As some of you may know, I was running two channels recently. I'm going to move the uploads from that account to here! This account was never meant to get as big as it did but I'm very grateful! Brand new video in just 2 days!
In srb2, there’s a addon called “max control sonic”. Not only it gives Sonic, tails, and amy a really complete and cool moveset, it gives Sonic the bounce ability. Which you can combo with the drop dash. It’s amazing
not to be the "OOOOH IM SO BUSY" guy but damn I wish I was on turbo cocaine so I could cover all of this stuff... I'll look into it and see if I can fit it into the schedule! tysm for the recommendation, that sounds impressive as hell.
@@DolphynsDeckYeah I think that’s the big difference between the two abilities. The stamp bounce gives you vertical height, but the balance bracelet allows you to carry a decent amount of your momentum horizontally
@@MatrixEvolution17also in terms of game feel, I feel like that would work pretty well as bounce is suppose to keep up momentum. Pressing the button instead of holding would have better player feedback and so would stopping with the stomp by holding the button. Good idea man
You made a good argument but honestly the GAMEPLAY alone sold me on this, god it looks so fun and it fits like a glove. Really hope this gets integrated in the next game
Omg thank you so much for mentioning the gameplay! I made this entire video because I felt like I was gliding around every level and I was like DAMN I gotta share this!! Maybe if we can get a discussion going it will spark some interest at Sonic Team.
Thank you for bringing up how good air dash was in the adventure games at just giving or keeping momentum by simply homing attacking the ground. Without a boost button, it's a super quick and accessible way to get speed or keep it past a big jump.
As far as Generations mods go, Bounce attack + and The additive homing is my favourite combination, it even adds a bit of a skill gap. I highly recomend trying it to anyone who hasn't
While I do like the additive homing attack mod I wish it was less sensitive, like sometimes I would tap the button so I wouldn’t do flying yet I’d still get launched.
@@furious_pie466 Yea, sometimes its a bit inconsistent, and sometimes it just doesnt work properly, like in Crisis City right before the spring that launches you in to the first 2D section
The answer is simple. Just give Sonic both abilities. A stomp and a bounce. Because when I see it they both have their uses and both are similar enough. There will be moments when you need to use the stomp to give you some control when platforming or you feel like you actually might need to get to the ground and stop to survey your area. They might be moments when you need to bounce to reach a higher ground. If you’re confident enough, know the level already and want to keep moving a little more. Then use the bounce. You see they both have their uses, so just give Sonic both. It will make his moveset more versatile. Do like a pressed or tap button thing. Or a press and hold thing. Maybe a button and direction combination. If we take combat into consideration. They’re stuff we do if we have both. I would make the bounce do less damage and only good for hitting one target. But the stomp does more damage and has a big AOE effect that good for hitting multiple enemies below you. Simple as that. You can do a similar thing for the Air Dash and Double jump. As well as the Boost and Spin Dash. In fact I think even have an idea when you can just combine both of that last one.
@ Oh that’s nice to hear. There have definitely been some Fangames that done a similar thing too. I think a Fangame called Sonic Into Cyberspace do it like that. I would recommend you play it in your spare time. That Fangame gives Sonic a lot to his moveset. Same with Sonic Momentum. Which I’m quite the fan of. Heck if it was up to me to make a Sonic game. I’m giving Sonic every skill he ever had or at least try to combine them into similar ones. Sonic Islands try to do that too…man I just remember that Fangame. That first demo was amazing. What the heck happened to it?
Since learning that bounce-cancelling is a thing from SA2, I’ve realised the stomp is actually useless in comparison. I like my game mechanics with _depth._
honestly yeah, the bounce bracelet was the best thing added for 3D Sonic that should've been a constant move in his movesets over the years. (Honestly bounce moves in platformers are my favorite things, it's part of the reason I love Super Sami Roll and Rollin' Rascals so much).
Ngl, the bounce in boost sonic made me go uggh until I remembered how shitty sonic jumps at slow speeds. You're so right it would literally fix every problem with the slow platforming. The game looks so much more fun with it.
I was confused until I realized this video was pre-Sonic Frontiers. They did add the bounce in that one (hold the stomp button till you hit the ground) and sure enough, it makes platforming more enjoyable. This one should always be in Sonic's arsenal of moves because it just feels plain good to use!
