He looks like a sphere from the front and back, but is more so a bean shape from the sides. Not to mention, it does help to distinguish his animations from Sonic, a common problem for his appearances in the official titles.
yeah but jackal still has a point and imo it works in segasonic bc it’s viewed with an isometric camera angle the srb2 mod makes it obvious how flat he really is and the progression is really off (more like walk > mach run)
The drop dash scales depending on how far you hammer drop towards the floor. I can't believe you somehow overlooked that. Seeing you fail to play as Mighty decently has been dreadful to watch. I think you should study how other people play as the character to better understand his strengths, because calling him a worse Espio is simply not true (there are many speed run routes where Mighty beats Espio)
My feelings on Mighty are complicated. His wall kick ability, when practicing enough, can be really good, as it let's you get up places pretty fast if you get good at it, faster than any of the other characters could. Having it mapped to use the same button as the Hammer Drop isn't great however. One sends you up and one sends you straight down to your death, so if you press it at the wrong time you can just end up dying immediately. I also have to agree that it being performed by holding the jump button is annoying. Now the dropdash thing, it can be really good but only on slopes or when jumping from high places, and the latter is not gonna be happening much if the player is constantly fearing dropping down to their deaths while attempting to wallkick. I've played all the characters by now, I'm honestly surprised people say Espio's the weakest of the pack when in reality Mighty is.
Someone already pointed this out but the running animation is a refrence to segasonic, tho the sprites that I'd change is his front view since his miscle looks small. also if i were to chamge the buttonmaps I'd change the stomp to the spin button
Honestly, I don't agree with everything here. As someone who's more board of the power creep of modded characters, Mighty feels very referring and is a personal favorite of the crew. First of the Hammer drop is a nice tool for stopping yourself on some maps. It's not the greatest at this do you believe me but it can do it and be very nice. Next, the drop dash is weak because it needs slops to take advantage of its true power. (Not sure if I really like this but it does feel like it needs more skill to pull off I guess) Finally, the wall cling I think is better than the climb abilities... sort of. When you know how to get it to work constantly it can feel really satisfying. My tip is to find a corner and kick off the walls in the corner. It helps since you climb up fast and don't need as strict timing at least. (Still has some problems obviously...) Oh and quick, I will say the running animation was a bit of an overreaction. I will agree that the body sprites could be better and I do have a problem with the run-back sprite for a different reason. I don't think the shoe looks that good and just feels occurred like old Espio sprites. Now I'll air out my problems with Mightly, mainly I agree with Tough Guy not being nearly as good and really should be buffed. Speaking of which, Mighty not being able to break blocks and take Knuckles routes does bother me quite a bit. Lastly, I think Hammer Drop should be moved to spin in the air but I am mostly fine with it. Again I like Mightly "under-creep" in the modding scene and feel like you need your A-game to use him and am thinking of making maps around that idea maybe in the future.
Okay so just skimming through, because I personally am not reading everything, he said the hammer drop was fine, just should not be a main ability.(like he said, the wall cling should’ve been set to spin) the drop dash is WAYYY too weak, pointy sonic has a pretty good dropdash (im talking about just the first charge) also still on the dropdash, srb2 doesn’t have that many good slopes. the wall cling/wall jump being attached to the same button as an ability that sends you straight down is just bad, even if “you get good” there will still be times you mess up, and it will cost you. The running animation bit was an exaggerated on purpose uh it was pretty obvious tbh.
@@MaskedFlea24 The hammer drop was to just point out a nice use for it but yeah fair. I am indifferent to the drop dash but I will say as someone who plays around with Mighty there are places with the Drop dash is pretty handy. Mainly with mod maps but it's a nice to speed-up tool in some vanilla maps. I will agree with it but I didn't know, I never had a problem besides one time here or there. Honestly what gets me with the cling is hit detection. It can be REALLY finicky and that causes you to hammer drop or just not even wall cling for no reason. And yeah exaggeration for the run was for comedic effect. I felt it was a little bit much, it's not that bad, or at least on the same tire as the old Espio run.
