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YMMV: Sonic Battle
  • Character Tiers: Two tiers in particular are such outliers that it basically becomes:
    1. Emerl at the end of the gamenote 
    2. A couple of tiers of everyone else, depending on their healing skill.
    3. Emerl at the beginning of the game.
  • Ear Worm
  • Funny Moments: The end of Cream's chapter, where Sonic compliments a frozen, angry Eggman on "his new dance."
  • Game Breaker:
    • Cream's heal restores the Ichikoro Gauge by ridiculous amounts. It's not so bad as health goes, either.
    • 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.
    • Character Combo supers are almost guaranteed to kill the opponent. Worse, they don't count as any particular type of attack, meaning that even if your opponent sets their guard to block Power-type attacks, they'll still hit.
    • Emerl himself ends up being absurdly powerful, able to floor any given opponent in a single combo and pursuit attack.
      • He can be a game breaker from the beginning. Without any skills. At the start of the battle, set his Air special to Shot. Just heal, and if somebody tries to attack you, knock them down with his dash attack and use the time to heal some more. When your meter's full, use your Air special. Without anything equipped, Emerl just tries and fails to do Sonic's shockwave, and ends up just turning into a ball that falls down. The opponent can still be hit by the ball and will die at full meter, and it doesn't count as a special despite having the instant kill property. That means it can't be absorbed by setting Shot to guard. Think this strategy's too slow? Don't worry, that's not the Game Breaker part... That comes if you use his special in a certain way. Jump, and then use the special JUST before you hit the ground, while touching an opponent. It'll come out too fast for them to block manually, they'll die instantly and you keep your meter. The entire battle is a joke, and you don't even have anything equipped to Emerl.
    • Between movement capabilities that allow him to run circles around his opponents and powerful attacks that can quickly beat his opponents, Shadow is one of the best of the "regular" characters. This was supposed to be balanced by his weak defense and healing abilities, only Shadow is so fast that he'll almost never be in battle unless he wants to.
    • Rouge's standard aerial attack allows the player to deal noticeable damage to an opponent while still being able to stay in flight. As a result, little damage can be done to the player and they're free to continue attacking from above until the opponent loses.
    • 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.
    • Do Tails' standard combo (jab x3, heavy, pursuit, aim), then while you're in the air after it's done, mash B. The opponent will be bounced high enough to get hit by Tails' air attack... and stay their because Tails can propel himself to stay in the air with said attack, and will only drop to the ground LONG after the opponent is dead.
  • Hell Is That Noise: Chaos Gamma's death animation. "Initiate Recovery Mode."
  • Iron Woobie: Emerl.
  • Nightmare Fuel: Emerl's stated purpose when he finally obtains all the Emeralds.
  • Paranoia Fuel: When in distress, or receiving an upgrade, Emerl sometimes looks directly at the player, gains a third eye that looks realistic and stares out of the screen, is shaded ominously, and speaks in a strange, stilted voice. Tails Doll's got nothing on this.
  • Player Punch: After spending a huge amount of time learning about Emerl and training him to be an amazing fighter, Sonic has to destroy him.
  • Tear Jerker: The end of the game, with the death of Emerl and the heartrending credits music. Worse was that Sonic had a chance to save Emerl, and the reason he got killed was because he tried to be a nice guy to Eggman.
    • Tails' little speech at the end. "Maybe one day... if the world finally knows true peace... if this world no longer needs weapons or wars... if we can make this world a truly peaceful place when we're older... if we can make a world where there's only laughter..." Makes you think, doesn't it?
    • Fortunately, Sonic Advance 3's true ending responds with a Crowning Moment Of Heartwarming.
  • That One Attack: For many it's Gamma's 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.
  • That One Boss:
    • Eggman, at the end.
    • The Guard Robots as Knuckles. At first it's not bad, with just one. Then you fight two. Then three. No breaks in between. If you're not good with Knuckles, this is a nightmare.
    • Any Phis copying Gamma, especially late-game.
    • Ditto with the Guard robots. Since they don't talk, it's difficult to dodge Gamma's Recovery Mode with no audible cue.
    • The Sonic and Shadow fight before the final chapter. Sonic and Shadow, who have huge handicaps to make them competent fighters, against an Emerl player who's still trying to find the perfect moveset to stick with. Not even the unlockable combo attacks will guarantee a kill.

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