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This a new transformation for Sonic (modded or otherwise), significantly boosting abilities far beyond what players would usually be expected to handle normally. Pushing the limits of what you can do is the name of the game! Don't get cocky, you're not invincible and will lose your form in 2 hits. While Super Mystic, your own limits as a player define what Sonic can do rather than the game's set pieces. It's a chance to unleash him as that action superhero Sonic's always shown off to be, but rarely let you actually play as



  • The ability to transform from practically any version of Sonic. Yes, including modded ones.
  • The fastest character in SRB2! Ever wondered what it'd be like to play as the Sonic shown in cutscenes and shows? SMS lets you become that supersonic superhero!
  • A humongous amount of methods to style on levels and enemies alike, custom menu options, cooperative aids, to let you play in your own style.
  • Hyper Mystic Sonic, AKA HMS! If an unbound Sonic wasn't wild enough, make Dragonball blush with the most powerful, spectacular transformation in SRB2!
You may also simply select SMS as a seperate skin, though servers may disable that. SMS is my most personal and longest-running creation. It's nothing short of a miracle he's still around!

-HMS can now spamdash by mashing spin.

-SMS' initial walljump now gets reduced penalty when close to a death pit.
-Buffed momentum scaling from upwards momentum on your initial walljump speed+height (like when walljumping from slopes/springs)
-In coop/SP, SMS now gains an extra burst of invincibility if he successfully dodges through obstacles. This has a 2 second cooldown.

-SMS now has modified boost physics if Xmomentum(v1.3 or higher!) is added.
-Chaos Mode now uses SMS' Single Player/COOP parameters, but locks HMS until you've obtained all 7 Chaos Emeralds!

-Camera now zooms out for players that get thrown ridiculously hard by HMS.

-Fixed a colorswap glitch when switching stages/untransforming, that usually happened in the initial bootup stage.
-Fixed SMS weapon ring restrictions passing to others in Match. ...whoops...
-Adjusted Walljump penalties being too high in some modded stages.(Like the 2023 OLDC hub)
-Corrected the flip jump acting glitchy underwater. It wasn't intended to be available underwater initially.
-Fixed rare "unknown sprite frame ELAU" error. ...probably!
-Disabled HMS music transitioning system once again because there still seems to be music issues.
-Cleared some redundant freeslots.
-MANY code optimizations! Re-ordered code. Decreased redundant checks/collission code/data saved. Merged hooks. Incorporated more efficient object searchers. Spaced GFX apart better. Replaced RNG seed calls...and MUCH more. This is huge for performance & netcode strain, and is what allows the fancy new GFX!

-Fixed netgame desyncs originating from sound checks and minecarts.

-1 HMS now counts as 5 players for the auto graphics system.

-The enemy gibs system is now smarter adjusting to the game's current strain.

-Disabled music-continuing/fading features if you're still in 2.2.11 since Lua's music functions are crash-prone.
-Fixed save files breaking. Note that SMSreborn v3-0 uses a seperate save file!

-You now auto save when you leave the menu.

-You'll no longer take over the server's admin-locked settings when you save now.

-Simple Haymaker controls are now the default option.

-Added option for old Air Boost Controls. Instant is now the default.

-Added option for old Homing Attack Controls. Simple is the new default.

-Removed fake analog options for homing attack and footsweep. This solution existed because analogmode sucked ass, but I'm confident enough now in SMS' analog controls now that these are no longer a necessary compromise.

-Removed the alternate double-tap SPIN Atom Dive method. It got in the way of the new walljumping style.
-The HUD displays a walljump penalty circle. The higher the penalty, the less powerful your walljump will be.

-Added a tiny boostlevel meter. When this bar is full, you'll be in boostmode! Also displays if Ring Burst is ready.

-Added a bunch of context-sensitive moves on the HUD, mostly the ones I thought non-experimental players might miss. A tutorial "lite", if you will! You can still use the mega screenfill list of moves tutorial, but it'll deactivate this new less-intrusive HUD when active.

-If no save file exists, you'll receive a prompt to touch the Mystic Emerald for the menu.

