• Due to the dramatic number of changes to the game in 2.2, the old Bug Reports subforum has been archived and we are starting with a clean slate.

    If you feel you have found a problem with the game, please create a new thread with a summary of the bug as the thread name. Try to include as much information as you can in the initial post, including a description of what the expected behavior is and ways to reproduce the bug (if possible). Do not hesitate to upload any screenshots, logs, or WAD files that may aid in identifying and solving the issue. You do not need to enable DEVMODE for any screenshots you take; important information such as location, info, map name, and map number is automatically stored inside every screenshot.

    Please make one thread for each bug you find. Grouping multiple bugs together in a single thread makes it much harder for us to track what bugs have been fixed. To that end, any thread that does group unrelated bugs together will immediately be marked "Invalid" and locked.

    A member of our crack development team will come around and see what they can do about your reported issue. Additionally, if you have any useful information to add to a bug report thread (even if you aren't the original poster), you are welcome to post in the thread to add your input.

    A quick definition of each resolution:

    The bug has yet to be confirmed by a member of the development team.

    The bug has verified to exist in the game, but nobody is currently working on fixing it at the moment.

    The bug has verified to exist in the game, and a developer is currently fixing it (or planning to fix it shortly). Smaller bugs that take a short amount of time to fix may skip this step.

    The bug has been fixed for the next version of SRB2. These threads will always be locked afterwards.

    The submitted report is not valid. Reasons for this include reports of intentional behavior, or reports that have been confirmed to not occur in the original game. These threads may be locked at a developer's discretion.

    This bug has already been reported. These threads will always be locked with a link to the original bug report given.

    Isolated Case
    The development team has not been able to reproduce the bug. These threads will remain open so that others may provide additional information or clarification.

    Won't Fix
    The bug will not be fixed. This typically means that the bug is too trivial to worry about or has been decided to be kept as an intentional feature. These threads may be locked at a developer's discretion.

    Thanks for helping improve SRB2!

    Note, bug reports for SRB2Kart should be submitted to their bug reports thread: https://mb.srb2.org/showthread.php?t=43795

Fixed Super Sonic Float Bug?

Not open for further replies.


That one dude.
So me and a friend found that in the base game if Sonic holds jump while super he'll float like metal sonic (slow fall and all.) Is this intentional?
EDIT: Found that it's apparently intentional. Pay this thread no more mind.
EDIT 2: Glad that I wasn't going crazy.


  • srb20287.gif
    5 MB · Views: 116
Last edited:


Probably dead.
This is not an bug, this is part of the game, it's like an:
Congratulations! you got the Emeralds! now you can use this new abilitie when you are super


does nothing - not in the community anymore
The bug is that he begins to slow fall downwards, which isn't supposed to be the case when Super is floating at a slow speed.
nevermind lol


hahahaha ronaldinho soccer
It is intentional, and is NOT a bug.
I mean, it has always been like this.
"Yeah! I won!" - Tails
My Discord is FurretPokeMilk#8416 if you have any questions.

time gear

Eternity in an hour
The bug is that he begins to slow fall downwards, which isn't supposed to be the case when Super is floating at a slow speed.

This is correct, for the longest time now Super Sonic has dropped like a rock when he goes too slow. I even went in and tested on the latest version and he still definitely drops faster than Metal. Not sure how the OP managed to get him to have slow fall without intending it.


For anyone who wants to look into this, this is a result of this block in P_DoJumpStuff (p_user.c):
	if (cmd->buttons & BT_JUMP)
		player->pflags |= PF_JUMPDOWN;

		if ((!(gametyperules & GTR_TEAMFLAGS) || !player->gotflag) && !player->exiting)
			if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP)
				fixed_t potentialmomz;
				if (player->charability == CA_SLOWFALL)
					potentialmomz = -gravity*4;
					potentialmomz = ((player->speed < 10*player->mo->scale)
					? (player->speed - 10*player->mo->scale)/5
					: 0);
				if (P_MobjFlip(player->mo)*player->mo->momz < potentialmomz)
					player->mo->momz = P_MobjFlip(player->mo)*potentialmomz;
				player->pflags &= ~PF_SPINNING;
Activating super float sets secondjump to 1, allowing the player to slowfall by holding jump after that (even if not still holding spin).


Sonic Team Junior
Kart Krew™️
This is not intentional and therefore a bug; I did not see the above code block when I was making the changes to the super float for 2.2.5, oops!
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)