Other than the familiar Dash Mode from the previous iteration, his gameplay has been redesigned a tad since the 2.1 version, in order to stand out a bit more, and feel closer to TrippleJaz's Sonic Freedom fangame. Much like said game, he's able to curl mid-air during a fall in order to feel more versatile, along with the following abilities:


Bullet Dash
Double jump to charge an air dash, and angle it to any direction before releasing it. If you manage to land a hit on anything with the Bullet Dash, you'll be granted another mid-air shot.
In case the default Y axis doesn't feel right with you, you can invert it with the console command "dashinvert 1".


While standing, hold spin to charge the peelout in order to get a running start, and activate the dash mode at full charge. While charging it, you can turn it into a spindash by pressing jump.​
Sprites drawn by TrippleJaz
Indexed, cleaned up, and imported by MotorRoach

Original programming by Lach and HellHawkX
Bullet Dash prototype by Tatsuru
Further programmed and finalized by MotdSpork

Sound effects ripped and edited TrippleJaz
  • Fixed a bug were Bullet Dash aiming affected all players in netgames
  • Fixed Bullet Dash aiming in 2D
  • No longer lose dashmode while charging the Bullet Dash
  • Fixed a bug where you didnt switch to falling frames while in peelout animation
  • You now gradually lose speed while beginning to charge a Bullet Dash
  • Fixed a bug where polyobjects could kill you while charging Bullet Dash
  • Now switch to spring frame instead of falling frame if moving upwards off the ground
  • Renamed Toei Sonic to Junio Sonic
  • Added Command "freeaim" allowing you to freely aim the Bullet Dash. Perfect for mouse aiming
  • Enabled dashmode for Super
  • Added Super flying frames
By TrippleJaz's request, he asked me to release a sprite sheet of all the frames we worked on, in case anyone out there has an use for them. Courtesy of TrickyTex, for compiling the sprites into a sheet.
Raw sprite sheet
Default color variant

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Latest reviews

I love it it feels like srb2 cd!
Upvote 0
Very nice sprites but in my OPINION I don't like the ability very much it's just too clunky otherwise perfection
Upvote 0
This mod is awesome, except that u can't turn super :~:
Does anyone have a clue how to turn super with this mod!!!!
Upvote 0
Yo! Very great mod, but I may ask, why won't he enter super if he has super sprites? I used pandoras box to turn super and he was perfectly fine!
Upvote 1
This is a fantastic character, but there's one question: If he has super sprites, why can't he normally access a Super form? I believe it's consistency with Sonic Freedom and the original mod from 2.1, but still. He is a lot of fun to use and the 3d model made for him suits him perfectly.
Upvote 0
Wooah! So cute and cool at the same time
Upvote 0
This is it, the mod that got me into SRB2 in the first place. I was intrigued at the footage I'd seen of the game on youtube, but when I laid eyes on Junio Sonic I made a beeline for the downloads page. This mod is just everything. The sprites are hi-res and perfectly expressive. Sonic's walk is more of a jaunty strut until he accumulates enough momentum to burst into a sprint that blurs his feet into indecipherable red scribbles and allows him to run on water. The bullet dash takes some getting used to but allows for sniper-precision whether targeting an enemy or simply launching Sonic across the landscape. Couple this with a few other mods like squash and stretch and the spin jump and you have what amounts to a childhood dream: a controllable version of the Sonic CD intro. It's truly insane and comes with my highest recommendation. I know this sentiment gets tossed around quite a bit but I'd truly believe this mod deserves to become part of the base game, maybe as an unlockable. Dunno the logistics of that but Junio Sonic is honestly something that everyone who plays SRB2 should try at least once
Upvote 3
Amazing art and animation that makes it feel as if you're playing the Sonic Boom intro!
Upvote 0