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[v1.2] CrossMomentum - A complete gameplay overhaul Details »»
[v1.2] CrossMomentum - A complete gameplay overhaul
Version: 1.2, by Frostiikin (Insert funny hahas here) Frostiikin is offline
Developer Last Online: Nov 2020

Version: SRB2 Rating: (11 votes - 4.64 average)
Released: 10-20-2020 Last Update: Never Favourites: 11
Characters Scripts Re-Useable Content Sprites/Graphics

Credits to DrSteph and Icezer for this incredibly poggers banner thingy

Warning: If you suffer from epilepsy, or are sensitive to flashing lights, please type "hyperflash off" in the console (press ~ to open console) before turning hyper.

It's finally here!
The massive project that i've been working on for the last few months is finally complete! CrossMomentum, also known as XMomentum is my envisionment of how srb2 would play if I was put at the helm. Featuring momentum, new character movesets, tricks, hyper forms, and much, much more!

This mod has a downright ridiculous amount of content, so i'm gonna split this up into sections.

Global changes

Almost all characters now are able to gain momentum by either running/rolling down slopes, or simply running on flat ground for a long enough time. Additionally, all characters who can spindash are capable of uncurling at any time, and bonus acceleration is given for rolling down any slope regardless of height. Due to this, it's typically a good idea to roll down any slope you can find.

Press Jump off of a spring to start tricking. While tricking, you can press Spin to rotate clockwise, and Jump to rotate counter-clockwise. The more flips you can do without touching the ground, the greater the eventual speed boost will be once you land! Just make sure you don't land on your head...

Hueshifted Skincolors
Each member of the vanilla cast gets their own unique skincolor, complete with hue shift! While not an objective improvement over vanilla, I think the characters look far nicer with these.

Hyper Forms
Any character who can go super can also go hyper! Just make sure you've got 150+ rings before transforming. I'll go into much more detail about the various hyper abilities you can get later down in the post.

no more airwalking
i don't like airwalk lol

Water Running
When running at high speeds, you may notice a trail of dust appearing behind you. This means that you're moving fast enough to water-run! Just make sure you keep your speed up, or you'll fall right through that lake...

Character-Specific changes

Returning from the SADC, Sonic gets the Momentum Thok! I took all the criticism that was given for the original ability into account here, and have made significant changes to how it works.
The momentum thok is, as the name implies, a thok that is heavily affected by your current momentum. The faster you're moving, the faster it'll fling you! Additionally, if you hold down jump after initiating a momentum thok, it'll turn into a momentum jumpthok!

Instead of his normal flight, tails gains three upwards "Bursts" that don't take away any speed. These allow him to skip major chunks of levels, but don't directly aid him in gaining or redirecting speed in any way. Additionally, you can also tap spin for a quick downwards burst, which is useful for getting around various bits of level geometry that may be right in your way. You can also hold spin for a normal fast-fall.

As a little bonus, you can also change the color of tails' shoes via the console command "Blueshoes"!

...knuckles doesn't really have many changes aside from those present in vanilla momentum mod, those being that he has less speed reduction from landing, and canceling a glide no longer halts momentum. May have more substantial changes in an update.

Amy has been almost entirely changed from her vanilla counterpart. Her new double jump move is an ability which I have dubbed the "Amycopter". Essentially, the amycopter allows you to redirect momentum in the direction you're currently facing, and gives you a slow fall effect for around a second. Additionally, hitting an enemy while in your amycopter state will send you flying into the air, and allow you to do another amycopter without touching the ground. She also now has the hammer jump, which is activated by pressing jump during the grounded hammer attack's landing phase. This jump will send you higher the faster you was moving before activating it. Amy also makes heavy use of powerspringing in order to do even more tricks then any other character can from a single spring. Don't forget that you can do a normal twinspin by simply pressing spin midair with no shield!

Fang's gun is the main change here, you can now use it in the air or on the ground, and you can use it at any speed. This allows him to take out tons of badniks in record times!

