HOW TO PLAY


The Basics

Use and to walk forwards, and backwards respectively. Additionally, you can hit or to run. Crouch with , , or . You can jump with , , or . You can also super jump with , , or , or by holding , , or after connecting with a launcher.

Use ,,,,, or to attack; ,, & for kicks,, & for punches; & for light attacks, & for medium attacks & & for heavy attacks. You can also attack while crouching, or while you are in the air. The attack that you perform depends on the button that you use, and if you are crouching or in the air. These attacks are commonly referred to as "normals". Launchers are normals that send your opponent flying high into the air. A good example of this is Sonic's standing normal. Some characters also have "unique normals" which are performed by inputting a direction along with an attack button. A good example of this is Sonic's Sliding Kick, which is performed with . You can also input a direction along with to perform a throw. Every character also has a unique arsenal of special moves. Find out how to perform them by going to the "Movelists" section of the readme. Characters may also have "unique abilties" which can be anything from increased damage output to an air dash to a triangle jump. By connecting with your moves or blocking, a meter on your side of the screen will fill up, which can be spent to perform powerful hyper moves.

Feel like personalizing to make yourself stand out? Try selecting different palettes for your characters. It's quite simple. All you need to do to get a different palette is hit a different button when you select your character. Different buttons select different palettes. selects the default palette. In case you're curious, here's a spreadsheet with all the palettes for all the characters:
Sonic
Tails
Knuckles
Espio
Amy
Shadow


Terminology

"(AIR OK)" means that a special move can be performed in the air.

"(AIR ONLY)" means that a special move can only be performed in the air.

A button notation of "x2" on a hyper move motion means that in order to perform the move, you have to press any two of those buttons at the same time. Likewise, a button notation of "x2" means pretty much the same thing.

"(LEVEL 1 HYPER)" means that a hyper move requires at least 1 level of meter, and also consumes 1 level of meter.

"(LEVEL 2 HYPER)" means that a hyper move requires at least 2 levels of meter, and also consumes 2 levels of meter.

"(LEVEL 3 HYPER)" means that a hyper move requires at least 3 levels of meter, and also consumes 3 levels of meter.

"(LEVEL 5 HYPER)" means that a hyper move requires a full meter, and also consumes your entire meter.


Teaming Up

One of the defining features of this game is the ability to pick a team of 2 characters for a fight. Here you will learn about the mechanics of this mode.

For starters:

Here's something worth noting: this only applies to the Tag mode. Turns mode works like this:

In Turns mode, you can select a team of up to 4 characters. When you start a Turns mode match, the first character that the players select will be the one that they start the match with. Whenever the character you are playing as gets KO'd, the next character you selected with come in to take their place for the next round, and this cycle will repeat until you no longer have any characters left. The winner of a round in Turns also recovers a portion of their health.

Now for Tag stuff:

Press to switch characters. In Single or Turns mode, activates a taunt.

Press along with any attack button to use an Assist.

Use to perform a Snap Back, which, in Tag mode, forces the opponent to tag in their other character. In Single or Turns mode, the Snap Back is just a simple attack that does a lot of damage and knockback.


Combo System

Combos are key. Use them to maximize damage to your opponent whenever you get the chance. To help get a feel for the combo system, try perfroming this simple combo with Sonic:

>>

Notice how the moves flow into each-other as you perform them. Keep practicng this combo and it will start to feel natural.

Now try practicing combos with unique normals. Perform this combo with Sonic:

>>>Sliding Kick

Next, you will learn about the usage of launchers within combos. Perform this combo with Sonic:

>>>Super Jump>>>

Now try practicing combos with special moves. Perform this combo with Tails:

>>>Tails Spin

You can even perform Hyper moves from special moves. To demonstrate it, perform this combo with Sonic:

>>>Spin Dash>Spin Buzzer

Now for your final test. Perform this combo with Sonic:

>>>Super Jump>>>>land>>>>Sonic Slide>Sonic Slide>>>>Sliding Kick>Spin Dash>Spin Buzzer