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- Modify: ASK ME - Maintain: NO - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. No, others may not maintain my submission, even in my absence.
Six unique characters, six unique playstyles!
*NOTICE*
THIS MOD IS BUILT ON SRB2 VERSION 2.2.13. OLDER VERSIONS OF SRB2 ARE NOT SUPPORTED AND YOU WILL ENCOUNTER ERRORS IF YOU USE OLDER SRB2 BUILDS. MAKE SURE YOUR GAME IS UP TO DATE!
Thank you.
Espio is completely different from how it was in the individual release from Soap Surfin'. Reworked from the ground up, Espio has a whole new set of sprites and abilities up his sleeve to use. He's even more versatile than he ever was in the initial release!
THIS MOD IS BUILT ON SRB2 VERSION 2.2.13. OLDER VERSIONS OF SRB2 ARE NOT SUPPORTED AND YOU WILL ENCOUNTER ERRORS IF YOU USE OLDER SRB2 BUILDS. MAKE SURE YOUR GAME IS UP TO DATE!
Thank you.
Espio is completely different from how it was in the individual release from Soap Surfin'. Reworked from the ground up, Espio has a whole new set of sprites and abilities up his sleeve to use. He's even more versatile than he ever was in the initial release!
FOCUS SHIFT |
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Hold jump in the air to focus. Let go of the jump or let it run out of distance to teleport to your final position and converse momentum. Hold back to make the teleport shadow travel upward. You can also Focus Shift onto an enemy or monitor to snap to its position instead. |
STICK CLING |
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Espio's primary ability from Knuckles' Chaotix. While holding the jump button, you can stick to walls and even the ceiling! You slowly run out of stamina when running up a wall, watch out! When jumping off a wall, you are able to use Focus Shift again. |
SPIN DRILL |
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Hold spin when on a breakable floor to eventually collapse it! |
Intruder Alert! An Espio is in the Base!
INVISIBILITY |
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Hold fire to turn invisible to sneak around and trick your opponents! You aren't invisible forever, however, staying invisible slowly drains rings, so keep notice. |
LEAF SWIRL |
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Espio's primary ability from Sonic Heroes! Press fire while in the air to spawn a tornado that's covered in leaves! You can keep the tornado out for a bit longer by holding the fire button. |
With a shell as strong as steel, Mighty has a fantastic combination of strength, defense, and mobility.
PASSIVE ABILITY: TOUGH GUY |
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Mighty is able to bounce off of spikes without any worry of getting hurt thanks to his sturdy shell! After bouncing off, he will become vulnerable again. |
WALL KICK |
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Mighty's primary ability from Knuckles' Chaotix. Hold jump when at a wall to cling onto it. Aim where you want to go and release jump to kick off it with an immense gain in height! Don't stay on the wall too long though, Mighty will slowly lose energy and slide off. |
HAMMER DROP |
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Mighty's primary ability from Sonic Mania Plus. Double jump to descend with a burst of speed, landing with a very destructive impact with an area of effect. You can also hold spin when landing from a Hammer Drop to initiate a Drop Dash! |
Mighty's sheer strength allows him to blast out the competition!
MEGATON PUNCH |
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Hold fire to charge up a punch. The move will automatically be released at full charge. You can use it both grounded and while in the air. When connected, it tumbles the player and sends them flying, only doing damage when the tumbler hits a wall. |
VANILLA MOVES |
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Mighty's vanilla moveset coincides with Battle Mode! Hammer Drop's area of effect sends players into a tumble, and if you sweet spot and hit them, you get a spike! Mighty's Tough Guy also allows him to block transcendent projectiles! |
Sting like a bee, float like a... bee. Charmy's air mobility is unmatched!
PASSIVE ABILITY: FRAGILE |
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Considering Charmy is so small, he takes increased knockback. But, you can also run on water when at max speed! |
QUICK ASCENT |
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Press and hold jump to charge an aimable upward dash! Whether you go diagonal or straight up is dependent on whether you hold forward as you start the ability. |
STINGER DASH |
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Hold spin while grounded to charge up a quick forward thrust. If done in the air, it acts just like the Quick Ascent, except you go downwards. |
Charmy's lightweight sends him flying, be careful.
