Guessing December at this rate. Everyone behave if a certain two Adventure-style projects happen to release simultaneously, yeah?
Yes. XMom disables SA-Sonic's air drag for one. It becomes apparent how much air drag is truly keeps SA-Sonic from being broken, but if you're using Xmom, you were signing up for broken anyway.
I've been calling SA-Sonic the god of parkour for a while, and this was definitely a good reason why.
Awesome! Try SA2 next if you haven't yet!
Now, about our
Obscure SA1 Tech™! Early on, Metalwario wanted a Sonic Advance Air Dash, where you stack air dashes to gradually build speed, sort of like a midair spamdash. It didn't mesh with the homing dash and extreme aerial speed building in 3D completely killed SA-Sonic's balance, especially stacked off his spindash. So I mentioned an alternative...
In SA1(
AND 2, but I mentioned 1 to narrow down guesses), press B right after an airdash for extra distance. The quicker you press B, the more distance gained.(
Up to about 20%) Speedrunners call it
"Homing Attack Cancel", but we simply call it the
Far Thok!
Seems like a better thok with a unique animation? Not quite! The Far Thok...
- Cancels homing attacks, letting you air dash without being interrupted by nearby targets.
- Halts vertical momentum! This changes it's utility, making it worse in some cases, like for building long term speed(air drag) and gaining height, while making it great for saving yourself from a bad downwards bounce/fall or to instantly grab a ledge.
- Leaves you vulnerable and unable to steer Adventure-style in it's animation.
Each variation has its moments!
Unlike in SA1, input is very forgiving. You may even press jump+spin at the same time. The speed penalty for not being frame perfect is minimal here. Despite the Far Thok being no speed builder like SA-Sonic's spindash or vanilla's Speed Thok, (
and a regular air dash already existing) you'll be surprised how much versatility comes from this air dash variation!