Metal Sonic
The vast majority of metal's changes are purely aesthetic, though there is one major gameplay alteration: He can no longer lose dashmode while airborne. Use this alongside his hover to take dashmode through areas that are normally too platforming-heavy to maintain it!

...Vanilla sonic?
Just to appease thok fans, I added the option to play as sonic, but with none of the fancy xmomentum stuff. He gets no tricks, no uncurling, no momentum, none of that jazz, just your standard thok.

Hyper Forms

As stated above, any character capable of going super is also capable of going hyper by collecting 150 rings before transforming. All hyper characters have a much higher jump height then a typical super form, faster acceleration, and their actionspeed is 2x what it normally is. Additionally, many characters have various buffs exclusive to them when they go hyper. Here's a list of various characters and what they can do.

Vanilla Characters


Hyper Sonic is able to fly, similarly to how he could in Doomsday Zone and Egg Reverie Zone. To begin flying, press spin midair. After you begin flying, press Jump to ascend, and Spin to descend. Aditionally, holding both Jump and Spin will allow you to do a boost, though you can't ascend or descend while boosting.

Hyper Tails gets infinite flight bursts. Pretty straightforward.

Hyper Knuckles no longer loses any height when gliding, can multiglide, and his glide goes significantly faster.

Hyper Amy can hover with her hammer indefinitely, and her hammer jump goes absolutely wild, allowing her to get just about anywhere in meer seconds.

Hyper Fang's popgun essentially turns into a machine gun, and his bounce is capable of going as high as a red spring, while causing a small screen nuke.

Instead of Hyper metal sonic, you get Hyper Metal Sonic!
...does nobody get the reference? I thought you guys loved the ova!
Aaaaanyways, Hyper Metal causes an armageddon shield-teir screen nuke whenever he enters dashmode, and his hover now allows him to slowly float upwards.

Modded Characters

There are a lot of these, and as such, they'll simply be getting explanations instead of their own gifs (atleast for now, may come back and update the thread later lol)

Hyper Srbii:
Multi Momentum Thok + Mini screen nukes.

Hyper Milne:
Her thoks send you significantly higher.

Hyper Ray:
Infinite gliding.

Hyper Modern Sonic:
No ring drain from flight, and mini screen nukes when you activate the boost.

Hyper Eggpack:
He can hover upwards much faster when hyper then he can when super.

Hyper Noob [TORD]:
Similarly to eggpack, he can gain much more height much more quickly when hyper.

Hyper Junio Sonic:
Infinite uses of the Bullet Dash.

Hyper Gemma:
Jumping off of a rock makes you go significantly higher

Hyper Rafael:
Free-Flight, Similar to Hyper Sonic, though Rafael has the advantage of being able to taunt while flying!

Hyper Robe:
Electric Vortex is significantly faster, and Shock Jump makes you rise way faster

Hyper Nasya:
...It's literally just super mystic nasya, lmao. Draykon requested I just give her her super mystic abilities for her hyper, and I delivered on that request :P.

And many, many more!

Hyper Flareblis
Hyper milne but less lazy lol
Hyper Feels
XMomentum: Mapper's Edition


Added a new HUD element in first person mode that appears while tricking in order to help you land tricks more easily
Fixed Amy getting screwed over by Green Snappers
Fixed Super Sonic losing his hover
Added a new trick failure sprite for Knuckles courtesy of SuperPhanto
Water Wakes are now recolored to be orange when they appear while running on lava
AltSonic now has access to the momentum half of XMomentum
Fixed Nasya randomly falling out of the sky, and gave her a hyper form
Fixed Tails' Tails not showing up while tricking
Fixed Robe getting screwed over when he enters his Hyper-Form
Fixed RollAngle resetting being too overzealous
Fixed various characters being able to cause extreme lag by going Hyper (Milne, FlyingSonic, Rabbid, Xtreme, and a few others)
Fixed VanillaSonic being able to go Hyper
Fixed Bandages being able to zoom around while charging spindash

