Well well well, what do we have here? Honey The Cat is back! After 9 years months of development, hopefully it will have been worth the wait!

Honey the Cat is an agile character, made with a Sonic Battlemod first mindset, but that's not to say she's unplayable in vanilla game modes. Just be sure you have a key bound for Custom Button 1

Honey's Meter

I should probably get this out of the way first, Honey comes equipped with a meter mechanic, she can perfom only so many moves at a time before she
needs to wait for her meter to recharge, don't worry though, they regenerate over time rather quickly provided you've landed on the ground long enough.

-Butt Bop- (SPIN BUTTON)


She comes equipped with her iconic butt bash as her basic melee attack! You can cancel them into eachother 2 more times at the expense of your meter before you have a cooldown inbetween.
can also break bustables and spikes, even empowers springs!

-Stomp- (JUMP+JUMP)

Mostly used for utility, Honey will stall for a brief second before crashing down to earth as fast as she can, this can break bustables, hurt enemies, and empower springs!

-Moon Kick- (CB1+JUMP)

Another move pulled straight from Fighting Vipers, used mostly for reaching jumps you can't normally make, or as an anti air against certain enemies, (or players!)
It worked very well when paired with...

-Cat Pounce- (CB1+SPIN (AIR OK!))


Using this move is very good to instantly gain a lot of speed, you can use it twice on the ground, but in the air it uses all meter available, so you can only do it once in the air.
If you press the spin button at any point in this move, you'll curl up, allowing you to do damage, you can even pounce out of the spin if you still have a meter left!



If you get hurt, provided you have enough wings in your meter, you can press the CB1 key to ukemi/tech in the direction you're holding, you should be careful though, you're invincible for the start-up, but not for very long, and you can't control where you're moving once inputted, be careful!

-Hyper Mode- (CB1+SPIN+JUMP)

No, sorry, not Hyper form, hyper MODE, with 20 rings, press together at the same time CB1+SPIN+JUMP to activate Hyper Mode for a few moments, it drains 20 rings in singleplayer, but all your rings and shields in PVP modes, it increases your max speed and gives you an infinite meter for roughly 10 seconds, fly kitty fly!

-Kitty Kick- (JUMP)

Honey may look like a no spin jumper at first, but if you jump near an enemy, she'll kick them away, shoo you!

-Combo Strings-


Being a fighting game character, I wanted to get a small vibe of that in honey, you can string lots of moves together, you can do simple moves like Pounce>Spin>Butt Bop, or Stomp>Pounce>Spin, there's a lot to be played with here!

-Fun commands!-
You want to know something about Honey? She's into fashion, I mean really into fashion!

You can customize your hair colour along with your dress interchangably with

H_Haircolor <any colour you want>

This will change Honey's hair and skin colour to whatever you set, if you want to create your own skins so you can customize both the hair AND skin colour, you'll need to make a custom colour using the following ramp

ramp= (lightest)hair,hair,hair,hair,hair,hair,hair,hair,hair,(darkest)hair,(lightest)skin,skin,skin,(darkest)skin

This is an admin command, incase you don't want those pesky Honey's going full camo on your game of hide and seek.


This activates candy mode! in singleplayer you'll be given the iconic player 2 palette, and also be given a unique super form colour!


Now we all know when you go super, you enter a transformation!
...But your clothes don't!

Other mode support
Currently, Honey has Battlemod support (no BM move though), xMomentum and Milne support.

--Note to modellers, Honey's hair is seperate from her character, if you model Honey and her skin +hair seperately, you should be able to get hair colour support for your model.--

There's a lot to go through here, so let me just get the fact that I sprited alll of these and drew the CSS myself, but I wouldn't be able to have gotten this far without the help of...
frostiikin - A huge chunk of the code, thank you very much for all of your hard work you poured into Honey, you helped shape her to be something awesome
Stonecutter/Dashnevu - For helping fix a lot of bugs coming to my rescue when I asked for it, hopefully things free up for you in future
Bloops - Also another chunk of the code, and helping Frostii when she got stuck, and vice versa!
Lach - Helping bloops when he needed it!
Raze C - Thank you for the Music track you made just for this, it plays when you activate Hyper Mode, if you're a fan of Fighting Vipers you should recognize it!
LonelyFoxz - Durring the early implenetation phase, LonelyFoxz helped with a lot of Honey's offsets, to stop her floating off into deep space
Rem - For the initial Super From hair and hair overlay code, thank you very much for making Honey such a fashionista!
CyanKnight - For helping set up Honey's Battlemod priority and hitboxes
Shine - For fixing that really really rrrreeealllly annoying bug with the super form, this bug really held this back a lot
SMS Alfredo - For helping Honey get out of the door by fixing all the dumb little bugs we found in our testing, Honey would still be sitting around if it wasn't for you

