That also needs a serious balance.
As in, make it easier to get cards you have zero of. It had a bad RNG.
Sad part is, somebody could simply make the cards better with a romhack, and do nothing else. RNG is another story, though.
Also, Tails' specials, specifically his Shot and Power are pretty unrealistic. I could see 5 Stars for his Shot, due to it lasting a long while and such. Flicky and Air Flicky deal a fairly high amount of damage considerably. Maybe a 3, although 2 does work fairly well at the same time.
Shadow?I've replayed the entire game several times and STILL can't get Rouge's Ground Power.
The Protomen enhanced my life.Huh. That was a pretty dependably ability for looping wallbounces. Sucks that you didn't get it.
My first playthrough, completing the story twice, ended with about 92% completion, or something? My second, on my phone, has me currently in Shadow's chapter for the first time, at 34% completion. Once I've finished the story once, I'm going to look for codes to get all the cards. Patience == done.
The sad, REAL American dichotomyMan, this was one of my favorite games to play. I remember getting to something like 90% completion. I was only missing a few moves and Emerl was going to be the most hilariously overpowered character in the game.
Then my friend accidentally erased my save file. I still haven't forgiven him for that.
I'd like to see your Emerls in action.
What would you guys add to or change for a sequel? I would...
- Remove Set moves, and roll some into either character's Shot or Power moves. For example, Chaos' Set would come at the end of his Shot, if it missed; Tails' Set would replace his Power, and Sonic and several others would lose theirs entirely.
- This would of course remove the automatic immunity feature of the skill you didn't select.
- Vary the "Other Support" a bit more, possibly triggered if both L and R are pressed. Chaos Gamma (who would probably be removed from a sequel, sadly), would have INITIATING RECOVERY MODE as an other support, instead of part of his stance. Espio could turn invisible for a little bit, Tails could have the Tornado dive-bomb the stage once a match, etc.
- Increase character vitality significantly, and decrease the power of certain moves. Shadow's Air Power shouldn't one-hit KO certain characters.
- Increase stage size and variation. I wouldn't have them be full Acts/Zones like in Sonic Rivals, but there should be a bit more to some.
- Add at least one stage that's partially underwater.
- Replace certain special moves. For example, Knuckles' Air Shot would instead be a Ground Pound.
- I'd like to give a couple more moves for variation, but I'm not sure how, except for directional midair moves.
Character Roster: Sonic, Tails, Knuckles, Shadow, Rouge, Amy, Cream, Gemerl, Omega, Metal Sonic, Vector, Espio
Possible and/or DLC: Chaos, Shade, Big, Blaze, Silver, and hell, maybe even Jet, Nack and Honey.
I'd want to say Robotniknote , but he might be too big to fight the others.
Robotnik shouldn't be the Big Bad for once. I'd like to introduce Mammoth Mogul to the games. I don't read the comics, but I think it'd make for a fun change. Hmm... have him be from a tribe that competed with the Nocturus clan waaaaaaaaaay back when? I'd like to use this game to reintroduce the Sonic GBA/DS games, namely Battle, Advance 3 and Chronicles, as being an important part of canon. But Chronicles needs its own sequel...
And bring back the Chao Garden, with Chao Race and Battle.
edited 18th May '13 10:41:16 AM by wanderlustwarrior
The sad, REAL American dichotomyBump, because of a significant edit to my last post. Also:
Playing this game on my phone and with headphones has really let me appreciate just how good the soundtrack in this game is. Especially Emerald Town. Holy crap... especially every area. Gimme Shelter, for example.
Problem with playing this game as intended is there's whole instruments I can't hear without headphones.
edited 18th May '13 10:42:47 AM by wanderlustwarrior
The sad, REAL American dichotomySo I'm effectively at the end of the game: Emerl's chapter; I could do virtual training or end it all at any time. So why haven't I just gotten a game save with all the cards collected yet? Am I really considering working to completion from 43%, even though I may never get it?
Anyway, I've almost gotten all the cards necessary for my Angemerl. For some reason, I always insist on using Chaos's color 2 (cyan) instead of Shadow's color 2 (white) for body color.
The sad, REAL American dichotomyIf anyone wanted to know what moves Gemerl has, if they wanted to remake him in Sonic Battle, here you go:
- For the Dash attack, I'm using Gamma's dash and Chaos' attack, for that headfirst motion feel. Incidentally, this was what my original "Overdrive" Emerl had, and I recall that this combo can be spammed back and forth, just like in the video.
- For powering up, I use Gamma's stance (or will, when I unlock it, because it's the best), Gamma's guard and Cream's heal. I think that evokes the appearance of when he powered up with the emeralds.
- For motion, I use Shadow's run and air action (until I remember what the Ultimate one did), and Gamma's jump. Gamma's jump is inferior to several others, but it has that jetpack look to it. I don't really want to have too many Gamma moves, and I've already noticed a few, though.
- For his Dive Kick, I'll use Shadow's air attack. It's lacking in the looping of Tails' and Rouge's, but, what're you gonna do.
- For the teleportation: Shadow's ground power.
- For colors
, Tails 1, Rouge 2, Knuckles 3.
I'll have to see what can best simulate his missiles. I don't know what use for his basic attacks, but I might wind up with Amy's.
So far, I try to have at least one skill from every character on my Emerls. Not doing so hot so far, but we'll see where he ends up. So far, the only locks are Shadow, Gamma, and Cream, for non-color skills.
The sad, REAL American dichotomyRouge's dash attack combines with a lot of things really well. Shadow's too, if you can time it right, for some really quick movement.
So my Angemerl, by using Rouge's jump, Cream's air action, and Tails' attack, has the power to fly higher and higher, Luigi Ladder style. But, until I unlock more air specials, there isn't really a way to get down, besides falling slowly.