Added tons of little things for other mods to hook into to disable various bits of XMomentum when needed

Fixed skip being able to slide around while crouching
Fixed some various bugs regarding amycopter

Fixed Fang being able to do tricks by shooting underwater
Made the hyper music loop properly (thanks zolton & yume)
Hyper Metal now rises faster
Tails can no longer turn hyper/super while flying
Made Neo Sonic actually capable of using his abilities
Fixed Hyper Sonic being able to do infinite tricks while flying if you timed it just right
Fixed a hidden character being able to crash the game

How to add XMomentum compatibility to your mods/characters

How to add Trick Failure sprites

First off, create a sprite of your character faceplanting (duh), then put it in the character's pk3 in the same place you put the rest of their normal sprites, and name it SHITALAR. After you've done that, simply put this soc into your character's SOC folder. After that, you're good to go!

Little lua bits and bobs that disable various things, enable various things, and check for various things. Thought it'd be worth documenting since a few people have asked.

Set player.hasnomomentum to true when you wish to disable momentum on a character. This is necessary when you wish to mess with the player's normalspeed, as your normalspeed is constantly overwritten by XMomentum normally.
Pretty self explanatory, simply check "if player.isxmomentum" or "if not player.isxmomentum" depending on if you want something to only run when XMomentum is loaded, or when it's not loaded. Be sure you don't use true/false with this though, as that'll cause errors if xmomentum isn't loaded.
When set to true, this will allow the player to do a short frontflip when they enter their falling state. If set to false, it disables it.
This one's a bit more complex, but I think I can explain it. Basically, hyper capable is set when you have 150+ rings, and are not super, but is never removed if you're currently hyper. Essentially, what this means is that how you detect if the player is currently hyper is by doing this:
if player.hyper and player.hyper.capable and player.powers[pw_super]
Hope I explained that one well enough lol.
When set to true, the standard hyper form music won't be played. Could either be used to give your character custom hyper music, or simply be used to stop hyper forms from causing immense lag if you already have custom super music.

CobaltBW: Original momentum mod that was used as a base for this, aswell as making the air shooting sprites for fang.
Kwiin: Tons of help with figuring out how abilities should work, and general ideas.
Starlight/XStatic: Hyper Metal Sonic's really cool power aura
ArtBunny: Water-Running trail sprites. If it wasn't for you, water running wouldn't look nearly as cool.
Bloops: Coding in the water-running trail. You and artbunny did a damned good job with those wakes.
DrStephen: The incredibly hillarious trick failure sprites. Those things are gorgeous.
Knuckles' new trick failure sprite that was added in v1.2. No offense to steph, but this looks way better then the old one.

Tatsuru, SMS Alfredo, and many others from both srb2 discords: Help with fixing my poorly coded scripts lmao

The entirety of Team BlackRock: Help with beta testing. You all gave so many great ideas, found so many issues, and just were in general a blast to collaborate with. Thank you all so much.

Download Now

File Type: pk3 VCL_XMomentum-v1.2.pk3 (4.48 MB, 3392 views)


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Old 3 Days Ago   #122
SilverVortex's Avatar

Originally Posted by SIG7 View Post
wait its now called crossmomentum
it was always called crossmomentum, people always just preferred to abbreviate it to xmom or xmomentum, since the logo is...y' X.
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Old 3 Days Ago   #123
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Being honest, there are some things I really like about this mod, and some things I'm not fond of.

Things I like:
  • The ground and slope physics reworks! Spinning now increases the effect of downward slopes, rather than making there be an effect in the first place.
  • Horizontal springs play so much better in this mod, thanks to those physics reworks.
  • Sonic's thok scaling with momentum is a godsend. Also means its effect is increased with speed shoes, and has a very satisfying star animation when thokking at top speed.
  • Fang's tail bounce no longer resetting your momentum is great, it's always bothered me and felt wrong.
  • The redesign of Metal Sonic's boost mode is awesome.
  • AIRWALKING IS GONE!!! (insert Crab Rave emotes here)
  • Everything is still confined to the jump and spin buttons—I'm not a big fan of when mods make extensive use of custom buttons.

