SMS IS based of Adventure Sonic's design. Unless you mean SA-Sonic's speed, in which case...you haven't seen
SMS' real speed. ;)
The Force Shield's stop might've been useful if vanilla Sonic could use it after a speed thok. But SA-Sonic has incredible control over his speed and a ton of safeguards, so this is extra pointless to him regardless. But uhhh....accurate to SA1, I guess??
Of course. There's plenty of custom powers & gfx to look forward to. I desperately needed to hold myself back from overdoing effects, but Super Sonic has
no such shackles.
Ye.
Won't be as big a focus as it is for base Sonic, though! It's mainly there so Super Sonic never feels like a downgrade.
Thankfully for you SA2 wants a piece of this pie.
Yeah, it's instant from SA2 onwards. SRB2 has rings placed everywhere with no regard for this ability's existence, so that makes the Lightdash simultaneously useless and occasionally a bit broken if the player can spam it. Since SA-Sonic's has to charge, hopefully the buffs we gave it to compensate keep it moderately useful outside of a few specific mods.
Personally, I can say I'm no fan of characters with ring stealing powers in netgames...I welcome the charging.
Nah, it's ok. Relish in it's absolute uselessness.
Something Metalwario64's been critical about since the early stages of development was SA-Sonic's (
standard) air dash. I'm crazy over speed so it
hurts to lower those sweet velocity numbers, but Metal flung himself into the abyss alot. A common issue with players not already an "SRB2 veteran".
Looking closely at Adventure 2's air dash, Sonic's in full control even mid-airdash. Even if you initially thokked forwards, he can still redirect the thok mid-animation up to a complete U-turn. We implemented this behavior too.
This only affects SIMPLE control mode. It's very jarring in STANDARD/STRAFE to suddenly get half a second of full analog control.