The Million Dollar Question - Boost or Spindash?

tbh i'm too used to SRB2's thok due to it giving instant speed while being mid-air, so i think i prefer boost over spindash due to almost the same exact reason
 
I prefer the spindash over the boost, although that may be because the boost is still very formulaic. As it's written in the opening post, the spindash has been tried in a variety of ways while the boost has just been implemented in one or maybe two ways (the same idea of high instant speed and fast reflexes in both 2D in the Rush trilogy and 3D in Unleashed, Generations, etc.). Something that really bothers me about the boost is that all of your actions are kinda predetermined . Taking Unleashed as an example, you can go really fast, but there's only 1 option to get past the obstacles if the player wants to keep going as fast as possible. What makes this fun is that going fast is hard, the player needs to have a good understanding of each stage and some of the mechanics (mainly drifting), but after you get to a certain point there's really nothing new left on the stages.

I haven't finished Sonic Frontiers but I think the cyberspace levels are a prototype for a different way of boosting, there are some shortcuts that are accessible through precise use of the boost in the air, but the majority of it is still about reflexes. The best spindash style in my opinion is SA1's because of the spamdash, it's kinda hard to get good at it but once you master it the stages become so much fun, you can do whatever you want on them. But that's possible not just because of the spindash, the physics engine and level design are essential to get this level of freedom.
 
As much as I love the Classic games and the Spammy Spindash/Spamdash from SA1, I'd say the Boost is better.

As someone said earlier, the Boost already gives you the insane speeds you need; the issue now is how to control it and not get in trouble while doing so. Small doses of tension come from this fact because there is not so much room for error left if you mess up your run (besides in Forces, even though that game sucked) --- you may think your in an easy time with the stage, but then various obstacles and turns get involved and you may not react accordingly/in time.

That's the fun of being the Fastest Thing Alive: you may be fast, but that may not last as long if being overreliantly reckless is what you preffer and you don't control your own powers.
 
With all due respect and honesty, Boost and Spindash.

Boosting in a Sonic game feels great and is such a great way to help get finish times shorter (the Sonic Rush games are really good examples of this in action in my opinion) and also showcases some of Sonic & pals' trademark speed (though this is obviously far from their TRUE speed potential)

But spindashing also helps you take out enemies if you don't have any juice in the boost meter tank without costing you rings or a Life (and/or a Continue if that was the last one), especially if there are enemies you can't just ram with your boost to take out.

So naturally I don't really think either move is a bad addition to the gang's movesets.

(I respect your opinion if you have a different view, so long as you respect mines)
 
With all due respect and honesty, Boost and Spindash.

Boosting in a Sonic game feels great and is such a great way to help get finish times shorter (the Sonic Rush games are really good examples of this in action in my opinion) and also showcases some of Sonic & pals' trademark speed (though this is obviously far from their TRUE speed potential)

But spindashing also helps you take out enemies if you don't have any juice in the boost meter tank without costing you rings or a Life (and/or a Continue if that was the last one), especially if there are enemies you can't just ram with your boost to take out.

So naturally I don't really think either move is a bad addition to the gang's movesets.

(I respect your opinion if you have a different view, so long as you respect mines)

I think a merge is the best way to go about it too. This might contradict things I've said elsewhere as opinions change.

The Boost can keep Sonic going in high-speed sections, and the Spindash can handle propulsion in other scenarios, combat, momentum, platforming, all that jazz.

I still think the Boost is better tied to maintaining speed for enough time in a similar fashion to Sonic Advanced 2's Boost Mode, while the Spindash is mapped to a button. Without that, I think they clash too much.


However, if one were to choose, which would you prefer, and why?
 
This also kinda relates to why I dislike Sega's official Classic Amy moveset. It also relates back to their misunderstanding of the Dropdash.

Sega gave Amy a new ability for Superstars and Origins - the Hammer Rush. This move is pretty creative, and heeds to the Classic Sonic moveset philosophy - everybody controls the same, with the exception of a special ability by tapping A in the air. The problem is, it's a confusing, knock-off Dropdash.

Amy jumps into the air, falls down, and repeatedly slams her hammer into the ground. Why does she need to go into the air for this ability? I'd actually quite like it if this was tied to a Super-Peelout. In fact, I would kinda like the Super-Peelout to be reintroduced if they ever were to do another Classic game, for symmetry with the Spindash. Anyways, I have problems with abilities tied to being in the air that have nothing to do with the air.

"But then why do you love the Dropdash so much?"

Because it's an expansion on the Spindash, preformed in a manner that makes a lot of sense. Plus, sometimes I DON'T like the Dropdash, namely the times recently where Sonic Team has stuck it in random games that weren't designed for it, and also didn't even bother to implement the actual Spindash, harboring back to my issue with variants of abilities replacing the main one.

The Dropdash was genius because it emphasized Sonic's speed, mastery of the Spindash, and that Sonic's built to traverse the GROUND. He is not an aerial-focused character, he's at home on the ground, unlike Tails' or Knuckles' abilities, which focus on the air. Sonic's aerial ability is meant to expand on his GROUND traversal, as it doesn't affect him in any way UNTIL he hits the ground. It allowed Sonic to rev a Spindash in the air and release it as soon as he hit the ground. It made him the fastest character, WITHOUT outright buffing his speed. It's the perfect Sonic ability, unlike the odd Insta-Shield ability they included in Sonic 3 & Knuckles.



Boost or Spindash?
I agree with the statement “the dropdash is overused.” Sure, its a sick move, but they did NOT need to give modern sonic the drop dash in both frontiers and SXSG. In my opinion, it works great with classic sonic, as otherwise he would have to come to a full stop just to have a whole lot of speed. Origins’s anniversary mode could have the DD, sure, fine. But classic mode did NOT need to have the DD included. It wasn’t even their idea fully, as Mania was only partially made by Sonic Team, while mania team did most of the work.
 
It wasn’t even their idea fully, as Mania was only partially made by Sonic Team, while mania team did most of the work.
Hell, from what I recall, the Dropdash wasn't even an original feature to Mania -- this same concept was from the early Sonic 3 Prototype released in 2019. Even Whitehead himself said it was a pure coincidence.
 
Hell, from what I recall, the Dropdash wasn't even an original feature to Mania -- this same concept was from the early Sonic 3 Prototype released in 2019. Even Whitehead himself said it was a pure coincidence.
Yes, sure. The same concept showed up in an S3 prototype. But the prototype didn't get found until November of 2019, way after the release of both Mania and Mania Plus, being 2017 and '18 respectively. So the DD is a mania original feature, just it showing up in a S3 prototype is pure coincidence
 

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