I feel that you can just drop one of those. Keep "shot" and "power", but roll in "trap" wherever it might fit. So, Sonic's trap would be dropped completely, Tails' trap would replace his "power", Amy's air trap would replace her air power.
Then, remove the mechanic wherein one of them is autoblocked. Replace it with mapping one each to the shoulders, so they could always be used at all times. Of course, they'd have to be nerfed (as would heavy and wallbounce attacks... really, increase vitality across the board). For example, without a defense support, Emerl easily gets OHKO'd by Shadow's ground power. That shouldn't be.
In place of healing also triggering the Ichikoro gauge, I'd probably have the map spawn rings at regular intervals. I think Power Stone did something like that, right? Anyway, the rings could be used to increase your meter, and doing damage could knock rings out of your enemy, similar to Sonic The Fighters. However, should there be a catchup functionality?
Also, a character's "style" would trigger a different skill, that may not directly affect combat. Chaos Gamma (who would likely be replaced with Omega) would still have Recovery Mode, but other characters might do something different. Rouge and Vector, the greedy types, might suck in coins from a greater range than other characters. If the levels were bigger and more tiered, Knuckles could cling to walls. Of course, there should be water levels, and Cream would be immune to drowning. Stuff like that.
The sad, REAL American dichotomyThe problem with the Rings is that it completely changes it into a "How many [Item] I got" instead of actual health. I never found that system good for fighters. I know, since I played MUGEN where Metal Sonic had the ring system. It was terribly hard. Sonic Rivals had a similar one, and it wasn't that fun.
I think they should stick with the current system, but I agree, some balancing issues are required.
I like the Ground/Air/Auto-Defend system, though. I found it pretty well made, even if it allowed players to fight computers a bit easier.
Shadow?Oh, rings wouldn't heal regular health, no. They'd just be for charging up the Ichikoro meter, to keep things from turning into a OHKO-fest. Also, now that I think about it, Rings shouldn't respawn while a character is recovering from death, as that'd be biased in favor of the character who just got the kill.
The Ground/Air/Auto-Guard system isn't bad, and I wouldn't mind sticking with it, but I think more versatility could be accomplished with the system I mentioned above. It'd add to the number of moves characters could do.
edited 31st Aug '13 7:17:34 AM by wanderlustwarrior
The sad, REAL American dichotomyI can't be the only one wondering why the Skill Point total caps at a point that prevents you from equipping all of the Ultimate Skills, am I?
"Just wants a friend but had to give up his ding dong for it, tragic." - AngelLightStarNo, you aren't. One might guess it's to not make Emerl too broken, but dude has several OHKO moves available at any one time. He's already broken.
I'd still love to have us plot out or describe what moves some new characters might have.
The sad, REAL American dichotomyUltimate Emerl is clearly meant to be an SNK Boss. Although only Eggman is, since his missiles are broken as hell.
Ultimate Emerl is kind of easy to beat. Spam Sonic Cracker and Sonic Storm, and he'll quickly fall. You just have to block slightly more often.
Also, making a Shadow build with some decently powerful combos is next to impossible because of the limit too. Most of Shadow's moves have too high of a cost. I can get some of his normal attacks, but Roaming Chaos is just... bad. I mean, really bad. Like, Bat Cracker and Chu 2 Bomb are super good compared to it bad. Roaming Chaos should've had 4, while Chaos Magic should've had 2. His Shield is meh but 2 is reasonable. His heal is horrifically slow and should've been 1 star.
...Let's just say that the game has a very bad way of determining a lot of cards' power and how much cost they should have. Only the Ultimates and Combos are generally worth 6 stars. Sonic Leap is really, really small, and should've been 4 or 5. Shadow Dash at least makes him invincible, so 6 isn't too bad. Also, Shadow Slider does barely any damage at all, and lasts too shortly. It costs 4 stars. -_- We probably should go over the entire card list and could easily fix the Stars. I wonder if somebody could do that alone on a rom hack...
Shadow?Well, that only applies for Roaming Chaos. Air Chaos Burst costs more despite doing the same damage(it's slightly faster... which does not make it better. -_-), and Chaos Burst allows you to move and stall for time.(especially if one uses codes to quickly KO an opponent, so being untouchable is nice).
The star system was clearly rushed a little, and could've been better, obviously. Also, I would make the other similar traps 3-4 stars max. None of them are worth 5 stars.
edited 31st Aug '13 8:32:52 AM by Irene
Shadow?Basically, both the skill points system and rankings of the individual moves could've used a more comprehensive look.
"Just wants a friend but had to give up his ding dong for it, tragic." - AngelLightStarSo I entered a cheat that I thought would help me get all the cards faster, so I could try to complete other games: Infinite Health. Then I'd go into Virtual Training and grind.
Did you guys know that even with Infinite Health, being hit by an Ichikoro fueled attack is still a One Hit KO?
Is it me, or are Chaos' moves ridiculously powerful when he does them? A basic combo can kill, a Heavy and Wall Bounce can kill, etc. And his defense is absurd, he's the only character who won't be taken out by only a combo card.
The sad, REAL American dichotomyI noticed that the AI is too lazy to use many ranged attacks, so I abused Sonic's ground shot to beat the ultimate Emerl.
Obscure? Random? Bombs? They're yours my friend, as long as you have enough tropies! CROSSWICK EVERYTHING!!!That's what Sonic's Combo Card is for. If he doesn't die from it, the shockwave will knock him backwards away from you.
