100hp
Speed average
100hp
Speed average
Whenever Knuckles jumps into a wall, he will cling onto it. Assuming the wall is high enough, jumping off the wall in this state will cause Knuckles to glide for 4 seconds. Similar to Tails, he will begin to descend, albeit much quicker, Unlike Tails, however, he moves extremely fast, has no energy bar, and can't ascend through any means. Knuckles can chain and glide onto walls only 3 times, descending rapidly after the 4th one.
Cooldown: 24s
Knuckles will charge up a punch, slowing him immensely and causing him to briefly flash red. When the user clicks M1 in this state, Knuckles will lunge forward extremely fast, and if an Executioner comes into contact with him, they will be stunned for 5 seconds. (6/8 sec when fully charged) Note that this ability is capable of increasing the stun-time of Executioners who have already been stunned, effectively bypassing the I-frames they receive when stunned.
Knuckles can charge this punch further into two subsequent phases. In phase 2, he will once again flash red with a distinctive sound, and his punch will stun the Executioner for 6 seconds. In phase three (named Burning Fury), his fists will catch fire and his punch will give the Executioner the Burning effect. Do note however, that most of the time, the flames extinguish before the stun ends, making the flames cosmetical most of the time. Taking damage while charging up reduces it by a whopping 64% (for example; 2011X's 45 damage will be reduced to around 16 damage).
If Knuckles clicks while charging up his punch mid-air he will instead do a ground slam which ragdolls the Executioner on top of the regular stun. You can trigger the ground slam while gliding to make it happen when you drop from the glide, disguising the ground slam's animation.
Cooldown: 24s / 29s (Missed)
Knuckles' stops in place and goes into a combative stance for three seconds, briefly flashing white. If an Executioner happens to hit him during this period, they will be stunned for 5/6/8 seconds and knocked back, while Knuckles can run away with no penalty. If using counter when in the fist stance, your counter will take the effects of what stage you are on, for example being on stage 3, your counter will apply flames as if you hit a punch. Punch will not go on cool down if using counter while charging, meaning you can charge, counter then punch.
Keep in mind that you can use this ability whilst gliding to avoid any sudden ambushes, as well as being able to cling to walls and glide whilst using this ability, allowing you to escape if you miss.