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This mod is an edit to the controls of every character with the main design philosophy of "If pressing a button in a situation does nothing, something should be added!" The changes are listed below.

Basic Changes

  • Moving above max Run Speed with non-Heavy characters applies momentum. To compliment this, Run Speed is now set to the character's Normal Speed multiplied by their default Friction to show when momentum is/isn't active.
  • Entering the Spring/Fall states allows you to use your Air Action. To compliment this, leaving the ground while standing/walking/running/skidding will put you in the Spring/Fall states.
  • 3umping while Spinning no longer reduces steering.
  • Spin Dash speeds are now adaptive. Min Dash is equal to the player's Normal Speed, while Max Dash is either 36*FRACUNIT when underwater or 72*FRACUNIT when not underwater.
  • Water Running has been implemented, but only if previously on the ground.
  • Landing on an enemy after using an Air Action when in the Jump state resets your Air Action, allowing you to use it again. This also works with Shield Actions, which now always put you in the Jump State to prevent taking damage during use.
  • Tails, Amy, and Fang can now turn Super.
  • The Spin/Thok Trail has been changed to the Ghost trail for characters that use differently shaped Spinning animations.
  • Landing after an Air Action when in the Jump state allows you to begin Spinning upon landing.
  • You can now Spin Dash while Skidding.
  • You can now cancel Spinning by pressing the Spin button. This doesn't apply to Amy, Fang, Charmy, Vector, Heavy, or Bomb since they use their own actions while Spinning.
  • Thrust Factor has been halved from running while Spinning, but heavily increased when in the air to match grounded Spinning.

Sonic

  • Sonic's Thok has been reworked into Acrobat Thok. Press Jump in the air to perform a Jump Thok that scales with current speed like Amy's Hammer. Unlike Amy's Hammer, however, this horizonal speed also converts into vertical height, allowing speedy players to take shortcuts not otherwise accessible when using the Thok. If you're holding the Spin button before using it, however, it instead reverses the vertical height you would've gained into falling speed. This allows users to reach the ground faster when Spinning and gain speed faster than using the Jump variant.

Tails

  • His Flight can now be canceled by pressing Spin & Jump together.
  • Holding Jump now ascends rather than needing to tap it repeatedly.
  • Max Flight Time has been reduced from 8 seconds to 3 seconds in order to incentivize using Flight Cancel to bounce on enemies and refresh it.

Knuckles

  • His Glide can now be canceled by pressing Spin & Jump together.
  • His Glide Speed has been increased (from 25*FRACUNIT to 36*FRACUNIT).
  • Exiting a Glide now enters the Jump state instead of the Fall state.
  • Landing while Gliding now immediately enters Glide Landing instead of Skidding, which also no longer reduces speed if below Normal Speed.

Dynamite Amy (Inspired by Antonblast)

  • Amy's Hammer has been reworked. If current speed is below Normal Speed, then using Melee while holding a direction Thrusts you in that direction at normal speed. After reaching Normal Speed, using Melee repeatedly allows you to build up speed before capping out at 72*FRACUNIT. It can also now be used in the air.
  • TwinSpin has been expanded to essentially replace the Spinning and Spin Jump states. Holding Spin after landing from a Hammer allows you to Twin Spin Roll, while holding Jump after landing from a Hammer allows you to Twin Spin Jump. If not holding either when landing, it just cancels into normal movement, allowing you to activate Hammer again with good timing.

Flip Jump Fang

  • Popgun has been reworked. It no longer limits movement, can be used while moving / in the air, and cancels into normal movement after Weapon Delay has ended.
  • Holding Spin after exiting Popgun allows you to start Spinning, while holding Jump after Popgun allows you to Spin Jump. When used in the air, it just enters Spin Jump regardless of input to prevent spamming.
  • Entering/Exiting Bounce no longer cuts horizontal momentum, and exiting Bounce even enters the Spin Jump state to not leave Fang vulnerable.
  • Landing during a Bounce now drops a Bomb and allows you to thrust in any direction at Normal Speed, just like in his boss fight.

Metal Sonic

  • Float has been reworked into Jet Flight, which operates like Tails' Flight without any gravity and can be canceled the same way.
  • Dash Mode no longer increases Normal Speed, instead slightly thrusting the player when on the ground.

Team Combi Compatibility (ChaotixChars & Ray)

  • Espio's Wall Run now has a max speed of 20*FRACUNIT to prevent situations where trying to run on the ceiling led to launching away from the wall.
  • Mighty's Hammer Drop now allows you to thrust in any direction when landing, after which the move can be re-used.
  • Vector's Beat Bash Cancel and second failed Beat Bash Bounce now put you in the Spinning animation. A known bug this causes is that it causes you to Squash&Stretch occasionally.
  • Heavy's Double Tap Dash no longer has a delay, instead putting you into the Heavy Charge state immediately.
  • Bomb can now Spam Dash if below Max Dash Speed.
  • Any character with an Action Speed lower than Knuckles besides Heavy (such as Bomb or Ray) has had it increased to match.