Things I have neutral/mixed feelings about:
  • The character recolorings. The new shading style is pretty cool, but I really have no idea why those were thrown into a moveset-based mod.
  • Spring tricks. Fun, but a little bloated and difficult to tell when you're about to land on your head, and creates conflict with using the whirlwind shield after springs and trying to spin after springs.
  • I'm not sure what to think about the Tails flight rework, as someone who doesn't play as Tails quite as often as other characters. It's not a whole lot more fun than it is in the regular game, but definitely not less fun. Neutral opinion here.
  • The Amycopter. It's a fun concept, but it really feels kind of like "fixing" the common complaint that her moveset is basically nothing, which couldn't be further from the truth. I personally greatly enjoy Amy's minimalist controls and the high skill ceiling they bring, but I won't deny the Amycopter brings a lot of movement options.
  • Fang's pop gun rework. Feels somewhat overpowered, and gets rid of what I view as a fair trade off—to most easily deal with enemies as Fang, you'll have to stand still and aim the gun appropriately.
  • I haven't played around much with the super/hyper form reworks, so I can't give an opinion on those.

Things I don't like:
  • Curling into a ball after springs, especially as Amy or Fang. It's a common pattern in character or moveset rework mods that I don't understand at all.
  • Removal of the ability to simply land from a spring spinning, as a character that can spin.
  • I don't like that the thok functions differently whether you press or hold jump. Nothing against the ability's rework itself, it just throws me off when briefly pressing a button does one thing, while holding it does another. Makes it difficult to do what you intend to do—I've always greatly admired the classic Sonic games and SRB2's extremely simple controls, where it's always clear what a button does.
  • Tails appears to have infinite swimming now? Bothers me that his controls above water and underwater are so different in this mod.
  • The near removal of Knuckles' crouch feels completely unnecessary. The momentum cut and crouch after gliding are helpful for landing where you want to, and make him feel heavier than Sonic or Tails. I don't get why character/momentum rework mods tend to remove that.
  • Amy's hammer jump feels very shoved in just for the sake of having it in the mod. I think the reason people want the hammer jump in SRB2 is because SA1 is people's primary exposure to controlling Amy in 3D, and the hammer jump is pretty much the only move of hers in that game that doesn't play like garbage.
  • With their expanded movesets, Amy and Fang with shields are incredibly awkward and have useful moves activated by pressing jump+spin (the simple twin spin, pop gun in mid-air) either overwritten or awkwardly combined with shield abilities.
  • Metal Sonic's new spin dash sprite is weird and doesn't really look like he's spin dashing. Maybe make that sprite roll or something?

Things I wouldn't mind seeing added to this mod:
  • Adjustments/reworks of shield abilities to make them more momentum-oriented, like the gameplay in this mod is. Especially would be interested to see your take on the elemental and force shields, which both awkwardly destroy your momentum.
  • Changes to Metal Sonic's gameplay. His moveset is perhaps the most divisive of any character's, so I'm surprised you left him mostly unchanged in this mod.

Don't be misled by the fact that the list of things I don't like is much longer than the list of things I like—those are meant to be constructive criticisms based on my personal taste. All in all, I greatly appreciate the amount of work that went into this mod, and it has a lot of changes that I would love to see in the next major update to SRB2.
I'm currently working on making 8-bit covers of the entire 2.2 soundtrack. Here are all the special stage themes!
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Old 3 Days Ago   #124
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I really wish SRB2 had modpack support, so you could selectively load parts of large mods like this one.
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Old 2 Days Ago   #125
CST1229's Avatar

This mod simply makes Amy absolutely broken. But in an extremely fun way. And I like it.
Amycopter = Thok with slowfall, powerspringing and spikebreaking.
Amycopter + Hammer jump = Instant high jump without requiring a very large space. (but still some!)
Amycopter + Badnik/Monitor = An insanely high bounce which can be performed with practically no space.
Amy + Water = Amy, but much more OP in verticality.