The bounce move was first introduced in Sonic 3, honestly most of Sonic's iconic moves originated in Sonic 3, bounce, insta shield, jump dash, and double jump.
That's why I included the bubble shield clip! I remember when I was making this video I was like "I could've sworn I've used this move BEFORE I played SA2..." and lo and behold, I remembered my childhood playing Sonic 3!
There's a sonic fangame that does actually implement this. Its called Sonic Adventure 3 on Dreams PS4, and despite the name, it plays more like a boost sonic game with the bounce carrying your momentum from a boost. Its really fun.
To me platforming in sonic should be creative by that i mean platforming challenges should be able to be creatively skipped or cut by taking advantage of the physics its why I really like the physics of adventure and classic games
I personally think both this and the Stomp should exist at the same time Hear me out if you just tap the Stomp button give him a Bounce but if you Hold the Stomp button then he should stomp
was always curious as to why we suddenly went from bounce to stomp, I figured it was because of how much more linear boost level design was faster speed that could get absurd when bouncing at an angle or slope for some crazy distance that could easily go out of bounds or something
To be fair, you can actually have both in the same moveset... Holding the Jump Button allowing you to bounce when you press the Stomp Button... All you'd have to do then is let go of the Jump Button if you just want to Stomp.
Appreciate it, glad you enjoyed it! I mainly post gameplay showcases but if youre interested in more scripted stuff I have a bunch in this playlist: ruclips.net/p/PL2DwAmgze7gpRdHHLlHDppFv3Vh2e-z1Q&si=km1m5bweXq6LqA3S
I may not like SA2 as much as most people, but the Bounce is by far the game's best aspect in my opinion, and it's my second favourite move in any game, right behind the Adventure 1 Spin Dash. It has such a wide array of uses and synergises really well with basically any kind of level design. It's a real shame that Shadow never got the Bounce Bracelet in SA2. I think if any older Sonic games get remade in the future, such as Adventure 1 or Heroes, adding the Bounce would be an easy way to give the gameplay some extra depth and freshness.
I saw a mod for Superstars where they put the bounce bracelet in Superstars and it felt tailor made for that game, The video is called "Sonic Superstars - Modern Styled" where they showcase the modern look for Sonic, but they also show a fully functional Bounce Bracelet and it looks so fun to use. They insist so much to bring the drop dash back in every game because of Sonic Mania's success but what if they brought more moves from the past like this for fluid movement
I'd love for them to try making two different types of 2D games; the Classic Formula and a Modern Formula with Rush and Adventure moves. I haven't actually played **any** Superstars mods.. I'm definitely gonna hop on moveset mods though 👀 maybe a potential video too
Sonic's full hop jump in the Boost games also generally leaves a lot to be desired. He just doesn't go very high and feels pretty heavy, to the point where the game will pretty much force you to hit every single platform along the way in certain sections. Having stuff like the double jump and bounce to help augment his height and maneuverability would do wonders in future games. I think one of the only moves that doesn't need to stick around is the air dash, especially if it's going to stay so stiff and compete with the double jump for an input. Stomp alongside bounce is great because sometimes you just need to get to the ground, not bounce back off of it, and would be easy to differentiate between bounce as a tap and stomp as a hold, or vice-versa. The only downside is that would introduce slight input delay since the game would have to read the input on release to determine if it's a tap or hold press. There's probably another way to make the inputs work.
I feel they really improved stomp in Shadow Generations! It's snappy and easy to use over and over. The stomp bounce from Frontiers was also a worthy successor to the bracelet imo.
I love Frontier’s idea for the bounce, where it does a normal stomp if you tap the button, and a bounce if you hold it. I just don’t like how it doesn’t seem to go much higher than the double jump, even after max bounce height; I also don’t like how there’s a limit to how many bounces you can do per jump and how it cuts all your momentum. Somewhat unrelated, but there’s a roblox sonic engine called Sonic Rebooted that in my eyes, has the best movement feel. You bounce like in Adventure, air boost out of an airdash that doesn’t stop momentum, airdash out of an air boost, you can drift, spindash, *and* spamdash (unfortunately has to be bought from shop with rings). Plus, Sonic turns nicely and doesn’t feel like a tank. All together, it lets you get into a nice flow while beating levels.