-Added alot of minor sound/visual cues to better convey when actions are or aren't available.
-Added a billion new effects and SFX for practically everything. Literally hundreds of new sprites and animations, I'd be here forever listing them individually.

-Added a variety of new enemy kill animations and updated gibs physics.

-Added an SMS ragdoll feature if you crash into objects like TNT, fling from minecarts, or run into stuff hard.

-SMS now defaults to his canonical colorset(Mystical). The pre-3.0 SMSreborn colorset remains accessible in the menu.

-Added 5 anonymous fan-submitted colorsets to SMS' special menu list.

-Added visual cue when SMS is ready to walljump holding spin

-Added cues for charging up a Diffusion Flame, and improved GFX for all flametoss variants.

-SMS now uses minor offset and stretch & squash systems to make many his animations livelier. Let me know if I overdid it.

-SMS' roundhouse spin trick now adjusts to your momentum.

-Disabled boost aura in 1st person so you're not blinded.

-Gained Metalwario64's approval.
-Added input buffering for many, MANY actions.

-Vastly improved SMS' responsiveness + accuracy with Analog Sticks. SMS in Simple Mode is actually playable now.

-Air Boosts now activate instantly. (Old double-tap method is toggleable in the menu, though not recommended!)

-Walljumps are now activated by tapping spin. The OG method of thokking into walls works too, but exclusively targets walls in front of you! You can't sideflip that way.

-SMS now always homing attacks when able with the jump button. The Brake Multi-Thok remains possible. (Old method is toggleable in the menu)

-All control schemes can now press spin without holding any directions to turn their rolling state into a spincharge.

-Quickly tapping the Atom Dive button (Weapon Prev/Toss Flag) now auto-launches you with SMS' Drop Dash readied.

-Atom Dive + Novablast custom cameras now auto-activate & auto-cancel depending on your movement rather than asking for CUSTOM3.

-Removed double-tap SPIN controls for Atom Dive.

-You won't lose control as easily skid-running across walls.

-Made SMS' spamdash easier to perform.

-SMS can now airboost/atomdive/thok from spring states without curling up first.

-Homing Attack momentum is now curated by a mix of momentum AND input angle rather than just the former.

-Pro Haymaker controls no longer require holding CUSTOM1, nor prevents you from stomping with no target in range.(Easy is default)

-The Ring Burst's horizontal phase now activates with JUMP or SPIN. The forward-tap method is gone, it led to FAR too many accidents/confused players.

-The Ring Burst can now ALSO be activated with Toss Flag or Weapon Next. (Original methods are 2-tapping CUSTOM1, or BACK+JUMP, and all still work too!)

-Tapping the Atom Dive button now auto-cancels the Ring Burst.

-You can now ALSO hold the Melee Button to crouch!

-SMS now Auto-Aims flametosses on nearby objects if his vertical aim is straight.

-SMS can now also taunt with WeaponNext + WeaponPrev
-Hold and release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/fall frames.

-The walljump no longer delays before activating, its inputs are buffered, travel speed is buffed, and it handles better with all control schemes.

-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(*stomping/airboosting/thokking/etc*). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/floors.

-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)

-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.

-SMS' legend mode walljump is untouched.

-There are 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up within a wall-jump chain:

-Straight Jump: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
-Super Straight Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores alot of your current walljump penalty.

-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing around pillars & corners.

-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Most well rounded. Useful for climbing vertically in large walljump chains.

-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has furthest reach towards the wall. Medium stats. Visual trick varies by height gained.

-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne.
-The Walljump is COMPLETELY revamped into a snappier, more versatile version sporting several context-dependant variations.

-Dodge Leap! Turns a previous exploit into an animated move with special properties. Press jump right as you dodge for a powerful burstleap!

-Rapid Stomp! Mid-stomp, mash custom 2 to convert some horizontal momentum into vertical momentum. Your landing impact powers up as well once you gain enough speed!

-Homing Bolt! When in boostmode, homing attacks turn SMS into a bolt of lightning capable of aiming upwards, reaching further, and striking with intense speed!

-Create Shield: Crouch and press custom3 to turn your shield into a usable monitor! This costs 10 rings.
-Added special Animations+SFX to SMS' Dodge-Leap exploit, made it less frame-perfect, and you can now perform it in all directions.