I also find mighty’s relative weakness to be quite refreshing. I like him in the same way I like fang (who’s my favorite character don’t @ me lol). The wallcling is limited and contextual, so it feels very good to work out routes with him instead of just zoomin over everything. Actually he’s very similar to fang in the sense that I love part of his moveset (tailbounce and wallcling respectively) and am completely apathetic to the other parts (cork gun and hammer drop)
The drop dash gets stronger the higher up you stomp, the steepness of the slope if you land on one also contributes to it. Mighty is a much more fun skin if you actually understand how he works.
Mighty's drop dash is less so a quick speed burst tool like most mods of Sonic, and more so a means of redirecting momentum. More specifically, converting the downward momentum of a Hammerdrop from high up, into a horizontal roll on the ground. That way you can get to high ground speeds quickly rather than wait for the normal stomp end lag. (He has a small bounce of sorts after stomping the ground)
Ok, honestly, if Mighty could roll through hazards like lava that could be fun. And maybe his hard shell could make him skip like a stone if he hits water at a certain speed while balled up. The hammer drop could be used to drop into the water even if you’re balled up.
i personally love playing as him, i dont know how people have trouble accidentally doing the hammer drop when wanting to wallkick, i've genuinley never had that issue. maybe the first time around but when i got used to it i never had the issue again. i do agree with changing the wall cling to spin (so mighty can still do the shield abilities) however
Im assuming you play with him commonly so you know the timing between wallkick and hammer drop but most people play with him once or twice a week cause he's kinda boring so they can't get used to the timing
All i'm going to say is that I don't think the sprite critique was handled well, It doesn't really offer a solution and feels like you're JUST shitting on the art which doesn't really look good on a review. Remember that modders aren't AAA devs and they don't get paid to do this, mistakes happen and constructive criticism will make more waves than ranting and offering nothing in terms of solution.
Disagree with this review. First of all, his running animation is taken from SegaSonic the Hedgehog. Which makes sense to me personally as to make Mighty stand out more because the other run he could have is the one from Mania and that's... arguably the same as Sonic's. Second, the wall kick is actually useful, I'd say more so than Espio's - provided you have the right walls to leap up around, you could leap up infinitely*. Yes, you have the hammer drop on the same button, but that becomes a non-issue when you get into the practice of only pressing the button when you're completely sure the camera is alligned in a way that SRB2's wall detection jank doesn't mess with clinging to the wall. And mapping one or the other to the spin button would be pointless as if you had a shield, you'd be locked out of one of your major abilities(as of the current version anyways) and that's a dick move. Lastly, the hammer drop IS useful, especially when you pair it with the Drop Dash aspect of it as you'd be able to both drop to the ground quicker than most characters and recover lost speed and then some - depending on how you use it and which map. The hammer drop can also be used on springs to propel Mighty extremely high. *There's no limit to how many walls you can leap up(if they're climbable that is), but overtime Mighty will start to get tired if he clings to walls for too long without touching the ground and start to slip down.
Yeah I disagree massively with this review, I personally love the Run sprites as it gives him unique a pose from Sonic and it's a reference to SegaSonic and Mania, I also think it looks cool, I love my bean-shaped boy. His wallkick and Hammer Drop aren't really an issue once you adapt, I rarely fail the wallkick if ever on map I know like the back of my hand. His Drop Dash works great on slopes. I love how Mighty feels like he could be apart of the vanilla cast.
Mapping something as vital as the wall kick at the same button hammer drop has is a bad decision, because when u really depend on it the wallkick always has the chance to fail and screw you over because of being mapped as the same button as the hammer drop, and the drop dash.. i was expecting at least something with a fraction of a fraction of a fraction of the T.H sonic's drop dash and not something every character can do in the vanilla game except u fall quicker due to hammer drop The drop dash is supposed to be a spindash that u charge up in the air to keep ur speed and momentum or make u gain more speed, yet thats entirely locked to if your going down a slope. Remember well where you stand, also the run animation needs tweaks so we can see him properly running so theres difference between curling into a ball and actually running and not curling into a ball and barely uncurling whatsoever
I agree with the sentiment that mighty is bad, but for different reasons. His kit doesn't have synergy. I dont think modded characters should all be powerful, it helps mighty stand out and speaks to good design. The wall jump is extremely fun and powerful, and you'd be surprised how many walls you can jump between. The hammer drop is kinda bad, but it acts as a way to slow down at high speeds and can get you into some of the best routes in the game. The drop dash is not useful when used close to the ground, you have to use it from high up and then it will boost you. As for tough guy, the way you interact with spikes is not random, its based off of your speed. If you hit the spikes at a high speed, you will stay in ball form, but at lower speeds, you will uncurl. Also i dont think they should lean into mighty's defense, as heavy exists, and will always be better at that. The point is though that while these are good on their own, they do not mix well at all, and it can be hard to do cool things because of that. youtuber wrong, im right, thank you for coming to my ted talk.