For as much as I criticize the Adventure games, one thing I will agree with is that the Bounce should ABSOLUTELY come back. It's a perfect blend of platforming control and conservation of momentum.
I feel like bounce and stomp could be great together. Maybe tie them to different buttons, tho. Just so people don't accidentally stomp and lose all momentum. That way if you want to continue flying through the stage you can hit the bounce button, but if you feel it'd be safer to stop, you could stomp. Idk, I think it would be cool
I agree with everything here except the praise for the Drop Dash, which I swap for insta-shield whenever I play Mania (which isn't often as I find it unremarkable).
Why don't you like dropdash? I've gotten a few comments saying something like this and now I'm curious. The only drawback I see to dropdash is the fact that it's too spammable.
i’ve felt like this for a long time. even though I still don’t like the boost and would prefer it be gone, the worst part of the boost gameplay isn’t necessarily the boost itself, it’s how anytime you aren’t boosting there’s zero flow or cohesion. the philosophy of boost platforming after Unleashed being “jump, boost, stomp, jump stomp, boost, stomp, slow walk, boost” has never felt good to me.
This might sound bad but I genuinely cannot play unleashed without mods it makes the game so much better in an insane way and I just love it to create sonic's perfect moveset and feel
Valid imo! I like trying to appreciate the vanilla version of games before I heavily mod them but nothing's wrong with having fun the way you want! I respect that so much! I assume you're also using Werehog combat mods? Those look godlike for replays of the game.
Possibly controversial opinion that might have something to do with this:I feel like the point of Unleashed was that it essentially split the 2 core parts of Sonic gameplay, high speed and precise platforming, into the day and night stages respectfully, and both were meant to be twists on the usual Sonic formula that emphasize one half of it. The boost really, REALLY does not feel like it should just be the default 3D Sonic gameplay and should have stuck to Unleashed due to not really being designed to do much platforming, with the Adventure controls with the spindash managing both platforming and speed, being much more accurate to the classic games (which, ironically, the 2010s were constantly tripping over themselves to pay tribute to in every other way while keeping 3D Sonic restrained to the boost), and feeling a lot more dynamic and flexible, and should have stayed the template for 3D Sonic rather than "press button to go fast". Shadow Gens honestly felt like it could have been an opportunity to finally replace the boost with the spindash, with Shadow acting like a representative for what came between the gameplay between the two Sonics of Sonic Gens and the game otherwise feeling a bit more designed for more complex gameplay that makes the boost feel out of place. Granted, I feel like the only thing that really needs to be done is to just replace the boost with the spindash since the rest of the modern moveset is fine, but also add the bounce bracelet obvs TL;DR the boost fundamentally is bad at platforming even though platforming was a big part of Sonic and only worked in it's original game because of the Werehog and should be replaced with the spindash
My solution with the air dash was honestly fixed in sonic x shadow gens. The drop dash in that game keeps u moving and u maintain all ur speed coming out of it. The only problem i have now is just the slower paced platforming sections that kinda ruin the sense of speed in the boost games. I think the bounce is a good solution but if im bein fr i think that shadow gens is the solution to all the problems with the boost games.
To clarify what i mean in the end if u care, shadow gens slows down the boost which solves a major problem unleashed and gens had, which was maintaining the sense of speed without feeling like your just holding forward the whole time. Shadow gens stages are honestly very skilled based and open and consistent rather than unleashed/gens stages feeling stop and go where you will be moving super quick and than u will have to do an annoying platforming section that ruins the pace. Shadow gens stages are so open with so many alternate paths that combine skill and speed that encourage you to think rather than unleashed where the most you think is when are you going to use the quick step.
AYYY I ACTUALLY LOVE THE NEW DROPDASH I have a bunch of clips using it to my advantage and I want to make a dedicated video glazing it. You have good taste 🤝 maybe I'll touch on this point you made. Never thought about it like that.
As one of the few who doesn’t enjoy the frontiers formula that much. I think it would benefit if they added an ability where its usefulness depends on the terrain. Since there’s no natural weight that exists in that formula the bounce would probably/maybe/kinda be good for it
Yo I’d love to see the Chaos Island parts in Shadow Generations ported into Frontiers where they’d fit would make the island better for me. Hot take but I don’t mind the one we got but it’d be much more fun. I’m hoping someone can port and combine them with the Frontiers Chaos Island model.🤩 Nice video too man👍
^^^ this! I was sad Shadow didn't have dropdash or stomp bounce in Generations but I grew to appreciate there were differences between how he and Sonic control. Similar to how Knuckles has a slower homing attack compared to every character.