-The Blinddash is now faster if you're HMS, or have Boostmode/Speed Shoes.

-You can no longer lose boost while charging a spindash, but cannot use the Comet Haymaker anymore once you're stationary, and still lose boostmode if you jump from the spincharge.

-The Atom-Dive's Dropdash is significantly faster across the board, and atomdiving speed is boosted with runshoes.

-The Atom Dive and Ring Burst(rising phase) and now bounce off using the wall's angle.

-Decreased stun/slowdown penalties across the board.

-SMS now snaps to the floor if you're trying to a dodge-boost while slightly above it.

-Raised amount of players needed before graphics are auto-lowered when graphics setting aren't set manually.

-Increased Legend Mode's running speed. Not as accurate, but vanilla running speed is unbearable.

-Going into the SMSreborn menu in Tag/H&S now tags you as "IT" to prevent abuse.

-Booster items and horizontal springs now properly convert your speed if you're moving faster than their launch speed.
-SMS' spring/fall states now retain jump actions. Curling up/tricking remains possible, but is practically just cosmetic now.

-SMS' airboost scales stronger with momentum. Amount of "boostlevel" gained is decreased due to increased spam-ability with the new controls.

-SMS' homing attack now works from an airboost. (but not airdash) Reach increases slightly when mid-boostmode/thok/airboost.

-SMS' homing attack are now empowered in boost mode, capable of aiming upwards and creating lightning impacts!

-SMS now gains minor "boostlevel" from non-penalized walljumps. (Though the straightjump is exempt from this!)

-SMS can now sacrifice Boostmode for an instant Diffusion Flame. (Hold FIRE!)

-SMS' Diffusion Flame(*Your fully charged flame!*) has a buffed explosion radius in Coop/SP, and creates an AoE fireblast around SMS.

-SMS' Cross Flame now has a larger initial hitbox+knockback. (Tap FIRE instead of NORMALFIRE for Cross Flame!)

-SMS can now dodge in ANY angle, rather than just the 4 cardinal directions.

-SMS' dodgeboost can now be activated too by holding CUSTOM2 in boostmode, and is also much faster in boostmode.

-SMS' dodge-followups (footsweep/spincharge/dodgeboost/quickflame) now snap him to the ground if he's barely above it.

-SMS' footsweep attacks now have super armor against lasers and most objects with MF_PAIN.

-SMS' 2nd Footsweep can now be flipjumped out of(even in midair) and gains projectile reflection.

-SMS can now act freely in midair after his footsweep combo ends, and retains more strafe-control.

-SMS' Ring Burst now consumes your final ring too, bounces off walls when rising, can be atomdived out of instantly, and now retains more strafe-control.
-HMS can now cut his transformation into more actions, like the Hyper NovaBlast.

-HMS can now rapidly stack his Hyper Airboost for infinite speed gain by mashing custom1.

-HMS can now strafe during his airdash.

-HMS' speed gain from rapid-Stomping/Hyper Rise is boosted, extra much so if using the 2-tap jump method since it's not as mashable as Toss Flag.

-HMS' minimum blinddash speed is 80% stronger.

-HMS' Spincharge Tornado no longer requires you to fully charge up the spindash.

-HMS' Hypernova blasts now pushes you away from nearby walls, without slowing your firerate, and spin/jump button aiming is steeper.

-HMS has increased control in the air and when spinning now.

-HMS' Instant Movement (Weapon Next) now instantly selects players without scrolling times.
-Removed automatic SMSreborn.cfg loading, since SRB2 2.2.11 removed Lua's ability to do so. You'll have to manually use the 'exec SMSreborn.cfg' command.

-Shoo'd away SRB2 2.2.11's P_TeleportMove complaints.

-Resolved issues where SMS could retain some airborne animations on the floor.

-Drifting GFX/SFX no longer acts awkward with certain control settings.

-Fixed SMS flying out of control when mashing jump on springs. You could've called this one a "tech", but it happened too easily by accident and felt too much like a glitch in the matrix, so sorry about that!

-SMS 2.5's new aura should now properly align in cases where it didn't before.

-Fixed some sprite freeslot interference if SMS was added after Adventure Sonic or Samus.