POLLEN MARK |
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Press fire to shoot out a ball of pollen. If the pollen connects with an opponent, the player will enter a tumble and be marked. When they're marked, Charmy will have full homing on them. If Charmy fully charges his stinger dive, it will be given full priority. |
Jamming out to the tunes! Vector's movement abilities are extremely powerful when mastered.
BEAT BASH |
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Double jump to dash forward, rebounding when impacting with a wall. Release the jump button right before you hit the wall to strike a pose and rebound higher! If you don't time it right twice, you won't be able to use Beat Bash again. |
RECORD RUSH |
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When rolling, hold spin to accelerate forward and redirect yourself, keeping your speed during a spin unlike other characters! You can also hold backward and re-press spin to activate an alternate spindash. |
Vector gets really loud when in Battle Mode! Literally.
ENCORE |
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Hold fire to charge up a scream. You can press the parry button to cancel your charge where it's at. During a charge or when you're ready, re-press fire to scream and send a shockwave that sends the opponent in a harsh tumble if connected. |
Heavy has a completely different ideology to his gameplay style than the others!
PASSIVE ABILITY: STEEL PLATED |
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Heavy is completely invulnerable! Nothing can hurt him! His only weakness is dying! As his name suggests, Heavy is also a lot heavier than the others. |
COIL JUMP |
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Hold jump to charge up a jump that sends Heavy flying in the air! Press jump afterward to shoot right back down, sending a shockwave when he lands. You can also hold jump going off a ledge, and release jump during your fall to perform a phantom jump. |
TRAIN RUSH |
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Hold down the spin button to charge forward, Wario Land 4 style. You can also double-tap spin at any time to do a quick charge forward, instantly sending him into a dash. |
Heavy is a force to be reckoned with!
TITANIUM |
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Press fire to go into a special state that makes him invulnerable to all damage, if an enemy collides with Heavy in any way, they will be tumbled. All of Heavy's damaging attacks have higher priority. If Heavy is parried, he loses this state immediately. |
Bomb is extremely explosive, flying through stages in a breeze.
PASSIVE ABILITY: VOLATILITY |
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When using either of your abilities, Bomb enters a volatile state, where when he hits walls, hits an enemy or monitor, or presses jump, he explodes! You can also stack volatility state to do even more damage and have even more power! |
PASSIVE ABILITY: MARTYRDOM |
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Bomb is extremely sensitive, so he explodes when he gets hit. His rings also fly out much further than the others. |
FUSE SHOT |
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Double jump to charge up a launch, and release to ignite and burst forward. Hold spin while charging the ability to lock on to enemies and monitors. Hold jump for even longer to activate a misfire to fly directly upwards. |
FUSE DASH |
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Hold spin to charge basically a beefed-up spindash. You can even use it in the air! Fully charge the Dash to ignite and go volatile. |
OVERCHARGE |
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Similar to Heavy, Bomb goes into a special state that allows him to access the volatile state from his fully charged jump and spin abilities. In this state, Bomb gains higher priority and can stack with Fuse Shot and Fuse Dash. |
VANILLA MOVES | |
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Spriters:
Bendedede
BlueBlur
CyanKnight
FlyingNosaj
HattyBoyo
Inazuma
Mello-Nova
MotorRoach
Phantomas
SanekoGato
Soap Surfin'
Espio (2021) Spriters:
DirkTheHusky
KíbitoÁyame
Coders:
Clairebun
Krabs
Lach
Lat'
SMS Alfredo
Snu
Sound Effects:
VAdaPEGA
Trailer Editor:
VirtualVanto
Title Screen Music:
Sean Evans
Amazing Ideas and Feedback Guy (since 2 hours ago):
Furless
Playtesters:
LilacChips
SladeSalad
Extras/Shoutouts:
AliceAlacroix
CommandoEclipse
FearsomeFang
Hero and Helius
Machturne
TehRealSalt
White T.U