Custom Abilities Suggestion Topic

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- Self-destruct: An explosion triggers, damaging all nearby players/enemies, including the user. If this is done in Match or a like mode, it awards the user no points for catching other players in the blast area (lest it become overpowered). Multiability allows the user to do this while they are blinking or invincible, whereas they normally could not.
- Hang: The user hangs in the air until they release JUMP. They cannot move in midair. Multiability makes it so that when you release JUMP, you continue moving with the same velocity that you had when you stopped. Additionally, you can go into and out of it at will.
- Splash: The user drops flames/slime/whatever (we could have an option for different objects), much akin to the Egg Slimer (except the flames/slime/etc goes awy more quickly). Other than this, it acts as a 0-speed thok. The color of the flames/slime/etc is the same as the color of the user. Actionspeed determines how far the objects fly out before hitting the ground (meaning, the higher the actionspeed, the longer the distance, but the harder it would be to hit with it). Multiability increases the splash area. (This is the ability I’ve always imagined for Bippo)
- Slingring: The user shoots an item, much akin to the slingring of old. This has a ring cost depending on which object is shot. Multiability reduces the cost of each ring shot. With this ability, double-jumping does nothing.
- Lightdash: Double-jumping results in a light-dash. Actionspeed determines the speed of travel, but the speed is limited. Multiability increases the speed and makes it possible to bail out of a lightdash by jumping.
- Triangle Jump: Like the current thok, but allows you to stick to walls for a short time. Actionspeed determines how long you stick to the wall, but is limited. Multiability makes you stick to the wall longer. At any time on the wall, you may get off by pressing Spin.
- Whirlwind: Summons a whirlwind around the user, destroying all very-nearby robots. Otherwise, it acts as a zero-speed thok. Multiability makes it so that this ability does not force you out of a spin (like the whirlwind shield does).
- Barrier: Gives you abilities much akin to those in Sonic 3 (that is, abilities depending on the barrier you have, or the lack thereof). Multiability improves the unbarriered ability. Actionspeed may influence certain barrier powers.
- Blinker: The user temporarily gains invulnerability, as if they had just been hit, when they double-jump. Multiability increases the time.
- Immunity: Grants the user immunity to a certain element of damage. For such a character, double-jump does nothing. Multiability turns all shields obtained into elemental shields.
- Mixed Bag: The character starts off each level with a random ability. Some indication must be given at the start of the level of what ability was given.
- Headbutt: Can destroy enemies by ramming them with at least 32 speed. 24 speed with Multiability. When at the correct speed, some indication of such must be given.



Also, an ability similar to Slow Air seems like it should be part of the Swim ability. By itself, I don’t think Slow Air would ever be used unless it completely ended the possibility of drowning.
 
No Spin slide- Like no spin jump, but the character slides like sonic in unleashed 360
No spin Jump Slide- a combination of No spin jump and no spin slide. A character can't spin jump nor can they roll. but they can jump and slide

Sliding frames would take the place of rolling
 
A variable that lets you spin in mid-air

A variable that decides how long Spindash takes to charge up

A spinability where holding spin simply acts like a duck, and you have to mash the jump button to charge, like in the classic games.

A variable that decides how fast you have to be moving to roll instead of charge up a spindash.

A spinability where maxdash and chargetime doesn't matter, you just instantly start moving at your mindash speed when you hit the spindash key.

EDIT: Some more:

LANDFRICTION, AIRFRICTION, SPINFRICTION, ABILITYFRICTION, ABILITYFRICTION2 - All of these would control how much friction you have for any of those given moments. The higher friction you have, the more control, but the more you slow down. (Or maybe it was the other way around) i.e., at 0 friction, you couldn't control yourself at all, but you wouldn't slow down. To clarify for ability friction 1 and 2:
Thok/Homing Thok: Not affected
Fly/Swim: 1 affects friction during flight, 2 affects friction while tired
Glide/Glide and Climb: 1 affects glide, 2 affects climb
SS Float/Slow Descent: 1 affects friction during use of ability, 2 is not used
Double Jump: Higher values of 1 will allow you to change direction the instant you double jump, but will slow you down. Lower values don't allow you to change direction, but you keep all your speed.
 
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Spinburst- Fully charged spindash does not go far as the chargable ones, but does not need to be charged.

Speedboost- Automatically puts you in the topspeed you have when you have Super Sneakers, but lowers your handling and cost rings.