-Removed "stompjumping", which was usually harmless but got in the way of dodging at times and looked confusing.

-Fixed HMS' airboost sometimes not activating if the button was tapped shortly.

-The Atom Dive no longer ping-pongs off non-existent objects.

-You can no longer bypass forceskin by manually transforming into SMS.
-Disabled the Golden Shoes' Light Speed Attack. I didn't have time to fix and maintain it, unfortunately. Maybe I'll bring it back later!

-I future-proofed SMS 3.0 for SRB2 2.2.12, but as a result, SMS uses very simple wall-busting code in 2.2.11 compatibility mode. Until 2.2.12 comes around, you can just casually walk through strong-walls.
-Updated music parameters to use strings rather than musicslots since 2.2.10 dropped support for that.
-Hyper Mystic Sonic's spamdash now increases speed (even) faster exponentially.
-SMS' wall cornering correction now uses SA-Sonic's system instead.

-SMS's "outline" glow now looks exactly like I've always wanted it to.
-Mystic Supers will now wield SMS' aura as well.
-Some effects are now updated to use the newly available "shiny" rendering.
-Afterimages and boost effects should now obstruct the camera less and be more dynamic.
--Fix for 2.2.9 that prevented SMS/HMS not being able to break "strong" walls
--SMS no longer "run"-rolls when holding spin upon stomping in 2.2.9.
--Fixed shields breaking SMS' spin button in 2.2.9.
-Experimental jump timing assist! Jump a few frames **after** walking off ledges off ledges. Good for those times your feet can barely tap the ground. Which is often as SMS.
--Experimental High-speed wall-collision steering-assist. Tell me how it feels!
--Curling from a spring with jump now insta-thoks
--Fixed bug with models.
--Compatible with 2.2.9 and hopefully future versions.
-Made 34 extra skincolors, mostly to add pulsing color options and a proper default palette that isn't just Super Sonic's. Other
characters may access these too.
-Added an admin option to turn pulsing colors off. This may ease RESYNC issues if you're getting those!
-SMS technically now supports Battlemod 8.3, though I'm dropping future Battlemod support, and recommend playing 6.1 from here on out for optimal games with SMS.
-Bandages(Sonic Boom Sonic) can now transform into SMS.
-Minor bugfixes for dedicated servers, some wad combinations, etc etc.

This version uses a different I/O file, so don't forget to save your favorite settings again.
-Fixed SMS' infinite attack & defense priority in Battle Mode that plagued SMSreborn-v2. Rejoice, Knuckles players.
-Fixed SMS being able to multi-homing attack after a homing attempt when he shouldn't (Battle Mode.)
-Removed a bug where SMS' stomp wouldn't work properly with combat shoes.
-SMS' lightspeed attack no longer breaks when wearing speedshoes.

-SMS now varies voice clips for Airboost and Blinddash. RIP "Go!!" spam
-SMSblast Mode is now called "Legend Mode" and has SMS' 2.0 walljump+1.09.4 multi-homing thok.
-The ringburst can now alternatively be done by double tapping custom1 on the ground.(boostmode-only) Practically necessary for the "Simple" control scheme.
-Afterimages when HMS' spindash AoE attack hits enemies.
-If you've never saved options, you'll now get assigned a random SMS color outside of coop modes when joining a game.

(Battle Mode)
-New critical combo mechanic! Any strong stun you afflict on SMS players will now become a critical stun. Hit SMS during this stun for a critical FINISHER, sending him flying and gaining you even more bonus points! This mechanic should allow non-SMS players to be much more aggressive, and also make it alot more fun to fight SMS in general. Aim to clash your attacks as hard as you can with SMS, as this will now give you the advantage and open opportunities!

-SMS' stomp now bounces a bit unless moving very fast to present clearer openings.

-If Fang is firmly grounded, neither shooting or sprinting, he can now resist SMS' spin-type attacks much like Knuckles.

-SMS is now refunded up to 10 rings when detransformed by a non-critical finish depending on ring count before getting hit. He also gets a pity or force shield depending on ring count. This should make it easier to get back into the game in busy netgames.