The air dash was good in the Adventure titles because it was a way to get to ground faster. The double jump is completely negated by holding the jump button longer to get a higher jump. But instead what double jump does is give you two jumps set at a fixed height. Not really a big fan, personally
I don't know why Sonic Team insist on picking and choosing which moves to cut or bring back from their next game when there are enough buttons and button combinations on a controller to literally have everything: RT: boost LT: drift RB/LB: sidestep A: jump, double jump hold A midair: drop dash A -> X: homing attack, air dash (when there's no target for a homing attack) A -> B: stomp A -> hold B : bounce/stomp jump into power stomp (like in Frontiers) A -> RT: air boost B: slide, crouch, crawl, crouch on grind rails for more speed B+X: sweep attack B+Y: roll LT+B: spin dash X: attack, enter combat mode (like in Frontiers) Y: cyloop, light speed dash And if there's a new move in the next game the RS and LS buttons and the Dpad are free, and that's not counting how many button combinations are still unused in this control scheme. Wall jumps should work like they did in Colors and Unleashed and wall running + horizontal wall jumps should work like in Lost World. Also rail grinding from SA2 should return, allowing you go faster than you would by boosting on rails with the added benefit of carrying momentum when jumping off a grind rail and penalizing you by making Sonic fall off rails past a certain speed if he loses balance. So in terms of rail grinding speed it's: boosting while crouching and steering > crouching and steering > boosting on grind rails > grinding on rails. Just have an all encompassing Sonic moveset then balance stuff like the boost and spin dash according to your level design. it's the reason mario games are so easy to pick up and play, the same basic controls have been the same from Mario 64 to Odyssey even if the movement systems change from game to game.
never thought about it but it is actually going to be useful if they added it problem is no buttons for it they would have to replace the stomp and the stomp is very very useful in a game where you move so damn fast a move that stop you and bring you to the ground fast is essential so idk how to implement it
Is that Customizable Sonic with Unleashed animations? Haven't seen that before. Nice to find a fellow Bounce fan. Always loved the ability since the Dreamcast. It's a pity it wasn't reused beyond 06. Had the same moveset in Generations except the double jump which I haven't tried yet.
Someone reminded me Lost World had it too! Makes a lot of sense for the parkour gameplay. Too bad the controls kinda sucked. They sorta had the stomp bounce in Frontiers but it's not as fun as mashing the bounce lmao It always stuck out to me in SA2 (even as a child). They just added things because they were fun and that's sick
@@DolphynsDeck Didn't play Lost World beyond the first few levels, but yeah, I do remember a bounce in there. Seriously, tho, I didn't know the Customizable Sonic mod is compatible with Unleashed Sonic. Better try that out. I'll still try to convert Unleashed animations to Gens skeleton cos so many ppl (myself included) have requested it.
I'm a little confused by you saying the "Airdash is great in Adventure". I assume you mean the homing attack, but you touched on something I dislike in modern sonic games: The Homing attack and "aridash" are separate functions. The fact that the Homing attack is now relegated to it's own button and is EXCLUSIVELY for homing in onto enemies, and has no double jump/airdash utility as a movement tool in it's own right just feels terrible, since it makes the "homing" more of a "teleport", and it doesn't feel like an emergent, organic action you're in control of or you can direct. I guess in theory having the airdash on a separate button reduces mistakes of homing in on an enemy when you meant to jump in a specific direction, but I much prefer just manually aiming where the homing attack goes a la SA2, and it having it's own arc and momentum dependent travel distance.
I think I’d like boost games more if they would just bring back the skill and reward you got from the controllable danger of rails in sa2 instead of just being safe and static with no speed variability outside boosting Hell you could even mod adventure 2 to function like a boost game if you turn spindash into an instant max spindash with a meter button. I think I’d also like boost games more if they made some of the platforming less automated and gave sonic abit more tight control like he had in adventure era. Shadow gens n frontiers dlc is a step in the right direction for sure
Rail levels are my least favorite in the current boost games because of this. At least when you're boosting on foot down a hallway you have a choice with your movement. Contrasting that, Rail Canyon and Sky Rail are some of my favorite levels in their respective games.