Sonicboom- Is like Speedboost, but damages enemies that come in contact with you. It is hard to control still and costs you alot more rings than speedboost.
 
Fake-out: When J+J is used, the player uses a backwards Thok that aims slightly down and when the ground is touched, the player is forced into a roll. Mutiablity will give a little boost to the Thok's roll upon hitting the ground, but will slow down the Thok by 25%
 
Fake-out: When J+J is used, the player uses a backwards Thok that aims slightly down and when the ground is touched, the player is forced into a roll. Mutiablity will give a little boost to the Thok's roll upon hitting the ground, but will slow down the Thok by 25%
Set actionspeed to a negative number and you can have a backwards thok. To spindash upon hitting the ground, have good timing. :<

Also, to go with my friction idea suggested earlier:

WATERFRICTION - this is a multiplier, so your friction while walking underwater is WATERFRICTION% of LANDFRICTION, etc.
 
~Change Size~
(Spin Ability)
While holding the spindash button press up or down to become bigger or smaller.

~Glide/Swim~
(Air Ability)
Glides like normal, however when gliding underwater you glide upwards and use your climbing frames.

(More abilitys coming)
 
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Ninja Vanish - Similar to Espio in Sonic Heroes, when pressing the jump button after jumping your character becomes semi transparent for a short while.

Charge Thok - Like Sonic in Brawl, it's Thok only with a short charge before hand and a short, slow moving homing attack

Glide Pickup - Sonic Advance 3, where Knux picks up whatever character and glide with him. Only instead of riding on his back they grab his hands, to save use from adding more frames. Also this glide falls faster than the regular glide when you are carrying someone, considering the added weight.

Item Pickup - Pretty much what Senya does (did?) in SRB2JTE, where she could pick up objects. Can also pick up characters and throw them. Once a character is picked up they go into their spin frames (Sonic Advance 3, Sonic Heroes)

Yeah, I pretty much only came up with some abilities from other things.

EDIT: Also, runspin. Really it's just an option that lets you replace the spin frames with the run frames without having to mess up the jump frames.
 
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A quick dash, like Fox/Falco's side B from Brawl. Activated with Spin, can be used on ground or midair, send you flying straight forward not unlike a thok, but your speed is killed at the end. Also should cause damage to enemies.
 
Firingrate: Multiplier for firing rate in Match/CTF, as well as jumping. (i.e., 50 would make the time between shots take half the time, but make you jump at half height)

Knockback: Multiplier for both taking knockback when you get hit, and when you jump on a badnik.

Add a climb only ability.

For both glide only and climb only, actionspeed should have a much higher cap.
 
~Morph Ball~
(Spin Abillity)

By pressing the spindash button, you turn into a ball.
You can move and jump while in the ball form.
Press spindash again to turn back to normal.
 
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Shoulder Tackle: Simply put, think of Wario. You go barreling forward at max speed for a very short distance, and then you are left in the standing/running frames. If you hit a wall or a multiplayer char, you bounce backward (however, the other player still gets hurt), while you go right through single hit enemies. To balance it, there is a tiny delay, plus you cannot change the direction while performing it, you can only jump, so it would be possible that you could boost yourself to a platform only to fall off because you are still performing the move. Also, there obviously would be no spindash for would be tacklers.
 
~Speed Burst~
(Other Ability)
Upon reaching a certain speed you go faster and become invincible. You also leave behind spinitems as if you are spindashing. You also break blocks with contact.
(Basically you go into a spindash with running frames at a certain speed without a size change, this would be used for a "Sonic Unleashed" Sonic or Samus Aran. (Speed Booster?)
 
I don't think anyone has mentioned a Mega Man X-esque Wall Jump, so I'm just putting the idea out there. And maybe something where you could have inf. rings for throwing, but in turn you are given a health bar that can't be refilled unless you hit a 1-up box.
 
Maybe something where you could have inf. rings for throwing, but in turn you are given a health bar that can't be refilled unless you hit a 1-up box.
Hello Samus Aran/Megaman WADs! I definately support this one.
 
Thing is that the default levels ain't balanced for that. It would be a nice option for Total-Conversion-esque modding, but not for your regular SRB2. :(

I'd still like to see such stuff once, what with me being a Megaman nut and all. ;)
 
Not sure if I said this before, but just in case, we need to have a variable that determines how fast you need to go to spin instead of charge a dash.
 
Grind: Pressing a button (let's say spindash) on a thin platform (or something like a rail..) will make you grind on it.
 
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