy of the base game and only uses the two base buttons, honestly this could be in the game base and I would not realize that it is a mod, and the sprites look incredible, they look like they were taken directly from Knuckles Chaotix they are so expressive and with such a great color palette. This is my favorite mod in the entire SRB2 community.
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Very Solid, will it be updated to work with the battle mod again? Can't get his moves to work
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Espio is a fun character with great spritework and interesting gameplay with some rough edges.

The charge jump is fun, and the speed loss from holding helps balance it and prevent the move from feeling like glide 2.0.

The stick cling is a bit awkward - it starts up incredibly fast even from a standstill, which feels jerky. I think it would feel better to use if it was based on momentum, or even if the starting speed was nerfed by like 5 or so. You'll almost never reach the limit in its current state unless you're in a *very* vertical map.

Also, I'll note that due to the way Espio is designed he gets softlocked during any forced spin section, which are quite common in custom maps. This can be remedied by reducing Espio's spinheight to the default 32 and using the PlayerHeight hook to have Espio use normal standing height during his custom "spinning top" frames. Ensure you make force spin boosters put you in roll instead of Espio's custom spin to go along with this. As is, his hitbox during rolling as is tall as his standing, which also causes visual misalignment when using certain shield abilities.
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