In regular Story Mode(only when facing him alone), Chaos Zero has a high defense boost for some reason. Possibly to make up for it having the lowest defense card in the game(besides Emerl who has a 0 rating).
He's also hyper slow and has an outright terrible jump. Everywhere else, he's pretty normal, and actually a pretty good character, but the speed and jump can cost him lives pretty easily.
Shadow?His offense also gets an enormous buff, as in, "the game is actually cheating". For example, I'm currently playing with the Infinite Health cheat enabled. As I believe I mentioned before, Ichikoro attacks will still count as killing you. However, he used his regular Ground Power (Chaos Crush), and "killed" me twice with the one move. It put me in the death position (though I didn't die), then I got back up, and it did it again. He even got 2 points for it.
The RNG hates me. I've got 75% of all the moves, but there's several characters I'm missing 1-3 cards of normal rarity for. Take Gamma, for example. I'm only missing his Air Meltdown, and yet I have "9" (I long since hit the cap) of each of his Walk, Heavy Attack, and Dash Attack skills, and 8 each of his Jump, Air Attack and Air Set skills, among others
Okay, I think I'd previously mentioned that in a sequel, I'd like it if everyone's "Style" card actually did something different, so that they each had a different special ability that either they or Emerl/Gemerl could do. I'm thinking about what that might be.
- Shadow: once per life, press L and R to Chaos Control teleport to a character
- Rouge: Keeps the character in the air after their jump for a set amount of time (thus, her Air Action would actually make sense for everyone, especially if it was a drill dive like how Knuckles' glide is also an attack)
- Gamma/Omega: INITIATING RECOVERY MODE
- Espio: hold L and R for temporary invisibility
- Cream: Breathe underwater (if there were water stages), or have Shot moves home in on the opponent instead of having to select a direction
Any thoughts on others? Different suggestions to what I might have?
The sad, REAL American dichotomyOoh. I know that Gamma's Style obviously has a special ability. There's thoughts that the other ones affect something besides purely your eye color and battle stance.
And yeah, that was a bad excuse to make him "decent" to fight against. Chaos Zero is still pretty easy to beat, overall.
The RNG is horrible in this game. Good luck getting 'em all.
One thing I want for a sequel is to weaken the basic combos. They're almost an instant KO upon finishing(I think having a 0 Attack vs a 9 Defense would allow them to survive).
Shadow?Actually, we talked about these changes last May/page
, including nerfing combo power/increasing life longevity.
Huh... I already posted
my
emerls
. This thread has been around for 4 years... I've been on this site for more than 4 years...
In any case, once I get the card for a black body, I'll turn my Chaos Emerl into Gemerl. I also mentioned which moves I'd use, when I get them all, on the last page
.
edited 17th Nov '13 7:52:28 PM by wanderlustwarrior
The sad, REAL American dichotomyOh, I'm not saying we shouldn't talk about it again. I'd love to.
Did you use Knuckles 1, Shadow 2?
They could've branched out by using eye colors for Color 3, since there were a lot of white color 3. If the roster expanded, say by including Vector and Blaze, that would also open up a lot of options. In my previous post
in which I mentioned what characters I'd like to see, basically I'd like to see all of them.
Man, not only did I talk about edits to Other/Style cards last page, I even mentioned it on this
page.
@Binary: what do you think of my suggestion on the last page of bringing back Honey the Cat? Her moveset could possibly be a collection of her abilities in Sonic The Fighters, its HD remake, and Honey's moves from Fighting Vipers. Maybe for specials, she might make barriers that remind of Sonic The Fighters itself.
edited 17th Nov '13 8:06:07 PM by wanderlustwarrior
The sad, REAL American dichotomyKnuckles 1, Rouge 2, Tails/Knuckles 3. He actually looks a bit like Shadow now.
Moves are often the same, sometimes having one of the secret Shadow-related moves(Combo and ???).
I'd love to see Honey in there. Even if they did an updated re-release, with her and Gemerl added. In multiplayer, they could actually make Phi playable. He'd be like Inferno(etc.) in Soul Calibur, having a random moveset of an unlocked character.
edited 17th Nov '13 8:29:57 PM by Irene
Shadow?I got a ???! It's Chaos' It's a kinda sucky one, actually.
Okay, "all" that's left for me to get are:
- Shadow and Chaos' Upper Attacks
- Amy Style
- 11 of the 54 of the special moves...
- Most of the rare moves.
I'm at 76% complete.
The sad, REAL American dichotomyI still can't get Rouge's ground power. One time I tried to cheat by using nothing but that move in a fight and I still got something different.
The Protomen enhanced my life.Despite what you might think, it's always a random move, regardless of whether or not it was used.
Obscure? Random? Bombs? They're yours my friend, as long as you have enough tropies! CROSSWICK EVERYTHING!!!I was playing the game, and it froze for just 2 second while Emerl was turning. In that moment, I realized two things:
- Characters in this game are almost always in profile. It's pretty odd.
- Emerl always looks creepy when he's facing forward. It's the eyes and the horn, and the featureless mouth.
Anyway, if there were ever a sequel to this game, it'd need a somewhat more in depth moveset. Few moves mean the characters can't distinguish themselves that well. Of course, in addition to toning down how much damage moves do.
The sad, REAL American dichotomy

I'm up to 60%, so I'll try that out eventually.
I had a dream which included a bit of "Sonic Battle 2". I was playing Vector, and was getting beat up by Metal Sonic.
The sad, REAL American dichotomy