History YMMV / SonicBattle

21st Mar '17 1:22:19 PM 313Bluestreak
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* BrokenBase: The story. Some consider it to be well-written mainly because of the character interactions and Emerl's story arc while some find it to be a waste of time mainly due to the {{flanderization}} of some characters as well as the long dialogue in the cutscenes.

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* BrokenBase: The story. Some consider it to be well-written mainly because of the character interactions and Emerl's story arc while some find it to be a waste of time mainly due to the {{flanderization}} of some characters as well as characters, the long dialogue in the cutscenes.cutscenes, and the plot where characters fight each other to train Emerl.
26th Jan '17 5:37:40 PM billybobfred
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* ThatOneAttack: For many it's Gamma's [[TakingYouWithMe Recovery Mode]]. He does spell it out for you, however, and after minimal practice it should be easy to be able to guard it. The high power makes it give you a LOT of meter.

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* ScrappyMechanic: The ridiculous number of storyline fights that are immediately followed by, essentially, the same fight but with twice the [=KOs=]. This may have been an attempt to increase the number of Skill Points available, but if so, there were better options.
* ThatOneAttack: For many it's Gamma's [[TakingYouWithMe Recovery Mode]]. He does spell it out for you, however, and after minimal practice it should be easy to be able to guard it. The high power makes it give you a LOT of meter. Now, when a Guard Robo or Phi has this, you're in ''real'' trouble, because they don't [[CallingYourAttacks go announcing it]].
18th Jan '17 9:09:30 PM SneaselSawashiro
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** The fight with Rouge where Emerl has to get 10 [=KOs=] without using any special moves.
*** LoopholeAbuse: If you have the Character Combos from the final chapter, the game will not count these moves as special movies.

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** The fight with Rouge where Emerl has to get 10 [=KOs=] without using any special moves.
moves. It can be somewhat mitigated with a good setup however.
*** LoopholeAbuse: If you have the Character Combos from the final chapter, the game will not count these moves certain ones as special movies.moves.
18th Jan '17 9:06:40 PM SneaselSawashiro
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* ThatOneAttack: For many it's Gamma's [[TakingYouWithMe Recovery Mode]]. He does spell it out for you, however, and after minimal practice it should be easy to be able to guard it. The high power makes it give you a LOT of meter. Eggman has a similar one, except it comes out ''immediately'' when he's K.O.ed.

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* ThatOneAttack: For many it's Gamma's [[TakingYouWithMe Recovery Mode]]. He does spell it out for you, however, and after minimal practice it should be easy to be able to guard it. The high power makes it give you a LOT of meter. meter.
**
Eggman has a similar one, except it comes out ''immediately'' when he's K.O.ed.ed; the upside is however is that it doesn't have a big radius around himself and he'll suffer from a bit of knockback at least give you some distance when it happens.
18th Jan '17 9:05:01 PM SneaselSawashiro
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** Tails and Rouge have Set supers that track the opponent. When charged to instant kill, they remove an entire plane from where one can safely stand before dying.

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** Tails and Rouge have Set supers that Rouge's trap specials can track the opponent. When charged to instant kill, they remove an entire plane from where one can safely stand before dying.



** Emerl himself ends up being absurdly powerful, able to floor any given opponent in a single combo and pursuit attack, granted you have the right set of skills on him that are the best from each character.

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** Emerl himself ends up being absurdly powerful, able to floor any given opponent in a single combo and pursuit attack, granted you have the right set of skills on him that are the best from each character.character and/or the proper stat boosts.



*** Emerl can be a game breaker from the ''beginning. Without any skills.'' The actual spin dash part of Sonic's Shot skills don't have a Shot/Power/Set value assigned to them, so either the actual skill or the failed basic version Emerl starts with (which doesn't include the shot at all) can kill anyone with a charged Ichikoro meter. Similarly, his basic Ground Set can lock an opponent in hitstun if mashed often enough.

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*** Emerl can be a game breaker from the ''beginning. Without any skills.'' The actual spin dash part of Sonic's Shot skills don't have a Shot/Power/Set an actual special attack value assigned to them, so either the actual skill or the failed basic version Emerl starts with (which doesn't include the shot at all) can kill anyone with a charged Ichikoro meter.meter (this even applies to Emerl's basic trap). Similarly, his basic Ground Set can lock an opponent in hitstun if mashed often enough.