Cool Amy stuff:


  • You can cancel an amycopter with a twinspin, which is nice for ending the slowfall and slowing down after bouncing off of a boss.
  • Amycopter bouncing is very satisfying.
  • The Amycopter and the twinspin together can do some very stylish things.
How did Legacy Brak stop me and impossibly damage me? He must be hacking.
(Map) <Retry] /Menu\ |MORE CST|
(mod not mine)

Last edited by CST1229; 2 Days Ago at 11:25 AM.
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Old 22 Hours Ago   #126
Mr. Macho
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Originally Posted by CosmicSRB2 View Post
How would I be able to give a custom character the momentum thok? I'm just asking out of curiosity.
You'd just have to give the character the CA_THOK ability.
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Old 9 Hours Ago   #127

I don't understand why this mod is so popular.

I don't see why you need to bloat the mod with perhaps duplicate and a 2 sprite char doing the third of the mod size because being too highres in a lua mod.
I understand it's a joke but why must it take so much ? You cannot just make it smaller to take less space(even if some don't bother about size) ?

Last edited by Lamibe; 8 Hours Ago at 06:08 PM. Reason: Less insulting
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Old 8 Hours Ago   #128

Hello. So i'm new in the comunity and i hope i don't disturb anyone with this question. The mod it's awesome. The momentum modification it's god-like. But im here to ask about an hyper form. How do i activate hyper junio sonic? Because it's in the list of the hyper forms but i haven't understand if it's a work in progress of it's in the game. If it is in the game than, how do i activate it? Thanks for the help for whoever responds.(additional question. Am i forced to boost with hyper modern sonic or some other way exist?)
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Old 8 Hours Ago   #129
Mr. Macho
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Originally Posted by TheNewOne View Post
how do i activate it?)
Junio can't go super in the base mod. You have to use Super.lua if you want to go super and hyper.
Sup, nerds.
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Old 8 Hours Ago   #130
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Originally Posted by Mr. Macho View Post
Junio can't go super in the base mod. You have to use Super.lua if you want to go super and hyper.
actually, xmomentum allows him to go super since he has super sprites anyways.
"B-but I'm already taken, Gale-chan"
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Old 8 Hours Ago   #131

OMG this replaies were faster than sonic. Thanks for the help but, what botton on the keyboard should i press to activate super/hyper junio? I tried everything but he didn't trasform. Still thanks for the help everyone! I love this community!♡
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Old 7 Hours Ago   #132
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Originally Posted by TheNewOne View Post
what botton on the keyboard should i press to activate super/hyper junio?
Quote SRB2:
How did Legacy Brak stop me and impossibly damage me? He must be hacking.
(Map) <Retry] /Menu\ |MORE CST|
(mod not mine)
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Old 7 Hours Ago   #133

And how do i know i am in mid jump? Because after i jumped i reletatly pressed spin after a jump but it didn't work. Soooo. Is there another method?(Thanks a lot for the replaie btw♡)
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Old 4 Hours Ago   #134
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Originally Posted by TheNewOne View Post
And how do i know i am in mid jump? Because after i jumped i reletatly pressed spin after a jump but it didn't work. Soooo. Is there another method?(Thanks a lot for the replaie btw♡)
Did you get all those chaos emeralds?

---------- Post added at 06:08 PM ---------- Previous post was at 06:04 PM ----------

oh shit actually it seems like I broke junio's ability to go super in v1.2, until the next update just use AllSuper i guess
"B-but I'm already taken, Gale-chan"
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Old 4 Hours Ago   #135

So i have to install another mod to make the mod work? Actually, this seems pretty legit. Thanks for the understandmant and i hope i don't have disturbed you or make you angry or other negative emotions. Thanks a lot for the help!♡ Can i have the link for the mod that i need for super/hyper junio? Thanks♡

Last edited by TheNewOne; 2 Hours Ago at 11:56 PM.
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