Bonus: Shadow Compatibility

Now guaranteed to work properly with Shadow.

Not tested for other Character Mods. Even so, I hope you enjoy!
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Author
marievpyre
Downloads
9,178
Views
21,542
Extension type
pk3
File size
10.9 KB
MD5 Hash
6e251f9a81d7d9d99676291d2407f643
First release
Last update

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Latest updates

  1. JK NOT DEAD LOL

    Reverted Amy's Jump to Vanilla and restored the TwinSpin, but merged Spinning and the TwinSpin...
  2. Revenge of the Minor Patch

    Made not holding a direction during Sonic's Acrobat Thok stop all speed and rise/fall slightly...
  3. Hopefully Last CallieMacN Update

    Fixed a few bugs with Surge's Jumping.

Latest reviews

This makes all characters so much more fun to play. Thank you for this man. Would be cool if amy could bounce on the ground multiple times with her hammer, like in Anton Blast.
marievpyre
marievpyre
I did originally have Amy's Hammer Jump be spammable, but I wanted it to be consistent with Fang's Flip Jump. I can change it if you want, but I'd also have to change Fang's
Upvote 0
OK, Tails received a big nerf in her flight, and I don’t know if I should complain about ir or not, cause it pushes you to improve with Tails, and the results about that are great, reeeeally great.
Flight cancel action is a smart addition, solves several problems, especially when landing in specific places.
Metal Sonic speed now it's pretty good.
About the slipperiness, sorry, it was a lack of skill on my part.
Thanks for the addon, it’s vanilla friendly but bring features that huge complement with the whole gameplay.
Upvote 0
Is getting really cool, it let the gameplay smoother and fun, but at the same time makes the character to slip more than the usual, what make the player need more precision.

About the characters:
I think I’ve neve have so much fun playing with Knuckles, it’s become very consistent.
About Tails, the changes make all the difference, but the infinite flight it’s OP and a glitch… Probably.
Amy ended his training arc and now is more agile than ever, is cool to see the two Hedgehog having same kind of ability.
The Metal is great, but I miss the old acceleration.
Fang is spectacular, I see that your goal was to him be like in the Boss Fight… And you did it!
Comparing to Xmomentum, Momentum+ is more focused in control, mainly in the air, while Xmomentum is more focused in speed.
marievpyre
marievpyre
Thanks for the review! But you reminded me of something I forgot to implement for Tails. The Infinite Flight was somewhat intentional. I wanted to reduce the flight timer to somewhere between 1 and 3 seconds to incentivize bouncing on enemies to refresh it, which was how you got "Infinite" Flight. However, in my rush to release the mod after waiting so long between updates, I forgot to actually reduce the max flight time accordingly, so I'll fix it as soon as possible. I'll also probably increase the acceleration on Metal since you mentioned it, but could you please elaborate on the slipperiness? I've kept the acceleration values (acceleration, thrustfactor, and accelstart) the same as their default and made sure to only reduce friction when above the max grounded speed their normal friction applies. Do you want me to test reducing the acceleration?
Upvote 0
It feels awesome!! but I will say that it's hard to platform with Srb2's float nature so if you can you think you can somehow add a little weight to the characters and maybe a slighty higher jump, I think it'll go a long way to make it feel even better.

Also it's nice to see you're still here, hope it's going great for you!
marievpyre
marievpyre
I increased the characters' Fall Speed like you requested, but I kept the Jump Height the same to prevent breaking levels.
Upvote 1
A good mod that slightly improves the characters, as in the case of metal, for example.But there are two extra things for me.Firstly:the acceleration speed is too high and it sometimes gets in the way in sections with parkour.Second:Sonic's thok has become too handicapped.Even at high speed, only one name remains from the jerk.That's it for me!
Upvote 0
i finally feel like i'm playing sonic now.
Upvote 0
I like this mod, however, I feel the movement startup speed is a bit too fast and throws me off sometimes. Also, removing the flight timer on Tails seems a little much. If you were to add it back, you could extend it a little, then make it so Metal can fly freely for about the same time or slightly longer to balance it between the two. It also makes sense from a realistic standpoint because there's no way Tails could fly for an hour straight lol
Upvote 0
finally, metal sonic is useful.
Upvote 1
It feels like i am playing srb2 2.3
marievpyre
marievpyre
Is there any particular reason you rated 3 stars instead of 4 or 5? Do you have any suggestions?
Upvote 0
never mind i played it more and am starting to like it
Upvote 0
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