Nibroc.rock - For helping me with a bunch of 3D model references durring the spriting phase
Prower - For literally recording me footage of Honey in Fighting Vipers one and two for move references and suggestions
Dr Steph, I've written you here, I can't remember why but I know you needed to be credited for something, probably helping me write up the CSS as usual
Chrispy - Spriting feedback and help early days
ZZ56nm_nil/ExpiredChocolate/Anomalo/nil - Durring the early days of Honey's code, you were the first to jump on, even though you left, some of your code still sits in Honey, thanks for your input and help

Aaaaaaand everyone on the egg cord and battlemod server for helping me with balance and finding bugs, phew! that's a lot of people
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light dasher
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4.14 star(s) 22 ratings

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[review deleted and reformatted — sorry for any confusion!]
After having played this character for… (checks release date) about two months now, I think I can finally leave a fair review.

Honey is absolutely one of my favorite SRB2 add-ons to date. She's not too simple, but not too complicated — using Jump, Spin, Custom 1, and nothing more — so the learning curve isn't as steep. Her mobility feels absolutely wonderful and the sprites have so much personality to them, and I can honestly say I've come to appreciate the character itself more due to this addon alone.

Particular things I like about the mod:
Using Cat Pounce in the air for that forward thrust feels so nice when correctly applied. It's almost like a more natural-feeling thok. The ability to use it twice is also very fun for traversing gaps and the like.
I also enjoy the auto-attack she has when close to other enemies. Though this isn't the first instance of this gimmick, it works well with her kit and maintaining momentum.
The Wings system overall is also great. She may only have two wings, but they're somehow just enough to both remain airborne for large amounts of time and still be back to the ground to recharge without breaking the flow.

Iffier things:
The Moon Kick is about what's you'd expect. It's definitely not a bad thing — goes well with her kit, as does everything else — but it's not something I particularly loved or hated. She wouldn't be the same character without it, though, with it being the main starter to a chain.
Hyper Mode is a fun little thing as well, but there aren't many places in simpler levels where you can find a good use for it. It can lead to crazy skips in the right places, but I also feel like the character would feel relatively the same and possibly closer to vanilla SRB2 without it. Might have preferred it to somehow be locked behind a wall of some sort (other than the 25 rings requirement), like a gauge or maybe 1-2 emeralds?
Butt Bop also feels somewhat limited in application, but I don't often engage in combat while playing levels, so I don't have much complaint there. With rows of single-hit enemies it feels super fun, but when faced with more ranged enemies like Robo-Hoods or Jetty-Syns, or dealing with multiple Sir Lance-a-bots, it feels kinda obsolete compared to other options.

Things I DIDN'T like:
None! The secondcolor support, the Candy mode, the custom idle animation that really gives off the fighting game vibe, and the super clutch Ukemi — it's all there, and it's all great. While some characters get a little tired after repeated plays or just feel a little too far from SRB2's style, this one never loses its charm and I continue to enjoy it. Great work on this and your other characters, light dasher!
Upvote 0
I can absolutely see the inspiration behind the meter, that being the Wirebug from Monster Hunter Rise. The regeneration on the ground, the cap of 2, even the things you do with it. (if it wasn't intentional, then it's a huge coincidence.) Given that I love that game and the wirebug mechanics, i instantly fell in love with how honey controls. You might call the recovery "Tech", but I know that it's just the Wirefall. At this point, just give her the wiredash, wall run, and temporary third use, and you got the full package.
Upvote 0
Honey is like R-00 in Rivals, Really fun if you know how to play as her. with an extremely high skill ceiling, unfortunately, my brain quite small, so i can't use Honey to her full potential. but she's still really fun to play. and i enjoyed testing her.
Upvote 1
While I am not necessarily the biggest Honey fan, I adore how her design interacts with the SRB2. The concept of the gameplay is interesting but the execution could leave a lot to be desired. For example, her kitty pounce does not do any damage which is especially frustrating since you need a somewhat complicated bind of c1 + spin + jump to perform this move. Her moves in battle are short ranged, awkward to use, where it's worsened by her meter. Her overall special moves could be used more intuitively and incorporated better as gameplay where she could use a buff of some sorts. I do like her generally tho which is why I think this needs improvement because it has potential
Upvote 0
No more portlegs, it's time for the real deal and she's alright i guess.
Upvote 0
After playing Honey for a bit, i can say that she's decent. The sprites are really nice! But the complicated moveset is too hard for me to control. It would be cool if you made the stomp was jump-spin instead of jump-jump. I might have to update this review.
Upvote 0
Honey is THE mod for this game that I was looking forward to the most. I just really like Honey, I don't know why, and anything that lets me play as her outside of her one game is very welcome. So I speedran my way to the Download button once I saw that she was released. And I started playing and... ah...