The sad, REAL American dichotomyAt the moment? I think I just have Air Flick. Only 47% completion.
I used to use Chaos' air power, for a "Hand of God" feel for my Angemerl.
The sad, REAL American dichotomyAir Flicky is mediocre. >_< The only two worse cards are Air Meltdown(Gamma's Air Power) and Ultimate Air Power(if you're hitting in the air during the last portion of its moves, you're glitched up and get stuff till you quit the match. It's otherwise a very powerful move)
I'd suggest just constantly training. Use the combo cards against everyone but Gamma(although you can use Sonic Combo against him, but make sure to have a low Attack Support card if any, since you'll be using Sonic Wave at the end of the combo to get away, but you don't want to KO him so fast you can't get away from his blast radius). For Chaos Zero, use a high Attack Support card. He has giant defenses in Story Mode, despite officially have Strength Support 1. O_o(Strength means Defense in this context)
I don't know what actual Rare cards you have, so I apologize if I confuse you. Your best ways to get down is Air Power moves like Air Chaos Burst[Shadow], Spiral Dive[Rouge], Sonic ???(It's a Rare, and basically the Homing Attack from the earlier Gen games, like Adventure 1), Shadow ???(Triple Chaos Burst), Rouge ???(It's a much longer Spiral Dive, and it also brings you down further), Gamma ???(It's Air Meltdown, but super fast and doesn't drain your health), Sonic Meteor[Sonic], Major Eruption[Knuckles], and Air G. Tornado[Amy].
Any other not mentioned do not bring you down fast like you requested.
All the cards marked ??? are Rare cards and are entirely random. The other ones mentioned are actual regular cards.
Shadow?I really don't need any advice. Again, I've finished this game before, and got up to 97% of the cards. I'm just replaying it on my phone. Thank you, though.
Knuckles' combo also works on Gamma. It and Gamma's end in an upper, so if you have at least a decent run skill you can even walk away.
The sad, REAL American dichotomyAir flick is the only one I have, and when I get the rest, I'm going to go for one that's thematically appropriate.
Eventually, I'll have all the cards needed for my Emerls: one Angemerl, one Devimerl, and one Gemerl.
The sad, REAL American dichotomyI haven't finished Advance 3, so I can't say much for Gemerl. XD
And ah.
I'd probably say the Air Chaos Burst or Shadow ??? fits Angel Emerl best. Chaos energy is the closest we have to any Air Power that's actually similar to Light. Albeit, there's a lot of electric moves. And Chaos Gamma's Trap moves are both Light-based. Blinker and Air Blinker.
-Is a Sonic Battle geek- >_>
Shadow?Well Gemerl's moves were in the video I just linked. I'm going more for flight and air superiority, and grace, with Angemerl's moves. Not necessarily light vs darkness. Devimerl's moves would have stuff emerging from below, or Gamma's pitchfork looking arm extensions,or brutal power.
The sad, REAL American dichotomyAh, for air superiority, Gamma ??? is probably your best bet. Spiral Dive and Air G. Tornado are the only other ones that actually do an air-based attack. The rest do ground attacks, while you're suspended in the air, much like how you saw Air Flick work.
For Devimerl, you want Chaos Burst and Major Eruption. For Traps, both versions of Mole Bomb would suffice. Projectiles really are hard to say, though. There's pretty much no terrible one in the game. The only one that launches upwards at all is Chaos Shot and Air Chaos Shot. Meteor Crush and Rock Throw are the weakest projectiles(or hardest to use) overall, and Air B. Shock is practically unhittable with.(note, that any projectile that goes in a straight line while in the air is not suggested overall. Also, Air Chaos Magic only hits the ground air, so it's not suggested either)
Shadow?Thanks, but again, I'm really not looking for suggestions. As I'd said back when I first made the thread, and again fairly recently, I'm going to post my movesets when I have the cads to make them again. I already have them basically set.
The sad, REAL American dichotomyAnyway, I can only find one of my copies, but here's White Air Knight
- Run: Ultimate Run Skull
- Dash: Rouge Grind
- Jump: Shadow Jump
- Air Action: Shadow Teleport
- Guard: Rouge Guard
- Heal: Recovery Mode
- 1st Attack: Rouge Kick
- 2nd Attack: Shadow Kick
- 3rd Attack: Shadow Back Kick
- Heavy Attack: Charlie Kick
- Upper Attack: Sonic Up Draft
- Dash: Windmill
- Air: Shadow Rocket
- Aim/Pursuit: Tails Dunk
- Ground Shot: Devastator
- Air Shot: Air Devastator
- Ground Power: Chaos Burst/Shadow Combo
- Air Power: Air Chaos Burst/Shadow ???
- Ground Trap: Ultimate Ground Trap
- Air Trap: Ultimate Air Trap
- Fight Pose: Chaos Style
- Attack Support: 9(currently 8 on this file)
- Strength Support: 1(currently using 7, but default is 1)
- Other Support: None(should be Low Gravity 1 or 2)
- Color 1: Rouge
- Color 2: Chaos
- Color 3: Knuckles/Tails(White always)
Anyway, to note, he has tons of kicks by design, and speed and air powers, as the name suggests. The only other one I made was Mario, but other than Chaos Shots, Gamma's Aim attack, Shadow's Upper attack, I forgot the rest.
Shadow?

I'd like for them to re-balance skill distribution. At least in this run through, I'm at Shadow's chapter, and I haven't captured any of Sonic's basic moves yet. But I've got 4 of several skills. Something is wrong here.
In fact, logically from the plot of the game, you really shouldn't re-learn the same move. Especially not so many times.
The sad, REAL American dichotomy