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Over the years Sonic has accrued a significant number of abilities. Some of these have gone on to become staples of the franchise (eg. Homing Attack, Light Speed Dash) while others have appeared in one or two games and then never appeared again (eg. Super Peel Out, Triangle Jump). Naturally not all of these abilities can be mapped to one controller; not only that but a number of his abilities wouldn’t work well with certain playstyles due to differing design philosophies. I mean can you imagine what a nightmare it would be to try and use the boost in Sky Deck, what with all that unstable ground and those narrow walkways? That brings us to the point of this thread. What do you think the ideal Moveset/Control Scheme for Sonic is? Some Things to Keep in Mind 1. Don’t just list off moves, tell us what button they're mapped to so we can understand how things are laid out. 2. Be sure to specify what controller you’re thinking of. This is especially important if you’re not using a Sony controller, as Nintendo and Microsoft use the same labels for their face buttons but have them arranged differently (eg. Y on a Microsoft controller is X on a Nintendo controller). 3. Don’t feel like you’re limited to abilities that already exist. If you think you have a great idea for a new ability, or want to expand on an old one, go right ahead. Just be sure you explain it so we can understand. 4. You’re not limited to Sonic. If you want to give your ideas for a Knuckles or Silver moveset too then knock yourself out. Just make it clear who it’s for. 5. Have fun with it. Now for the moment you’ve all been waiting for, my ideal Sonic moveset. Character: Sonic Controller: Xbox 360/ONE Other: Sonic’s basic handling is similar to Adventure – ’06, Rail Grinding functions like Adventure 2 A = Jump/Homing Attack/Jump Dash/Sonic Eagle Before I explain Sonic Eagle there are a few changes to the Jump Dash and Homing attack I’d like to make. First, the Homing Attack no longer kills momentum, instead when it connects Sonic reacts in the same way he would if he jumped into the enemy from that speed (to prevent unnecessary frustration however Sonic will always bounce as though he hit the top of the target, regardless of which direction he actually hit it from). Second instead of setting Sonic to a fixed speed Jump Dashing (and by extension Homing Attacking) now add their horizontal speed to the speed that Sonic is already going. For the Jump Dash that initial boost will dissipate until Sonic hits the ground. If Sonic is already at or above his normal top speed when he hits the ground then the speed gained from the Jump Dash will continue to be lost, otherwise he gets to keep it. The Homing Attack’s speed acts as it normally does (I don’t know if it decreases over time or not) but if it’s in excess of Sonic’s top speed then anything gained from the initial boost will be lost when Sonic hits his target. This is to prevent them from being abused for infinite speed. You may recognize Sonic Eagle from Sonic Battle. Remember how I said the Homing attack no longer kills your horizontal momentum? Well that’s only true if you tap the button. If you’re holding A when Sonic hits the enemy he’ll perform the Sonic Eagle, a powerful downward kick which not only destroys enemies but also converts his horizontal momentum into vertical momentum. This can make homing chains easier by giving you more time to aim. It can also give Sonic some extra height, allowing him to reach areas he wouldn’t be able to otherwise. I promise the rest of these will be shorter. X = Sweep Kick/Somersault/Stomp or Bounce* The somersault from Sonic Adventure 2 makes a return here. Like the Homing Attack it has been modified so that it preserves your momentum, effectively turning it into an abbreviated form of rolling. This allows Sonic to attack enemies or break crates and such without having to go airborne or put himself at the mercy of the terrain. The only difference between the somersault and the sweep kick (from ’06 and Unleashed) is that the somersault is activated by pressing the button while moving and the sweep kick is activated by pressing the button while standing still. They’re functionally the same, they just have different animations. In the air it will cause Sonic to either stomp or bounce. Stomp would work like it did in the boost games, bounce works like it did in Adventure 2. B = Roll/Spindash/Shield Power* Pressing and holding B while stationary will activate the Spindash. There’s not much to explain here it works the same way it has in every 3D game. Spamming is prevented by requiring you to be stopped before you can use it. Pressing while moving causes Sonic to roll which is pretty self-explanatory. Pressing in the air activates powers from elemental shields if applicable. Y = Light Dash/Context Sensitive Actions Pressing Y near a trail of rings activates the Light Speed Dash, you know what that does. It’s also the “Action” button in case Sonic needs to perform an action that isn’t automatic and doesn’t have a dedicated button (eg. talking to NPC’s in hub worlds). Bumpers (LB and RB) = Quickstep/Dodge Although you may not be going as fast as in the Boost games the ability to sidestep obstacles is still a useful tool to have. At lower speeds the move is slightly adjusted to act as a dodge, useful for boss fights and the like. Left Trigger (LT) = Drift Like the Quickstep the drift seems like another ability that loses its utility at lower speeds. However Sonic still lost speed when making tight turns in the Adventure games. This in turn made levels like Sky Deck or the missile launch segment of Metal Harbor frustrating as making instant 90 or even 180 degree turns would basically kill your speed (especially bad in Metal Harbor since you have a time limit). Adding in the drift offers a way to maintain your speed while taking sharp corners. Right Trigger (RT) = Parkour As much as I dislike Lost World it was definitely on to something with its addition of parkour. Unfortunately it didn’t execute it very well. Here parkour is physics based, Sonic decelerates as he runs up or across the wall, once his speed gets too low he falls, he also gains the ability to run down walls, which speeds him up. Sonic can also turn while wall running now, the speed of the turn is determined by direction, turning upwards is much slower than turning on the ground while turning downwards is quicker (not quick enough that you might accidentally turn straight downward and plummet to your death though). The functions of the wall jump and triangle jump are also folded into the parkour mechanic as well. Well there you have it. I might come back later and give my thoughts on other characters. ___________________________________________________________________________________ * These depend upon the inclusion of elemental shields. If they're not included I'd give Sonic the bounce, if they are included I'd give Sonic the stomp and save the bounce for the bubble shield. Also the button mapping of Bounce/Stomp and Shield Power are interchangeable. Edit: I've rethought the way the Homing Attack handles speed. Instead of your boost vanishing when you hit an enemy I'm now thinking it should be locked when you execute the attack then gradually decrease after hitting the enemy. This way you can use Homing Chains to build speed beyond the normal maximum. Longer chains equal more speed.
Over the years, Sonic has amassed a multitude of different abilities he can perform to help him along with hid adventuring. Some of these abilities, like the Light Dash and the Drift, have become recognisable staples that are/were reused constantly due to their usefulness. Other abilities...not so much. This topic occured to me while playing team Sonic's story of Sonic Heroes. Having got up to Egg Fleet, I did what I did best; spamming the hell out of flying on the rails to skip chunks of the level. When I got to the core of the first giant battleship, Tails promptly reminded me that I'd need the Rocket Accel to get through the tunnel. And then it hit me; this is literally the ONLY time I ever use the Rocket Accel, I find it such a pointless ability. If there's lots of enemies in a straight line, I switch to Knuckles to pound the gears out of them. Other pointless abilities? I could say the Magic Gloves from SA2 due to them not being required at all, but I'd say the Mystic Melody is a worse offender due to how annoyingly specific it is. I'm also sure there's something from '06 I'm missing, but I'd have to play it again to know what. So, which abilities do you not use yourself, or just think lowly of in the first place?