History VideoGame / SonicHeroes

8th Dec '16 12:53:25 PM Emreld3000
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* HavingAGayOldTime: Vector calls Rouge a "broad" right before their fight.
2nd Dec '16 9:54:52 AM Scabbard
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Once they hit max level though, they [[SoLastSeason can eschew using Tornado Jump entirely]] in favor of just using Homing Attack, as it gains Tornado properties at level 3.

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** Once they hit max level though, they [[SoLastSeason can eschew using Tornado Jump entirely]] in favor of just using Homing Attack, as it gains Tornado properties at level 3.
30th Nov '16 9:24:08 AM Emreld3000
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** With VideoGame/KnucklesChaotix being rendered non-canon, the Chaotix make their real debut in this game. While Team Dark and Team Rose are shown to not know who they are, in the finale they meet Team Sonic for the first time neither Sonic, Knuckles, or Tails comment on it.
22nd Nov '16 8:50:54 AM AKITN
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*** The bottom line is that each Formation offers different benefits at the cost of other functions or coming with less situation-appropriate traits, so the player is required to switch between them on the fly to one that best suits the current situation. This being a Sonic game, generally, Speed Formation sees the most use, followed by Power and then Flight. However, throughout the game, there are various sections that are clearly tailored for certain Formations (for example, wide open pits with sparse platforms for Flight, or gauntlets of enemies for Power).

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*** The bottom line is that each Formation offers different benefits at the cost of other functions or coming with less situation-appropriate traits, so the player is required to switch between them on the fly to one that best suits the current situation. This being a Sonic game, generally, Speed Formation sees the most use, followed by Power and then Flight. However, throughout the game, there are various sections that are clearly tailored for certain Formations (for example, wide open pits with sparse platforms for Flight, or gauntlets a series of enemies for large fans to traverse with the air maneuver with Power).
22nd Nov '16 8:39:24 AM AKITN
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** [[{{Flight}} Flight Formation]] is represented by the color yellow, and includes [[TeenGenius Tails]], [[MasterThief Rouge]], [[KidHero Cream]] and [[BrattyHalfPint Charmy]]. In Flight Formation, the Speed character hangs from the Flight character's feet, and the Power character from the Speed character's. This totem-like formation has barely more speed than the Power Formation, but the slow progression is excellent for suppressing threats while keeping a steady advance. You can use Thunder Shoot to throw your teammates at enemies, briefly paralyzing them. [[AntiAir Airborne enemies are especially susceptible to this attack]]. You can ascend with the Flight character to [[CombatPragmatist take the team out of range of most enemies, and strike from there with more safety,]] as well as traverse wider gaps that cannot be crossed otherwise. As long as the team does not move from where they ascended, they can remain airborne indefinitely. Charmy also has the special ability to make flowers bloom, which either hide items, mission objectives or let him teleport between flowers. Levelling up increases the power of Thunder Shoot as well as the effectiveness of its paralyzing ability, and the length of the Flight Gauge. Its main weaknesses are that [[ThisLooksLikeAJobForAquaman it's mainly only good for fighting aerial enemies]] even after [[TookALevelInBadass powering up]], [[StoneWall its slow speed]], and that once the Flight Gauge is fully used up by movement, [[AchillesHeel the whole team drops like a rock.]]