Also, your review approach of playing only one character, reviewing it, then moving on to the next is not at all a good idea. Your suggestions for a defensive Mighty is what Heavy is right now. You suggested for something that already existed because of this
I think his wall kick should be remapped, and maybe his tough guy tweaked a bit, as you suggested. Gameplay-wise though, I think he's mostly fine, and feels more like an official character than a fan-made one, which, is a good thing, because it makes Mighty and his abilities consistent, and he's an actual Sonic character, not unlike most of SRB2's character mods which are fan characters. Fan characters can be fun for breaking the game, but official characters, especially Mighty, have had their place in classic Sonic games previously, so it's a good thing his moveset doesn't overshadow the other vanilla cast. He feels more like an official DLC character in this regard. I do think his running animation NEEDS to change though. I get that it was probably done to look closer to Mania, but it looks ridiculous here. It's fine from the sides but from the other angles it looks absolutely ridiculous and I'm surprised it wasn't changed up before release. Hopefully team Combi-Rings sees some of this feedback and can make an update to change some of these sore aspects.
In the standard single player experience, Mighty really does leave a lot to be desired, and could well be the weakest of the chaotix. A small fix of remapping hammer drop to spin instead of jump would be great enough to fix this, and make using his fast, high wall jump a worth while tool. Mighty really wouldn't miss alot from removing shield abilities from him, since he can move upwards, downwards, and even horizontally just fine enough. In Battlemod however, he's a whole different beast. Mighty's shell has tough guy armor, even when standing still on the ground, allowing him to tank hits a bit better than others, improving on stage survivability. (Moves that would cause ring loss only send him in tumble if it was landed on his shell) The AoE of his Hammerdrop ability can stun and tumble opponents. Combine this with his battle ability being a lunging punch that knocks away opponents, and you have someone thats hard to push away, but can knock you away quite greatly.
I had an idea to rework Mighty's abilities. What if his playstyle leaned on him being a kinder sonic, give him a thok that can go into his wallcling, the wallcling could work more like in knuckles chaotix where he could jump vertically instead of just away from the wall, and if you time it right you can convert your vertical momentum into horizontal momentum and if you're really cracked you can stack vertical jumps to get even higher horizontal speed. Also, they should allow him to "parry" proyectiles, like you thok into a light bolt and you have a brief punching animation where he returns the attack. In post reboot archie, Mighty had to take anger managment leasons to be all zen n stuff, maybe add a bit of that, using enemies as vertical boosts if you thok into 'em "Every enemy is an opportunity to rise higher". I like the idea of him using his strength to avoid being crushed, so add that too. And maybe the hammer drop could bounce you up if you held spin down, that'd be fun.
I can understand your point on the ability, but the sprites argument is a pretty big overreaction. I mean It's apparent that you have an issue with it, but It would benefit the devs if you stated those issues in more detail, you mentioned the lack of seeing his other arm, but even the OG SegaSonic sprites do that, you also mentioned the legs but not really a way to fix it, I do think you should consider your wording a bit more as it came off way more harsh than it should've been
“guys the run animation is a callback to a game that’s why it’s allowed to look terrible” yeah cheers i love sacrificing quality for the epic reference you’re so clever add the flicky down smash to sonic next why don’t you
like it’s one thing to think it actually looks good but i’m just seeing people repeatedly defend it by saying “oh it’s from segasonic” it’s as if they don’t actually believe in its quality and are just hiding behind it existing somewhere in an official game so they don’t have to criticize something they enjoy
@@SuperScratchkatits not even a bad animation, it was an overreaction and i dont see the problem. He never even said how to fix it, so how are they gonna remake the sprite without know what to change
@@ovatails 1. it wasn’t an overreaction he was just being hyperbolic in a youtube video 2. it’s not his job to fix their sprite, he’s a reviewer, he’s not obligated to do more than say if he thought it was good or not
I honestly agree that the one angle of the running animation kinda ruins the whole thing... and with that said, the rant over it was a thing of beauty.
a thing of beauty?? bruh he didnt even bother with explaining how he would 'fix' the run after gushing about how good the rest of spritework is if you find it uncanny - thats fine but no need to explode at the creators for accurately portraying mightys run from segasonic, especially if you dont have anything to offer in criticism
Don’t know if it will help but make sure your srb2 install is updated to the latest hotfix. I remember that being a problem for mods before, they require modding changes in even minor updates.