-SMS' flames inflict a more stun.
-Fixed methods to bypass SMS transformation restrictions
-You can no longer buy Golden Shoes in unintended gametypes
-Can no longer access HMS with 50 rings in gamemodes you need 300 rings.
-HMS can no longer hold onto flags.
-Fixed firestomping bug without elemental/fire shields
-Fixed issue with SMS transforming and instantly throwing a Diffusion Flame.
-Restores music properly for everyone after HMS panic in matches.
Weapon Previous input now also picks up items like intended.
-Atomdive&Stomp now properly detect all FOFs over deathpits.
-Analog footsweep setting now doesn't screw up the dodge.
-Fixed being unable to use the SMSmenu command when grabbed by -SMS(to make yourself ungrab-able during grieving)
-Kirby now gets different abilities from SMS depending on context.(fixes people getting kicked upon rejoining after sigsegvs when rejointimeout's active, messing up and lagging netgames like crazy)
-Fixed SMS's "freemode" and banned-mode being inaccessible for Battle Mode
-Many other minor things.
-Tap spin after launching the Atomic Dive for a Super Dropdash! More height = more speed!
-HMS is now even more powerful. Press Fire when charging a spindash for "Galaxy Storm".
-Your preferences can now be saved. Use "Save Config" in the SMSreborn menu. I suggest not doing this as a joiner, because it'll save the host's Admin settings from that game.
-SMS now autoloads SMSreborn.cfg. This acts like an autoexec.cfg, but specifically for SMS. Neat for automatically loading smsaltmusic(netgame safe), giving yourself a silly Super Mystic name or other commands. Not necessary at all.

-SMS graphics now automatically adjust upon server joins and HMS appearances. Turned off being messing with it manually.
-The lowest SMS graphics setting now removes even more visual effects.
-Added HMS limit option. Sets limit to how many HMS' can exist in a server. Default is 1.
-Removed rapid flashes from HMS' Novablast and Godbreaker on the highest graphics setting.
-When disabling the ability to turn into HMS, now immediately turns off already active HMS players.
-Added arrows to the SMS menus to convey the multiple pages.
SMS controls can be used during Match gametypes.
-Removed "SMSreborn is added, use blah for controls aid, etc" message
-Homing Momentum is now set to "key" by default since that seems to be the general preference over mine.
-New gfx/sfx for spamdash, ringburst, footsweep reflections(&timing) and HMS spindash AoE
-"HMS Themes" is now "Music Themes". Turns off HMS' theme, HMS' panic theme, and runshoes music for you.
-Added two new special SMS colors.(SMSreborn menu): Lapis Vapor and Azure Breaker
-Hold C3 for an "Explosion cam" after the highest grade atom dive.
Added hint if you get killed by an SMS who threw you.
-Players can now use "FIRE" to turn HMS in Battle.(C3 still works too) This caused some confusion.
-SMSblast SMS now has homing build into his multi-speed thok, like the original 1.09.4 SMS.
-An already ongoing ringburst will no longer be stopped by water
-Climbing Characters can now super-leap off walls if they're Mystic Super.
-You can now ringburst directly while spinning (still need boostmode), and canceling ringbursts grants some boostlvl
-If Tails(bot) is carrying you, you can now press custom3 to boost him yourself.
-The super hammerjump now can now also be performed from an airlanding.
-Kirby now gets Fire/Tornado/Wheel/Mike/Long Jump from SMS depending on context.(fixes people getting kicked upon rejoining after sigsevs when rejointimeout's active, messing up servers)
-Character mods can now set player.mo.smscompatibleskin to 2 to force compatibility with SMS.
-Diffusion Flames now lay firetraps a few frames later, and no longer do while detonating.
-The haymaker prompt extends if you've recently got hit by/dodged a haymaker to discourage spam.
-SMS' haymaker(HMS exempt) is now single-target on players. Players kept running into SMS' fist AoE wondering why they got no prompt.
-The haymaker now can't target flickering players and drains rings similar to sprinting.
-You can now leapfrog anyone, friend or foe.
-SMS' sprint powers now drain rings faster
-Atomdives now cost rings and whiff if you have none.

-SMS now has to touch the flag for half a second before being able to grab it. Should make capturing the flag in a game with tons of SMS players easier.