@@DolphynsDeck exactly, Final Rush and Rail Canyon were exhilarating in their games. I also think Modern sonic would really benefit from bringing back the triangle/wall jump as it functioned in shadow we saw some good potential for movement with wall running in lost world, even if the rest of how that game played wasn't what I wanted. They could really do some creative smaller scale levels that utilize adventure era feel n wall running more instead of having somewhat monotonous and automated or 2d heavy boost levels
it seemed like that's what was happening in the footage at 1:27 , using the bounce to descend then boosting before hitting the ground to transition into a ground boost, though it seems like you can just release the bounce button before you hit the ground to descend without bouncing. dude sonic the hedgehog is so fucking cool
I admittedly slept on bounce bracelet tech since im on an off with sonic games. My favorite games controls wise has always been the SA1 & SA2. Seeing how versatile Bounce Bracelet in boost games are gets me pumped! Will definitely have to try out these mods.
I don't get the drop dash, i don't get it at all, i never use it, it doesn't feel very good to use visually and auditorially because of a lack of oomph, I've just never liked it, but the bounce bracelet has such a flow and... well BOUNCE to it, i would take a bubble shield any day over the drop dash
As a drop dash enthusiasts I get these complaints, but I personally see it more useful whenever you need to make more length but also wanna save the boost air dash
Bounce bracelet makes platforming far worse. No control over how long you want to stay in the air and it carries like no momentum of sonic's. Make bounce carry all momentum or keep it a dead remnant of dated archaic design choices of the past. Stomp is objectively superior with everything it did. Double jump covers the height issues that bounce solved in SA2 and bouncing for something double jump could have solved is just awful design. Being able to instantly land and cancel momentum is better than canceling momentum and having to bounce once to then pick your next action. Bounce bracelet was a time waster that served no actual purpose.
As some of you may know, I was running two channels recently. I'm going to move the uploads from that account to here! This account was never meant to get as big as it did but I'm very grateful!
Brand new video in just 2 days!
Rollin' rascal as a bounce bracelet, it doesnt have boost but i do exactly what you're describing
In srb2, there’s a addon called “max control sonic”. Not only it gives Sonic, tails, and amy a really complete and cool moveset, it gives Sonic the bounce ability. Which you can combo with the drop dash. It’s amazing
not to be the "OOOOH IM SO BUSY" guy but damn I wish I was on turbo cocaine so I could cover all of this stuff... I'll look into it and see if I can fit it into the schedule! tysm for the recommendation, that sounds impressive as hell.
@@DolphynsDeck
It’s pretty good from what little I’ve seen, adding a bounce and a peel-out to base SRB2 Sonic’s move-set.
Frontiers kind of brought back the ability, but it didn’t feel like how it did in SA2
Stomp jump is neat and one of my favorite additions to his moveset. I won't criticize it whatsoever but the bounce was way better at keeping momentum.
@@DolphynsDeckYeah I think that’s the big difference between the two abilities. The stamp bounce gives you vertical height, but the balance bracelet allows you to carry a decent amount of your momentum horizontally
@@DolphynsDeck I think the intention for it was to be the same but everything in frontiers feels stiff
@@DarkRei7 I mean, they're just testing the waters.
The bounce could totally work in tandem with the stomp - tap the button to bounce, hold to stomp
or, the other way around
@ I think tapping the button to bounce is better because it's like dribbling a basketball, holding the button is like you're slamming it down
@@MatrixEvolution17
This guy. I like the way he thinks. You tap the ball to bounce it, you hold the ball to stop it. Genius.
@ I'm glad you see the vision 🙏
@@MatrixEvolution17also in terms of game feel, I feel like that would work pretty well as bounce is suppose to keep up momentum. Pressing the button instead of holding would have better player feedback and so would stopping with the stomp by holding the button. Good idea man
You made a good argument but honestly the GAMEPLAY alone sold me on this, god it looks so fun and it fits like a glove. Really hope this gets integrated in the next game
Omg thank you so much for mentioning the gameplay! I made this entire video because I felt like I was gliding around every level and I was like DAMN I gotta share this!! Maybe if we can get a discussion going it will spark some interest at Sonic Team.