Good review! Though, there is some things I disagree with and feel you could have taken note of beforehand. You said, "The wall-kick is too unreliable to be comfortably used in many places and requires two walls to jump between, unlike a simple wall-climb". I disagree to an extent. I do think the wall-kick is a bit too clunky at times, but it allows Mighty to gain even more height at a faster pace than Espio, in my opinion. I'm not sure if you realized this later on but you are actually able to move the camera to a 90-degree angle on each side when clinging onto a wall as Mighty. Doing so allows you to jump sideways and even cling back onto the same wall, allowing you to jump up on the same wall repeatedly until you reach the top. You're also able to cancel a wall-kick by pressing spin while clinging, though I did find this somewhat situational, and it doesn't solve the button mapping issue. (Espio is also able to do this) As for the stomp, it is fairly useful against dealing with certain bosses and enemies from a distance, making it so that you are at less of a risk of taking damage compared to other characters. On the other hand, his drop dash really helps close the gap between you and the ground while also keeping some speed. It is especially useful when using it from great heights or onto slopes, though I understand this can be situational during some moments. I don't believe Mighty's drop dash was ever meant to be used like Sonic's drop dash, which is why the speed from base jump height doesn't do much for him. I do agree that his 'Tough Guy' ability should be expanded upon, the fact that only *some* projectiles are able to be blocked really doesn't do the ability justice. Overall, I do agree that Mighty is the weaker link of The Chaotix when compared to Espio. He's always been a sort of "second Sonic" in my opinion, so this doesn't really surprise me. A good player may be able to do well with him, but the other characters could most likely do better. However, I feel like your gameplay doesn't show him at his full potential. He doesn't always have to take the vanilla route, as his abilities allow him to open new paths with a fair amount of speed too. He's still able to stand out as a unique character and member of the Chaotix, despite some of his flaws. (Also, you should check out the easter eggs lol)
I would say Charmy the bee is the worst but Charmy can fly but her bee sting has THE WORST HITBOX LIKE BRO AMY HAS A MUCH BETTER HITBOX I CANT EVEN STING ANY ROBOT WITH CHARMY BECAUSE I MISS BECAUSE OF THE HIT BOX
"Make him the defense guy,"
so, turn Mighty into Heavy?
shh… they will know…
isnt the run animation based on segasonic..
Yeah but maybe don't have him that low
@@TheYellowBeamer he is pretty low in the og tho
Yea but you would see him in a down right position so you could see his face and he wasn't a ball
He looks like a sphere from the front and back, but is more so a bean shape from the sides.
Not to mention, it does help to distinguish his animations from Sonic, a common problem for his appearances in the official titles.
yeah but jackal still has a point and imo it works in segasonic bc it’s viewed with an isometric camera angle
the srb2 mod makes it obvious how flat he really is and the progression is really off (more like walk > mach run)
The drop dash scales depending on how far you hammer drop towards the floor. I can't believe you somehow overlooked that. Seeing you fail to play as Mighty decently has been dreadful to watch. I think you should study how other people play as the character to better understand his strengths, because calling him a worse Espio is simply not true (there are many speed run routes where Mighty beats Espio)
My feelings on Mighty are complicated. His wall kick ability, when practicing enough, can be really good, as it let's you get up places pretty fast if you get good at it, faster than any of the other characters could.
Having it mapped to use the same button as the Hammer Drop isn't great however. One sends you up and one sends you straight down to your death, so if you press it at the wrong time you can just end up dying immediately.
I also have to agree that it being performed by holding the jump button is annoying.