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** [[{{Flight}} Flight Formation]] is represented by the color yellow, and includes [[TeenGenius [[ChildProdigy Tails]], [[MasterThief Rouge]], [[KidHero Cream]] and [[BrattyHalfPint Charmy]]. In Flight Formation, the Speed character hangs from the Flight character's feet, and the Power character from the Speed character's. This totem-like formation has barely more speed than the Power Formation, but the slow progression is excellent for suppressing threats while keeping a steady advance. You can use Thunder Shoot to throw your teammates at enemies, briefly paralyzing them. [[AntiAir Airborne enemies are especially susceptible to this attack]]. You can ascend with the Flight character to [[CombatPragmatist take the team out of range of most enemies, and strike from there with more safety,]] as well as traverse wider gaps that cannot be crossed otherwise. As long as the team does not move from where they ascended, they can remain airborne indefinitely. Charmy also has the special ability to make flowers bloom, which either hide items, mission objectives or let him teleport between flowers. Levelling up increases the power of Thunder Shoot as well as the effectiveness of its paralyzing ability, and the length of the Flight Gauge. Its main weaknesses are that [[ThisLooksLikeAJobForAquaman it's mainly only good for fighting aerial enemies]] even after [[TookALevelInBadass powering up]], [[StoneWall its slow speed]], and that once the Flight Gauge is fully used up by movement, [[AchillesHeel the whole team drops like a rock.]]
22nd Nov '16 8:37:08 AM AKITN
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** [[SuperSpeed Speed Formation]] is represented by the color blue, and includes [[TheHero Sonic]], [[AmnesiacHero Shadow]], [[TheChick Amy]] and [[{{Ninja}} Espio.]] In Speed Formation, your characters line up and achieve their fastest running speed. You can use Homing Attack to attack enemies sequentially, Rocket Acceleration to gain a momentary burst of speed and a TornadoMove to flip over enemies and utilize poles. Sonic and Shadow can also use Light Speed Dash, as well as Light Speed Attack after a Team Blast until the gauge fully empties, and Espio can turn invisible. Leveling up increases your overall speed and power, and at level 3, Homing Attack gains the properties of the {{Tornado Move}}s. Its main weaknesses are [[FragileSpeedster its relative lack of safe options and initial offensive power.]] Espio has a further weakness in that [[NecessaryDrawback his Ninja Tornado forces him to advance on his own]], further reducing his damage potential.