(Battle Mode)
-You're now invulnerable for 2 seconds when transforming. Should aleviate frustration of instantly losing SMS.
-Increased SMS' stun power on his regular flames
-Only non-SMS players now gain 25 bonus points when hitting SMS. (Untransformed SMS players still get this bonus)
-Homing Attack now has cooldown and consistent knockback when it fails, making spam harder, but also minimizing awkwardly flying skywards because of jank.
-Haymakers won't pierce shields in battle mode.(Still does in Match/CTF)
-HMS now drains 25 rings per second when a control point's being captured by anyone.
-HMS now captures control points MUCH slower
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Golden Shine
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4.62 star(s) 26 ratings

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Latest updates

  1. SMSreborn resprited (Concepts)

    No mod update here, I'd like some more bugs gathered first! I just wanted to show some cool...
  2. v3-2: The cherry on top!

    ...because if I go and update this many releases in one night, I may as well do them all and...
  3. Polish, Chaos Mode, and...MORE speed?!

    A question oft repeated throughout history: "What if <insert character> used xmomentum plus an...

Latest reviews

This is an Absolutely Amazing, well designed character mod.

1 - First, the way you managed balancing an "overpowered moveset" like this is REALLY impressive on its own. Having to learn and master the moveset, AND ACTUALLY TAKING SKILL! Great character design on that point alone.

2 - The Artwork Looks great and is charming, And is pared well with all the visual effects. mixing sonic and dragon ball works amazingly.

3 - adding a custom menu helps a ton. Customization is a genius move, and makes it more personal, which can really help players feel more comfortable with the controls and/or make there SMS look cooler depending on their tastes.

4 - The only downside for me is that the amount of moves makes it feel a little crowded. And can be a little tricky on controller some times. But doesn't ruin the experience much.

But overall really, REALLY well put together, and makes you feel like your playing as, THEE, sonic the hedgehog.
Upvote 0
So i first started playing around with this mod as a standalone character, and i got to say it's pretty awesome as a standalone character while only accounting for the Super mystic form, but when you add the fact that you can use it as a transformation for other Sonics AND have HMS, this mod becomes outstanding, especially considering how overpowered HMS is.
Upvote 0
Hey, this mod is EXTREMELY flashy, as someone who isn't photosensitive at all this hurt my eyes for a good 20 minutes after playing and taking a break. Anyone who is epileptic photosensitive in any way do not play this mod, it can seriously hurt or even kill you it's that flashy. because of how fast paced the mod is and how every action does a big flashy effect your screen basically entirely changes color every frame. I would highly recommend the mod creator have a warning for photosensitive people as this mod page doesn't have one, and if they're willing to work on this mod more an option to make the mod less flashy but i understand if it isn't possible. This is a fun mod, but because it can hurt people and it has no warning i have to give one star. If a warning is added i would gladly change my rating.
Golden Shine
Golden Shine
You made an account JUST to complain a character called "Super/Hyper Mystic Sonic" is too flashy.

Giveaway name aside, he's widely known for being THE fastest most intense SRB2 character, with every GIF and trailer showing as such. How did NONE of this serve as adequate warning?

And since you found this so problematic, how did you not ONCE try to look into the options to turn down effects or try to turn off screenshakes? If your eyes seriously hurt for a solid 20 minutes, you need to be honest with yourself and take your health issues seriously. There's no world where you're "not photosensitive at all"
Upvote 0
He is soooo fast!
Upvote 0
Very good mod and stuff
Upvote 0
Good but how do u do the ring burst Srb2android
Upvote 0
I have but 2 problems,

1. you cant edit the hyper pallete (no ssj3 sonic :( )
2. you cant disable the hyper sonic instakill thingy ma blob
Upvote 0
Nice mod pls make more cool mod like this bro
Upvote 0
Dude this mod is insane outstanding work! I really love being op in games so this mod is defintly smth I've been looking for
Upvote 0
DUDE THIS MOD IS COOL. I love the sprite work a lot just one thing...when your not playing as the super game breaker we call mythic sonic you play as the normal sonic that comes with the game...I bet you could make your own sonic base :) other then that, you should be proud on what you made.
Upvote 0