Now the dropdash thing, it can be really good but only on slopes or when jumping from high places, and the latter is not gonna be happening much if the player is constantly fearing dropping down to their deaths while attempting to wallkick.
I've played all the characters by now, I'm honestly surprised people say Espio's the weakest of the pack when in reality Mighty is.
"Make him the defense guy" boy are you gonna love a character coming down the line
Mecha sonic from s3?
@@Kosta991 heavy
Someone already pointed this out but the running animation is a refrence to segasonic, tho the sprites that I'd change is his front view since his miscle looks small. also if i were to chamge the buttonmaps I'd change the stomp to the spin button
I think this guy doesn't enjoy these characters, he just play once and that's it, that's the review.
Honestly, I don't agree with everything here. As someone who's more board of the power creep of modded characters, Mighty feels very referring and is a personal favorite of the crew.
First of the Hammer drop is a nice tool for stopping yourself on some maps. It's not the greatest at this do you believe me but it can do it and be very nice.
Next, the drop dash is weak because it needs slops to take advantage of its true power. (Not sure if I really like this but it does feel like it needs more skill to pull off I guess)
Finally, the wall cling I think is better than the climb abilities... sort of. When you know how to get it to work constantly it can feel really satisfying. My tip is to find a corner and kick off the walls in the corner. It helps since you climb up fast and don't need as strict timing at least. (Still has some problems obviously...)
Oh and quick, I will say the running animation was a bit of an overreaction. I will agree that the body sprites could be better and I do have a problem with the run-back sprite for a different reason. I don't think the shoe looks that good and just feels occurred like old Espio sprites.
Now I'll air out my problems with Mightly, mainly I agree with Tough Guy not being nearly as good and really should be buffed. Speaking of which, Mighty not being able to break blocks and take Knuckles routes does bother me quite a bit. Lastly, I think Hammer Drop should be moved to spin in the air but I am mostly fine with it.
Again I like Mightly "under-creep" in the modding scene and feel like you need your A-game to use him and am thinking of making maps around that idea maybe in the future.
Okay so just skimming through, because I personally am not reading everything, he said the hammer drop was fine, just should not be a main ability.(like he said, the wall cling should’ve been set to spin)
the drop dash is WAYYY too weak, pointy sonic has a pretty good dropdash (im talking about just the first charge) also still on the dropdash, srb2 doesn’t have that many good slopes.
the wall cling/wall jump being attached to the same button as an ability that sends you straight down is just bad, even if “you get good” there will still be times you mess up, and it will cost you.
The running animation bit was an exaggerated on purpose uh it was pretty obvious tbh.
@@MaskedFlea24
The hammer drop was to just point out a nice use for it but yeah fair.
I am indifferent to the drop dash but I will say as someone who plays around with Mighty there are places with the Drop dash is pretty handy. Mainly with mod maps but it's a nice to speed-up tool in some vanilla maps.
I will agree with it but I didn't know, I never had a problem besides one time here or there. Honestly what gets me with the cling is hit detection. It can be REALLY finicky and that causes you to hammer drop or just not even wall cling for no reason.
And yeah exaggeration for the run was for comedic effect. I felt it was a little bit much, it's not that bad, or at least on the same tire as the old Espio run.
Hey lucas, i also like his moveset :3
@@ashuraJpeg
Real Mighty players rise up%
I also find mighty’s relative weakness to be quite refreshing. I like him in the same way I like fang (who’s my favorite character don’t @ me lol). The wallcling is limited and contextual, so it feels very good to work out routes with him instead of just zoomin over everything. Actually he’s very similar to fang in the sense that I love part of his moveset (tailbounce and wallcling respectively) and am completely apathetic to the other parts (cork gun and hammer drop)
The drop dash gets stronger the higher up you stomp, the steepness of the slope if you land on one also contributes to it. Mighty is a much more fun skin if you actually understand how he works.