Thank you for bringing up how good air dash was in the adventure games at just giving or keeping momentum by simply homing attacking the ground. Without a boost button, it's a super quick and accessible way to get speed or keep it past a big jump.
YES! I miss the bounce braclet sooo much! Should have stayed in Sonic's moveset. Bound Jumps would have been so FUN in frontiers and Shadow Gens.
As far as Generations mods go, Bounce attack + and The additive homing is my favourite combination, it even adds a bit of a skill gap. I highly recomend trying it to anyone who hasn't
The Crisis City clip is why I made this whole video specifically because of the inputs required. I love making this game harder for no reason
Hedgemod needs Gens 2024 support ASAP 🙏🏻
@@_veloxity91 Its a shame old mods dont work on the remaster
While I do like the additive homing attack mod I wish it was less sensitive, like sometimes I would tap the button so I wouldn’t do flying yet I’d still get launched.
@@furious_pie466 Yea, sometimes its a bit inconsistent, and sometimes it just doesnt work properly, like in Crisis City right before the spring that launches you in to the first 2D section
The answer is simple. Just give Sonic both abilities. A stomp and a bounce. Because when I see it they both have their uses and both are similar enough. There will be moments when you need to use the stomp to give you some control when platforming or you feel like you actually might need to get to the ground and stop to survey your area. They might be moments when you need to bounce to reach a higher ground. If you’re confident enough, know the level already and want to keep moving a little more. Then use the bounce. You see they both have their uses, so just give Sonic both. It will make his moveset more versatile. Do like a pressed or tap button thing. Or a press and hold thing. Maybe a button and direction combination. If we take combat into consideration. They’re stuff we do if we have both. I would make the bounce do less damage and only good for hitting one target. But the stomp does more damage and has a big AOE effect that good for hitting multiple enemies below you. Simple as that. You can do a similar thing for the Air Dash and Double jump. As well as the Boost and Spin Dash. In fact I think even have an idea when you can just combine both of that last one.
That's pretty much how it works in the mod!
so kind of like a better version of what frontiers did?
@@spark9189 In a way, yes.
@ Oh that’s nice to hear. There have definitely been some Fangames that done a similar thing too. I think a Fangame called Sonic Into Cyberspace do it like that. I would recommend you play it in your spare time. That Fangame gives Sonic a lot to his moveset. Same with Sonic Momentum. Which I’m quite the fan of. Heck if it was up to me to make a Sonic game. I’m giving Sonic every skill he ever had or at least try to combine them into similar ones. Sonic Islands try to do that too…man I just remember that Fangame. That first demo was amazing. What the heck happened to it?
There's nothing stomp does that bounce doesn't do better or otherwise hurt the feel of movement.
Since learning that bounce-cancelling is a thing from SA2, I’ve realised the stomp is actually useless in comparison. I like my game mechanics with _depth._
as a certified bounce bracelet freak, this video feels like it was made for me specifically
LMAO
i thought i was the only one.. definitely popped off any time i saw it return in a mod, fangame or anything similar
honestly yeah, the bounce bracelet was the best thing added for 3D Sonic that should've been a constant move in his movesets over the years. (Honestly bounce moves in platformers are my favorite things, it's part of the reason I love Super Sami Roll and Rollin' Rascals so much).
Ngl, the bounce in boost sonic made me go uggh until I remembered how shitty sonic jumps at slow speeds. You're so right it would literally fix every problem with the slow platforming. The game looks so much more fun with it.
I was confused until I realized this video was pre-Sonic Frontiers. They did add the bounce in that one (hold the stomp button till you hit the ground) and sure enough, it makes platforming more enjoyable. This one should always be in Sonic's arsenal of moves because it just feels plain good to use!
Give it to shadow too
Stomp bounce is a worthy successor! You can boost right as you stomp bounce for fast vertical speed in Cyberspace. It's very helpful.
i literally watched the original earlier today….
the timing is insane….
*how*
Lmaooo you're so real for this damn
The bounce move was first introduced in Sonic 3, honestly most of Sonic's iconic moves originated in Sonic 3, bounce, insta shield, jump dash, and double jump.
That's why I included the bubble shield clip! I remember when I was making this video I was like "I could've sworn I've used this move BEFORE I played SA2..." and lo and behold, I remembered my childhood playing Sonic 3!
