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Found 2 results

  1. Wisps: Introduced in Sonic Colors, returned in Sonic Lost World, Forces and Team Sonic Racing With the return of Sonic Colors in its Ultimate life form, I thought bringing this topic would be interesting. Sorry, if this would be more suitable on General Sonic Chat, I'm still a little confused about both. Whenever we think about Sonic Abilities, we can go back as far as Sonic's debut on SEGA Genesis/Mega Drive. It's hard to believe the first entry in the series didn't even feature the Spin Dash, while basically only allowing the player to move forward/backwards, look up and down, roll, and of course, jump. As we all know the story well, the Spin Dash didn't come much later in Sonic 2, also on the Genesis/Mega Drive. It has become a standard ever since, and nowadays, it's sometimes easier to find Sonic 1 with Spin Dash than without it. It's hard to say any other ability was so important than this one, I could only think about the Homing Attack, and still wouldn't give it the title of "Sonic's most innovative ability". Of course, this was just the beginning. Sonic News Network's page of Attacks and Moves lists over 250 abilities between all Sonic characters. Many of them are so inherited in the franchise, you probably faced yourself at least once trying to do a newer ability on an older game: ahem, Drop Dashing in the classics. This, as you can believe, led to a massive introduction of new abilities, most of them probably to see which would stick with fans. Sonic CD introduced the Super Peel-Out, Sonic 3 (& Knuckles) the Insta-Shield, Sonic Adventure, the Light Speed Dash and the Homing Attack (technically it was 3D Blast, as a monitor), and many, many more. Some of these abilities were also exclusive (and pretty much still are) to some characters, also being their most recognizable aspects, most remarkable Tails with Flying, Knuckles with Gliding, and even Amy with her Piko-Piko Hammer, this is not mentioning "generation"/timeline wise, such as Classic Sonic with Drop Dash and Modern Sonic with Homing Attack. However, many of these abilities, sometimes for gameplay reasons, got stuck into a few games and never or rarely got a return, such as Super Peel-Out on CD/Chaos/Triple Trouble with a return on Lost World and Mania, or even going deeper into solely gameplay, the Werehog exclusive to Unleashed and Wisps which were exclusive to Colors, but got mainstream. Arguably, a multi-ability Sonic could be cool (Jump, Spindash, Super-Peel Out, Insta-Shield, Homing Attack, Light Speed Dash and even Drop Dash) but extremely messy to play, the same way I don't think many fans would like a return of Werehog. So, which would you want to be Sonic defaults abilities? Should some gameplays be game exclusive? Or Sonic should learn something new every game? As a personal opinion, and as part of the research for this topic, I do think Sonic already had introduced lots of abilities, and unless you have a controller with lots of buttons, I don't think they ever should exceed all those abilities I just mentioned in the last paragraph. Gameplay wise, I really would love some games with more playable characters, as long they have significant gameplay changes (and one of them isn't just finishing). Last but not least, it's interesting to see the series evolving, I must say I'm not Wisps' biggest defender, despite doesn't really bother them, and I would be curious what could be the next mainstream move, or if SEGA could drop one of them for simplicity reasons.
  2. 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.
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