If you use drop dash down a slope mighty goes incredibly fast
Mighty's drop dash is less so a quick speed burst tool like most mods of Sonic, and more so a means of redirecting momentum. More specifically, converting the downward momentum of a Hammerdrop from high up, into a horizontal roll on the ground. That way you can get to high ground speeds quickly rather than wait for the normal stomp end lag. (He has a small bounce of sorts after stomping the ground)
@@SmashCrafter321 huh
You can aim the wallkick by moving the camera where you want to jump
Ok, honestly, if Mighty could roll through hazards like lava that could be fun. And maybe his hard shell could make him skip like a stone if he hits water at a certain speed while balled up. The hammer drop could be used to drop into the water even if you’re balled up.
i personally love playing as him, i dont know how people have trouble accidentally doing the hammer drop when wanting to wallkick, i've genuinley never had that issue. maybe the first time around but when i got used to it i never had the issue again.
i do agree with changing the wall cling to spin (so mighty can still do the shield abilities) however
Im assuming you play with him commonly so you know the timing between wallkick and hammer drop but most people play with him once or twice a week cause he's kinda boring so they can't get used to the timing
I’m probably still gonna main him because Mighty is my favorite forgotten Sonic character. But like… geez.. they did my boy dirty..
All i'm going to say is that I don't think the sprite critique was handled well, It doesn't really offer a solution and feels like you're JUST shitting on the art which doesn't really look good on a review. Remember that modders aren't AAA devs and they don't get paid to do this, mistakes happen and constructive criticism will make more waves than ranting and offering nothing in terms of solution.
0:21 TAKE THAT BACK YOU CREEP
Disagree with this review. First of all, his running animation is taken from SegaSonic the Hedgehog. Which makes sense to me personally as to make Mighty stand out more because the other run he could have is the one from Mania and that's... arguably the same as Sonic's.
Second, the wall kick is actually useful, I'd say more so than Espio's - provided you have the right walls to leap up around, you could leap up infinitely*. Yes, you have the hammer drop on the same button, but that becomes a non-issue when you get into the practice of only pressing the button when you're completely sure the camera is alligned in a way that SRB2's wall detection jank doesn't mess with clinging to the wall. And mapping one or the other to the spin button would be pointless as if you had a shield, you'd be locked out of one of your major abilities(as of the current version anyways) and that's a dick move.
Lastly, the hammer drop IS useful, especially when you pair it with the Drop Dash aspect of it as you'd be able to both drop to the ground quicker than most characters and recover lost speed and then some - depending on how you use it and which map. The hammer drop can also be used on springs to propel Mighty extremely high.
*There's no limit to how many walls you can leap up(if they're climbable that is), but overtime Mighty will start to get tired if he clings to walls for too long without touching the ground and start to slip down.
Yeah I disagree massively with this review, I personally love the Run sprites as it gives him unique a pose from Sonic and it's a reference to SegaSonic and Mania, I also think it looks cool, I love my bean-shaped boy. His wallkick and Hammer Drop aren't really an issue once you adapt, I rarely fail the wallkick if ever on map I know like the back of my hand. His Drop Dash works great on slopes. I love how Mighty feels like he could be apart of the vanilla cast.
Mapping something as vital as the wall kick at the same button hammer drop has is a bad decision, because when u really depend on it the wallkick always has the chance to fail and screw you over because of being mapped as the same button as the hammer drop, and the drop dash.. i was expecting at least something with a fraction of a fraction of a fraction of the T.H sonic's drop dash and not something every character can do in the vanilla game except u fall quicker due to hammer drop
The drop dash is supposed to be a spindash that u charge up in the air to keep ur speed and momentum or make u gain more speed, yet thats entirely locked to if your going down a slope.
Remember well where you stand, also the run animation needs tweaks so we can see him properly running so theres difference between curling into a ball and actually running and not curling into a ball and barely uncurling whatsoever
mighty pfp checks out
@@ismtud1364 nah.... u did him dirty
I am so glad i wasn't the only one that got thrown off with that running animation
Some characters have secret Easter Eggs that involve putting "Say [thing]"
in the console.
I agree with the sentiment that mighty is bad, but for different reasons. His kit doesn't have synergy. I dont think modded characters should all be powerful, it helps mighty stand out and speaks to good design. The wall jump is extremely fun and powerful, and you'd be surprised how many walls you can jump between. The hammer drop is kinda bad, but it acts as a way to slow down at high speeds and can get you into some of the best routes in the game. The drop dash is not useful when used close to the ground, you have to use it from high up and then it will boost you. As for tough guy, the way you interact with spikes is not random, its based off of your speed. If you hit the spikes at a high speed, you will stay in ball form, but at lower speeds, you will uncurl. Also i dont think they should lean into mighty's defense, as heavy exists, and will always be better at that. The point is though that while these are good on their own, they do not mix well at all, and it can be hard to do cool things because of that. youtuber wrong, im right, thank you for coming to my ted talk.