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** [[SuperSpeed Speed Formation]] is represented by the color blue, and includes [[TheHero Sonic]], [[AmnesiacHero Shadow]], [[TheChick Amy]] and [[{{Ninja}} Espio.]] In Speed Formation, your characters line up and achieve their fastest running speed. You can use Homing Attack to attack enemies sequentially, Rocket Acceleration to gain a momentary burst of speed and a TornadoMove to flip over enemies and utilize poles. Sonic and Shadow can also use Light Speed Dash, as well as Light Speed Attack after a Team Blast until the gauge fully empties, and Espio can turn invisible. Leveling up increases your overall speed and power, and at level 3, Homing Attack gains the properties of the {{Tornado Move}}s. Its main weaknesses are [[FragileSpeedster its relative lack of safe options and initial offensive power.]] Espio has a further another weakness in that [[NecessaryDrawback his Ninja Tornado Leaf Swirl forces him to advance on his own]], further reducing his damage potential.
22nd Nov '16 8:34:58 AM AKITN
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* StanceSystem: Each team basically operates as one, so each formation thus represents a stance:
** [[SuperSpeed Speed Formation]] is represented by the color blue, and includes [[TheHero Sonic]], [[AmnesiacHero Shadow]], [[TheChick Amy]] and [[{{Ninja}} Espio.]] In Speed Formation, your characters line up and achieve their fastest running speed. You can use Homing Attack to attack enemies sequentially, Rocket Acceleration to gain a momentary burst of speed and a TornadoMove to flip over enemies and utilize poles. Sonic and Shadow can also use Light Speed Dash, as well as Light Speed Attack after a Team Blast until the gauge fully empties, and Espio can turn invisible. Leveling up increases your overall speed and power, and at level 3, Homing Attack gains the properties of the {{Tornado Move}}s. Its main weaknesses are [[FragileSpeedster its relative lack of safe options and initial offensive power.]] Espio has a further weakness in that [[NecessaryDrawback his Ninja Tornado forces him to advance on his own]], further reducing his damage potential.
** [[{{Flight}} Flight Formation]] is represented by the color yellow, and includes [[TeenGenius Tails]], [[MasterThief Rouge]], [[KidHero Cream]] and [[BrattyHalfPint Charmy]]. In Flight Formation, the Speed character hangs from the Flight character's feet, and the Power character from the Speed character's. This totem-like formation has barely more speed than the Power Formation, but the slow progression is excellent for suppressing threats while keeping a steady advance. You can use Thunder Shoot to throw your teammates at enemies, briefly paralyzing them. [[AntiAir Airborne enemies are especially susceptible to this attack]]. You can ascend with the Flight character to [[CombatPragmatist take the team out of range of most enemies, and strike from there with more safety,]] as well as traverse wider gaps that cannot be crossed otherwise. As long as the team does not move from where they ascended, they can remain airborne indefinitely. Charmy also has the special ability to make flowers bloom, which either hide items, mission objectives or let him teleport between flowers. Levelling up increases the power of Thunder Shoot as well as the effectiveness of its paralyzing ability, and the length of the Flight Gauge. Its main weaknesses are that [[ThisLooksLikeAJobForAquaman it's mainly only good for fighting aerial enemies]] even after [[TookALevelInBadass powering up]], [[StoneWall its slow speed]], and that once the Flight Gauge is fully used up by movement, [[AchillesHeel the whole team drops like a rock.]]
** [[SuperStrength Power Formation]] is represented by the color red, and includes [[TheLancer Knuckles]], [[DefectorFromDecadence E-123 Omega]], [[GentleGiant Big]] and [[ReasonableAuthorityFigure Vector]]. In Power Formation, the Power character takes center stage while his teammates take up positions at his sides, advancing in a delta formation. This is useful for [[MundaneUtility collecting rings and item boxes from paths splitting up in three ways.]] Also, as long as his teammates aren't preoccupied with something else, they will [[BodyguardingABadass automatically attack nearby enemies.]] Power characters can perform [[{{Combos}} a series of ground attacks]], as well as [[FastballSpecial throw their teammates like cannonballs]], allowing them to fight well in any situation. Knuckles and Omega can also use a Fireball Jump to make their teammates spin around them to damage surrounding enemies, and Big and Vector can attack directly below them with their belly/fists, respectively. Power Formation also offers a support maneuver that allows the team to descend slowly from the air, with no distance restriction unlike Flight Formation, and can even be used to gain altitude with upward drafts. Leveling up considerably increases attack power, as well as unlocking and upgrading a FinishingMove for their ground attacks. Level 3 {{Finishing Move}}s are powerful enough to clear entire groups of enemies. Its only real drawbacks are [[CripplingOverspecialization its lack of non-combat related roles]] and [[MightyGlacier slow speed.]]
*** The bottom line is that each Formation offers different benefits at the cost of other functions or coming with less situation-appropriate traits, so the player is required to switch between them on the fly to one that best suits the current situation. This being a Sonic game, generally, Speed Formation sees the most use, followed by Power and then Flight. However, throughout the game, there are various sections that are clearly tailored for certain Formations (for example, wide open pits with sparse platforms for Flight, or gauntlets of enemies for Power).
22nd Nov '16 6:33:28 AM AKITN
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Once they hit max level though, they [[SoLastSeason can eschew using Tornado Jump entirely]] in favor of just using Homing Attack, as it gains Tornado properties at level 3.
19th Nov '16 4:07:26 PM N8han11
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** [[DodgeTheBullet Or, if you do well enough at dodging the lasers beforehand]] [[OutrunTheFireball you will have gained enough speed to simply blast down the final railway with enough speed to outrun its warm-up sequence.]]



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26th Oct '16 4:41:56 AM Prinzenick
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* ContinuityLockout: Unless you had already played VideoGame/SonicCD (or some of the obscure spinoffs) before or assumed the Mecha Sonics from the original Genesis games were the same character (which they aren't), a new player would have no clue where Metal Sonic had even come from in the series or that the game was his major return.
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