There are control issues all over the shop. The butt bop is good, but its auto-aim can easily send you flying wherever and interrupting your flow. Why does it have an auto-aim? Amy doesn't need an auto-aim for her hammer, and the butt bop is basically that but with a larger range. The stomp is not much use at all, yet it's assigned to Jump+Jump as if it's her signature move that you'll use all the time. It's not, and you won't. I spent the majority of airtime with my ring finger firmly glued to Custom Button 1. And speaking of Custom Button 1, though not airtime, the moon kick. It's okay, but it's cumbersome to use due to the Custom Button 1 requirement and ultimately doesn't add much - it's an "ignore platforming" move, which is odd to see here. Isn't Honey combat-focused? Ukemi is very, VERY limited in usage. It fits in with Honey a little better, though I do not comprehend the need for a control lock and ESPECIALLY why it needs to eat the post-damage grace period.

The cat pounce, even if it's not much more than a more risk-reward thok, is a move I enjoyed, but it's brought down by the same requirement of needing Custom Button 1 to be held to use. It's actually even worse than that - the pounce is an aggressive-looking move, and Honey is established to be a character that can jump-damage enemies even though she's no-spin. It's communicating that the pounce is an offensive move except it actually isn't... *unless* you press Spin again, it which case she curls up and can do damage. It's a pounce, why *shouldn't* it damage enemies by itself? Using the spin also automatically transitions Honey into a spin when she hits the ground. I'm not sure how I feel about that, given that Honey makes a big deal of being no-spin.

The meter seems to exist solely to give Hyper Mode a purpose other than being mini-Super Sneakers on command. Beyond that, it only muddies up how each move is supposed to function and can even get you killed because you thought you could pounce but nope, meter not charged yet. I do appreciate the Fighters reference, but...

It feels like there wasn't much thought put into Honey, gameplay-wise. Like there was no plan beforehand, and no review afterwards. Honey's shield abilities are disabled, yet she has no moves assigned to Jump+Spin. All that focus on Custom Button 1, yet it does nothing in the air other than let you use the pounce - and that should be the place of the stomp, as the ability the player will need less immediate access to. I wonder how much her control could be improved with some re-thinking. Maybe having to use Custom Buttons at all could be avoided!

(side note: I understand the necessity to make Honey more "complicated" so that she can properly represent a fighting game, but Honey as she is right now really does not merit it)

Before playing as her, all I had to go on were Twitter posts showing her off, and she does make a good showing visual-wise. You went the distance to make her ecclectic color palette customizable and her animations are all great. Having a dedicated Candy alt was a fantastic touch too! My only real complaints on that front are that her signpost sprite and victory animation look like they're not *quite* finished yet, and she has no "standing" NiGHTS animation so when she exits the Special Stages she looks really off. Minor stuff, I mean who cares about NiGHTS?

I can't ignore the gameplay issues, however. I don't know. I feel like I'm being a mite too harsh here. But Honey is a character who doesn't get enough representation, and I waited a long time to have a Honey in SRB2 (if I knew the first thing about good spriting or good 3D modelling I would made a Honey myself a LONG time ago), and I'm a lot less impressed by the result than I hoped I'd be. Perhaps trying to make another "combat" character after Cacee nailed it in one go wasn't a good idea. Oh well.
Upvote 6
But bop is just the BLJ.
Prove me wrong.

In all seriousness, this is a great mod; a bit wonky to work with, but still good.
I hope you do well in the future.
Upvote 0
Very complicated and inconvenient control. I didn’t enjoy playing as this character. I constantly need to press the additional Custom 1 button, which is very inconvenient. The sprites look interesting, but she doesn't have an idle-pose (or what is it called right?).

I get the feeling that this character was made for something else.
Upvote 0
Great sprites, and the hair colour system is neat, but her moveset isn't very fun. Using Custom 1 is awkward, and her moves aren't as combat-orientated as I would expect them to be (why doesn't the pounce destroy enemies?). Some changes to shift the focus towards defeating enemies would be nice.
Upvote 0