Overpowered characters=good character
if they keep that goof running sprite, they should at least make him have the ability to break through enemies when moving fast enough without a spin.
to give mighty some credit
*At least we have a proper 2.2 Mighty and not the cursed SSNMighty mod.*
now we just need 2.2 ray
And ray's here in 2.2
v2.2 Ray 3D Model Is Still Broken
Also, your review approach of playing only one character, reviewing it, then moving on to the next is not at all a good idea. Your suggestions for a defensive Mighty is what Heavy is right now. You suggested for something that already existed because of this
I think his wall kick should be remapped, and maybe his tough guy tweaked a bit, as you suggested. Gameplay-wise though, I think he's mostly fine, and feels more like an official character than a fan-made one, which, is a good thing, because it makes Mighty and his abilities consistent, and he's an actual Sonic character, not unlike most of SRB2's character mods which are fan characters. Fan characters can be fun for breaking the game, but official characters, especially Mighty, have had their place in classic Sonic games previously, so it's a good thing his moveset doesn't overshadow the other vanilla cast. He feels more like an official DLC character in this regard.
I do think his running animation NEEDS to change though. I get that it was probably done to look closer to Mania, but it looks ridiculous here. It's fine from the sides but from the other angles it looks absolutely ridiculous and I'm surprised it wasn't changed up before release.
Hopefully team Combi-Rings sees some of this feedback and can make an update to change some of these sore aspects.
Mighty's running animation is a reference to the original game he appeared in; Segasonic the Hedgehog
In the standard single player experience, Mighty really does leave a lot to be desired, and could well be the weakest of the chaotix. A small fix of remapping hammer drop to spin instead of jump would be great enough to fix this, and make using his fast, high wall jump a worth while tool. Mighty really wouldn't miss alot from removing shield abilities from him, since he can move upwards, downwards, and even horizontally just fine enough.
In Battlemod however, he's a whole different beast. Mighty's shell has tough guy armor, even when standing still on the ground, allowing him to tank hits a bit better than others, improving on stage survivability. (Moves that would cause ring loss only send him in tumble if it was landed on his shell) The AoE of his Hammerdrop ability can stun and tumble opponents. Combine this with his battle ability being a lunging punch that knocks away opponents, and you have someone thats hard to push away, but can knock you away quite greatly.
I had an idea to rework Mighty's abilities.
What if his playstyle leaned on him being a kinder sonic, give him a thok that can go into his wallcling, the wallcling could work more like in knuckles chaotix where he could jump vertically instead of just away from the wall, and if you time it right you can convert your vertical momentum into horizontal momentum and if you're really cracked you can stack vertical jumps to get even higher horizontal speed. Also, they should allow him to "parry" proyectiles, like you thok into a light bolt and you have a brief punching animation where he returns the attack. In post reboot archie, Mighty had to take anger managment leasons to be all zen n stuff, maybe add a bit of that, using enemies as vertical boosts if you thok into 'em "Every enemy is an opportunity to rise higher". I like the idea of him using his strength to avoid being crushed, so add that too.
And maybe the hammer drop could bounce you up if you held spin down, that'd be fun.
Just put hammer drop on spin and require pressing jump a second time to wall kick
I can understand your point on the ability, but the sprites argument is a pretty big overreaction. I mean It's apparent that you have an issue with it, but It would benefit the devs if you stated those issues in more detail, you mentioned the lack of seeing his other arm, but even the OG SegaSonic sprites do that, you also mentioned the legs but not really a way to fix it, I do think you should consider your wording a bit more as it came off way more harsh than it should've been
Imagine if his hammer drop could bounce like SA2 sonic
“guys the run animation is a callback to a game that’s why it’s allowed to look terrible” yeah cheers i love sacrificing quality for the epic reference you’re so clever add the flicky down smash to sonic next why don’t you
like it’s one thing to think it actually looks good but i’m just seeing people repeatedly defend it by saying “oh it’s from segasonic” it’s as if they don’t actually believe in its quality and are just hiding behind it existing somewhere in an official game so they don’t have to criticize something they enjoy
@@SuperScratchkatits not even a bad animation, it was an overreaction and i dont see the problem. He never even said how to fix it, so how are they gonna remake the sprite without know what to change
@@ovatails 1. it wasn’t an overreaction he was just being hyperbolic in a youtube video 2. it’s not his job to fix their sprite, he’s a reviewer, he’s not obligated to do more than say if he thought it was good or not
@@SuperScratchkat like i said he never told them how to fix it
for a 22 year old you’re acting quite childish
The reason why the drop dash is slow is because your supposed to use it on slopes
His hammer drop doesn't work for me...
