Gonna try and release this thing sooner rather than later since it's highly relevant to recent discussions about character movesets. But I'd like to finish my changes to the vanilla 6 first.
Anyway, here's what I made so far:
- Automatically turning forwards when standing still is disabled, even in Standard mode
- Anyone can use abilities even after a spring, or when walking off an edge
- Spin characters can uncurl on the ground and recurl in the air by pressing spin
- After being hurt, all characters can use their air ability after a short delay. Air control is also restored.
- Hitting an enemy or boss restores air abilities
- Sonic's ability is my take on a double jump. It's influenced by the jump thok, momentum flip, cobalt's lua in that one thread, etc. Here's what it does:
- Release movement keys to double jump with no added momentum
- Alternatively, sonic can jump towards a direction. He'll launch forwards at a minimum speed, and redirect all his momentum towards that direction.
- Making sharp turns when using the double jump will cause Sonic to lose speed. Stay within 50 degrees of Sonic's current momentum to avoid this penalty. The penalty smoothly increases as the turn gets sharper.
- Additionally, sonic has a unique drop dash
- Drop dash can be charged to lv.2 or lv.3, granting even more speed. A double jump won't give you enough time to charge to lv.2, so get creative by bouncing on enemies or jumping downwards.
- Sonic can launch in more directions than just towards the camera, similar to Sonic's new double jump
- Tails has a new flight system
- Pressing the jump button lets tails use one of his 3 "extra jumps."
- Afterwards, he'll hover downwards slowly before quickly getting tired. Tails can begin flying again if he still has at least 1 extra jump left
- Each extra jump reduces Tails's momentum somewhat. Spinfly is still pretty fast, but definitely nerfed.
- Since any spin character can ball up midair, this functions as tails's way to cancel flight and go downwards.