So then imagine the ledge-grab PLUS SA1's jump height.
On a casual level, SA-Super Sonic. He's invincible, can fly when needed, is easier to control and has safeguards to compensate for player imperfection. On high-level gameplay, Super Mystic Sonic wins no contest.
Yeah, this is absolutely perfect! I hate working around other people's code, and Metal's really picky with his sprites, so it's for the best we don't have some large team on this. We both seem to appreciate each other's work, which lets us focus on exactly what we want. The main thing we've initially disagreed on were physics.
I have a speed bias(
Duh, creator of SMS and the one putting a hundred speedrunning techniques into Samus), Wario wanted Sonic to slow down more. With the debug system I made that lets us edit physics on the fly, we both made physics that felt right to us, then let the testers compare the different sets. We both ended up liking the middle ground we ended up with!
Yeaaaaah! That's the REAL SUPERPOWER OF TEAMWORK!! -*violently snorts caffeine*-
SA-Super Sonic never had a spindash or bounce either, but I didn't want him to ever be a downgrade from base Sonic, so I improvised. Thankfully because it's not an instant Lightdash, it doesn't break Super Sonic's ring-draining system. Whenever I play Modern I always end up with hundreds of rings because of the infinite ring-attracting boost power and instant lightdash. There's a VERY good reason Modern drains lots of rings from boost-flying.
Wish granted. With Super Sonic's ability to always do 2x damage, destruction was imminent!
Super Sonic's not normally accessible in boss fights, but you can always steal rings from others in filled-up netgames!
That
was the only other time we've seen the Lightdash charged while in a superform, wasn't it?
S_SonicAdventureV2.wad from SRB2 2.0
SA2Bv2.wad from SRB2 1.09.4/2.0
SC_Heroesv3 from SRB2 2.1.
None of these work on SRB2 2.2. The ones I showed are unofficial ports I made for personal use, and thus are incomplete and riddled with bugs. E123omega has no issues with unofficial ports last I checked, but
host them online at your own peril.
As for your other question....nope! Even the almighty Super Sonic cannot defeat water slides. Best you fly over them!
Sonic Adventure never had Hyper Sonic, but you can be certain Metalwario and I are leaving some surprises for the actual release still!
Okay! Not covering advanced or superform techniques, here's SA-Sonic's basic moveset in 1 handy-dandy GIF.
Thank
GOD. All hail the new guard!
A menu's probably going to be a last-second thing if it gets in, so...I can't say yet.
He works perfectly fine so long as you turn off simple mode like the stage tells you to. It just stings a bit more for SA-Sonic because simple mode is the best way to play him, so it's more likely you have to go out of your way to turn it off.
It was busted, so I helped Frostiikin update Xmom to better support SA-Sonic and other characters, allowing it's effects to be turned-off both playerside and character-side. Super Sonic has no limit to Blue Bolt's acceleration, there's no air drag and Sonic will never automatically slow down overtime. I can't promise Frostii will actually release that update by the time SA-Sonic's out.
By the way, if you want to use the Advance or SADX color palette in single player rather than the default SA2 color, holding CUSTOM1/CUSTOM2/CUSTOM3 on (re)spawn in singleplayer can set your color!
Lastly, screenshot of me and the boys.