Always gotta use a 3d model with mighty so the running animation looks good
Mighty: CALM DOWN MAN!!!!!!!!
I honestly agree that the one angle of the running animation kinda ruins the whole thing... and with that said, the rant over it was a thing of beauty.
a thing of beauty?? bruh he didnt even bother with explaining how he would 'fix' the run after gushing about how good the rest of spritework is
if you find it uncanny - thats fine but no need to explode at the creators for accurately portraying mightys run from segasonic, especially if you dont have anything to offer in criticism
@@compactdisc5365 fr
He forgor the dropdash lmao
If this move could have been able to be cancelled into jump, than his moveset could be a 6 but no
Does anyone know a mod to fix mighty?
use the drop dash going down on a slope
personally my mighty wont activacte his spin down move, any help?
Don’t know if it will help but make sure your srb2 install is updated to the latest hotfix. I remember that being a problem for mods before, they require modding changes in even minor updates.
Heavy is already a better mighty but he has no wall kick or climb
Good review! Though, there is some things I disagree with and feel you could have taken note of beforehand.
You said, "The wall-kick is too unreliable to be comfortably used in many places and requires two walls to jump between, unlike a simple wall-climb".
I disagree to an extent. I do think the wall-kick is a bit too clunky at times, but it allows Mighty to gain even more height at a faster pace than Espio, in my opinion. I'm not sure if you realized this later on but you are actually able to move the camera to a 90-degree angle on each side when clinging onto a wall as Mighty. Doing so allows you to jump sideways and even cling back onto the same wall, allowing you to jump up on the same wall repeatedly until you reach the top.
You're also able to cancel a wall-kick by pressing spin while clinging, though I did find this somewhat situational, and it doesn't solve the button mapping issue. (Espio is also able to do this)
As for the stomp, it is fairly useful against dealing with certain bosses and enemies from a distance, making it so that you are at less of a risk of taking damage compared to other characters. On the other hand, his drop dash really helps close the gap between you and the ground while also keeping some speed. It is especially useful when using it from great heights or onto slopes, though I understand this can be situational during some moments. I don't believe Mighty's drop dash was ever meant to be used like Sonic's drop dash, which is why the speed from base jump height doesn't do much for him.
I do agree that his 'Tough Guy' ability should be expanded upon, the fact that only *some* projectiles are able to be blocked really doesn't do the ability justice.
Overall, I do agree that Mighty is the weaker link of The Chaotix when compared to Espio. He's always been a sort of "second Sonic" in my opinion, so this doesn't really surprise me. A good player may be able to do well with him, but the other characters could most likely do better.
However, I feel like your gameplay doesn't show him at his full potential. He doesn't always have to take the vanilla route, as his abilities allow him to open new paths with a fair amount of speed too. He's still able to stand out as a unique character and member of the Chaotix, despite some of his flaws.
(Also, you should check out the easter eggs lol)
I would say Charmy the
bee is the worst but Charmy can fly but her bee sting has THE WORST HITBOX LIKE BRO AMY HAS A MUCH BETTER HITBOX I CANT EVEN STING ANY ROBOT WITH CHARMY BECAUSE I MISS BECAUSE OF THE HIT BOX
Mighty is a perfect character, you just have a skill issue bozo.
i literally beaten the game in 40 minutes as him, all emeralds
Cool
Sorry this unrelated but could you please maybe review pointy and fluffy? They're my favorite mod and alot of people love it too
Mighty is actually really good if you dont suck ass
Right, listen here you little...
@@The_JackalMan have you tried flicking the wall jump so it sends you more horizontally than vertically
huge ass skill issue