Fraymakers

Fraymakers

Sonic Advance
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Bedoop!  [developer] 8 Dec, 2024 @ 6:02am
Sonic Advance Moveset Rundown / Tips
Here's something you oughta know...

Sonic the Hedgehog is a breakneck-speed fighter who can either run at people wildly swinging or dance outside of their threat bubble like an annoying flea. If the in-game (i) button doesn't satisfy you on information, here's some tips and tidbits for helping you take control of the blue blur!
Do note that this won't cover Every move, just ones with certain things I'd like to point out.

Trick Action (Air Dash)
Sonic's main gimmick is his high-speed airdashes ! They work just as normal airdashes do, but keep on going with the momentum.
Unlike normal Air Dashes however, Sonic's are capable of grabbing the ledge! (Albeit the Ledge Grab Range is quite smaller compared to his other states) So feel free to use these to try and recover to ledge, or just fling yourself onto the stage and try and hit somebody to cancel the landing lag.
Also of note, his Upwards and Downwards Air Dash are capable of moving left and right - the Upwards version is much more generous in that regard.
If you find yourself about to fling towards certain demise, try using an aerial and holding backwards to stop your speed as soon as you can!

You'd be surprised what actions allow you to Air Dash out of them - try it out during lots of actionable states and learn to groove with any platform layout thrown at you!

Taunts
This may seem like a silly thing to put at the top, but Sonic has a lot of taunts!
There's taunts for if you're holding different directions on the Control Stick (Neutral, Side, Up and Down,) a taunt for if you're holding the Assist Button when you press Taunt (If your assist bar is full, you can hold the assist button during an action and Then press taunt so you don't summon the assist!) and a taunt you can use while airborne!

Jab
Jab is based on the Phantom Rush from Sonic Frontiers! It'll do 2 hits per strike(? If that makes sense?) but otherwise functions like a normal jab would; having 3 parts total, so you only need to press the button 3 times. It's also very fast! Of course it is.

Forward Tilt
FTilt is based on the Sonic Eagle! You'd usually see it on Forward Air, but today it's on Forward Tilt. Like most axe kicks you can think of, this one spikes at the heel at the end of the move.

Up Strong
You can probably figure this out by just playing as him, but Up Strong is functionally based on it's appearance in Brawl. That is to say - you'll slide a LOT when using it with momentum. It can even go airborne if you throw yourself off a ledge!

Up Air
It wouldn't be a Sonic Up Air if it wasn't atleast a little inconsistent. When trying to confirm a kill or start a combo with it, make sure you're not going too fast! Try slowing yourself down either by your aerial maneuvering or other techniques.

Homing Attack (Neutral Special)
This move gains homing range overtime, indicated with the sparkles you see while charging. You'll know you locked onto someone when it releases if you hear a voiceline!
Be warned; if you hit a foe's shield, you'll bonk off in a disadvantageous state.
Also, as a funny jank note, due to how I coded Homing Attack (it requires you to hit something to activate the homing,) that Something doesn't necessarily include a fighter - bring Kragg with you to get a little silly?

Spring (Up Special)
Just like in official games, you have a very brief moment of invincibility upon launch (see Sonic glowing light blue for a split second? That's it!) and after you use the move, access to your Specials will be taken away until you get back onstage. You can still use Attacks and Air Dashes though!
On that note - if you already used your Air Dash, say in a combo or a chase, using Up Special will give you the ability to Air Dash again!

The Spring that you leave on the ground when using this move will react to people landing on it from above and bounce them up! It'll refresh their Double Jumps and Air Dash, but note that it DOES NOT count as solid ground!! If you want any actions to be refreshed that you'd need to land on the ground for, the Spring can't help you!
If you want a fun trick, perhaps if you'd like to cross any large gaps, leave a Spring at the ledge and charge a Spin Dash on the spot to fling yourself into the air!

Spin Dash (Side Special - Ground)
While you're charging this move, you can press Shield or Jump to activate two different cancels incase you're not ready to commit. Also, while the move is active, you can HOLD Shield - or backwards on the control stick - to slow down. This doesn't make you stop immediately, so something you can do is try slowing down just as you confirm a hit to try and chain it into Up Air more consistently! You can also Jump while the Spin Dash is going, of course.

Drop Dash (Side Special - Air)
This move will release automatically when it hits the ground, but you can also release it in the air for a recovery boost!
Much like Spin Dash, this move can be cancelled during the charge and the dash with Shield or Jump. Also take note; Drop Dash charges slightly slower than Spin Dash does.

Action Button - Somersault (Down Special - Ground)
This unassuming tumble has a lot of tricks up it's sleeve! The most important to know is that the distance it travels is dependant on how fast you're going. Using it out of a standstill won't do much, but doing it while running will give you lots of distance!
There's also lots of actions you can do during the roll, at different times - you'll know when the timing changes when you see a sparkle and sparks at your feet, but it's good to train your muscle memory to the timing!
The somersault itself has a few quirks - it'll cancel going off of ledges opening up some silly combo potential, and - much like Homing Attack - will bonk off a shielding foe into a bad state.
At the starting half of the roll, you can press the Shield button to do a quickstep backwards. This has low ending lag, so you can use it to avoid an incoming shield collision or just for mindgames!
At the second half of the roll, you can either;
Press the Special button again to activate a rolling kick! This shines best at earlier %s, but there's some merit to using it at the ledge too! It's also important to note that the timing isn't static; mix up how early or late you activate the kick to keep the chase on opponents!
Or press the Jump button to backflip out! This is more effective at later %s, especially with the use of Air Dashes!

Action Button - Bounce Attack (Down Special - Air)
Very much inspired by SSF2's olden days, Sonic brings the Bounce Bracelet with him once more!
This move - as it should, - bounces off any foe it hits. Just know that there's no going back if you use this move - not even ledges can save you!
At the very very start of the move, the bounce spikes opponents downwards, and also refreshes your double jump as a reward!
Later on in the move's life, it'll bounce foes upwards with you instead. You know what to do; get a combo after it!
This move also has deceptively low endlag after hitting the ground - once you're at the peak of the bounce, go crazy with your escape plan!

That's all !
Last edited by Bedoop!; 28 May @ 8:01am