** Repeatedly press B at a constant beat with Amy. Do it slow enough so you don't finish her jab combo, but ''fast enough that you can punch again before the opponent's lag is done and they can break free''. Amy can frame lock ''anyone''.
** Cream's Ground Shot launches Cheese forward into the enemy, sending them flying to land on their back. Unlike other launcher moves, however, it's not powerful enough to let enemies catch themselves and leap back, which means they'll always get knocked over and have to get back to their feet. If you can time it right, you can launch Cheese at them just in time to knock them right back down (it helps if they're pinned against a wall). Rinse and repeat until you've knocked them out.

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** Repeatedly Via Amy's first attack (the Girl Jab), it can be spammed at a solid beat when you press B at a constant beat with Amy.well enough. Do it slow enough so you don't finish her jab combo, but ''fast enough that you can punch again before the opponent's lag is done and they can break free''. With this, Amy can frame lock ''anyone''.
** Cream's Ground Shot launches Cheese forward into the enemy, sending them flying to land on their back. Unlike other launcher moves, Like certain types of move that also knockdown, however, it's not powerful enough to let enemies catch themselves and leap back, which means they'll always get knocked over and have to get back to their feet. If you can time it right, you can launch Cheese at them just in time to knock them right back down (it helps if they're pinned against a wall). Rinse and repeat until you've knocked them out.



*** Back to Cream however, her air Set special, Air Cream Cracker is ''SUPERIOR'' to its grounded version, and by far is ''the strongest'' Set special in the game. Against anyone, two-to-three of these do enough damage for a free K.O. while not even the hidden Set skills let alone the Ultimate Set Skill can do anything about it.

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*** Back to Cream however, her air Set midair trap special, Air Cream Cracker is ''SUPERIOR'' to its grounded version, and by far is ''the strongest'' Set trap special in the game. Against anyone, two-to-three of these do enough damage for a free K.O. while not even the hidden Set Trap skills let alone the Ultimate Set Trap Skill can do anything about it.
20th Dec '16 8:55:59 AM Tailikku
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Added DiffLines:

*** LoopholeAbuse: If you have the Character Combos from the final chapter, the game will not count these moves as special movies.
23rd Aug '16 8:27:20 PM Sammettik
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* EarWorm

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* %%* EarWorm
19th Aug '16 7:33:21 AM 313Bluestreak
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* BrokenBase: The story. Some consider it to be well-written mainly because of the character interactions while some find it to be a waste of time mainly due to the long dialogue in the cutscenes.

to:

* BrokenBase: The story. Some consider it to be well-written mainly because of the character interactions and Emerl's story arc while some find it to be a waste of time mainly due to the {{flanderization}} of some characters as well as the long dialogue in the cutscenes.
10th Mar '16 5:38:39 PM WaxingName
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* EnjoyTheStorySkipTheGame: The gameplay is decent but considered to be too repetitive and nothing spectacular. The game's main draw arguably comes from Emerl and his character arc throughout the game.



* PlayTheGameSkipTheStory: Arguably inverted. The gameplay is decent but nothing spectacular. The game's main draw arguably comes from Emerl and his character arc throughout the game.
12th Jan '16 7:20:14 PM SneaselSawashiro
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*** Emerl's Character Combo supers ''guaranteed'' to kill the opponent if every hit connects (except Chaos in Story Mode). Worse, they don't count as any particular type of special attack (Shot/Power/Set), meaning that even if your opponent sets their guard to block Power-type attacks (what they're assigned to), they'll still hit. They can also be charged with the Ichikoro meter so only one hit needs to connect.

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*** Emerl's Character Combo supers ''guaranteed'' to kill the opponent if every hit connects (except Chaos in Story Mode). Worse, they don't count as any particular type of special attack (Shot/Power/Set), meaning that even if your opponent sets their guard to block Power-type attacks (what they're assigned to), they'll still hit. They can also be charged with the Ichikoro meter so only one hit needs to connect. HOWEVER, on the massive flipside, this may leave him vulnerable to Gamma's "Recovery Mode" bullshit since he can't do anything until he finishes, and some Combo skills may finish a Shot/Power move the opponent may have already set to block, so Emerl can easily be left with a nasty surprise if the said auto-block occurs.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.SonicBattle