There's a sonic fangame that does actually implement this. Its called Sonic Adventure 3 on Dreams PS4, and despite the name, it plays more like a boost sonic game with the bounce carrying your momentum from a boost. Its really fun.
I've wanted Dreams for years.. hope it comes to PC one day, I haven't turned on my PS in a long time and that game doesn't go on sale much.
2:42 Technically, it's in 3, if you count Sonic Lost World lol.
To me platforming in sonic should be creative by that i mean platforming challenges should be able to be creatively skipped or cut by taking advantage of the physics its why I really like the physics of adventure and classic games
Sonic GT incorporates the bounce. It also introduces a homing attack with momentum if you hold the button longer!
I always hear about this game but never played. Would love to dig in soon. Is that one with multiple characters?
I personally think both this and the Stomp should exist at the same time
Hear me out if you just tap the Stomp button give him a Bounce but if you Hold the Stomp button then he should stomp
That's how the mod works!
@@DolphynsDeck oh lmfao
was always curious as to why we suddenly went from bounce to stomp, I figured it was because of how much more linear boost level design was faster speed that could get absurd when bouncing at an angle or slope for some crazy distance that could easily go out of bounds or something
Pretty sure that was what the small hop in Gens and Unleashed was for
Yeah, but because it's only a short hop you get no air, so you still have to stop momentum for platforming that requires a greater change in elevation
^^^
To be fair, you can actually have both in the same moveset...
Holding the Jump Button allowing you to bounce when you press the Stomp Button...
All you'd have to do then is let go of the Jump Button if you just want to Stomp.
There are enough unused buttons to give us a bounce and a stomp alternative. Also, need Sa2 light dash
nice video! concise, well-edited, great points. subscribed
Appreciate it, glad you enjoyed it! I mainly post gameplay showcases but if youre interested in more scripted stuff I have a bunch in this playlist: ruclips.net/p/PL2DwAmgze7gpRdHHLlHDppFv3Vh2e-z1Q&si=km1m5bweXq6LqA3S
"if it's in frontiers i'll probably froth at the mouth"
a finger on the monkey's paw curls inward.
I may not like SA2 as much as most people, but the Bounce is by far the game's best aspect in my opinion, and it's my second favourite move in any game, right behind the Adventure 1 Spin Dash. It has such a wide array of uses and synergises really well with basically any kind of level design. It's a real shame that Shadow never got the Bounce Bracelet in SA2. I think if any older Sonic games get remade in the future, such as Adventure 1 or Heroes, adding the Bounce would be an easy way to give the gameplay some extra depth and freshness.
Made a good argument. Stomp and bounce would be crazy.
I saw a mod for Superstars where they put the bounce bracelet in Superstars and it felt tailor made for that game, The video is called "Sonic Superstars - Modern Styled" where they showcase the modern look for Sonic, but they also show a fully functional Bounce Bracelet and it looks so fun to use. They insist so much to bring the drop dash back in every game because of Sonic Mania's success but what if they brought more moves from the past like this for fluid movement
I'd love for them to try making two different types of 2D games; the Classic Formula and a Modern Formula with Rush and Adventure moves.
I haven't actually played **any** Superstars mods.. I'm definitely gonna hop on moveset mods though 👀 maybe a potential video too
Sonic's full hop jump in the Boost games also generally leaves a lot to be desired. He just doesn't go very high and feels pretty heavy, to the point where the game will pretty much force you to hit every single platform along the way in certain sections. Having stuff like the double jump and bounce to help augment his height and maneuverability would do wonders in future games. I think one of the only moves that doesn't need to stick around is the air dash, especially if it's going to stay so stiff and compete with the double jump for an input. Stomp alongside bounce is great because sometimes you just need to get to the ground, not bounce back off of it, and would be easy to differentiate between bounce as a tap and stomp as a hold, or vice-versa. The only downside is that would introduce slight input delay since the game would have to read the input on release to determine if it's a tap or hold press. There's probably another way to make the inputs work.
Bounce shouldve always stayed. Stomp is really good but it can be better.
I feel they really improved stomp in Shadow Generations! It's snappy and easy to use over and over. The stomp bounce from Frontiers was also a worthy successor to the bracelet imo.
It has to be a stable of the series...
I love Frontier’s idea for the bounce, where it does a normal stomp if you tap the button, and a bounce if you hold it. I just don’t like how it doesn’t seem to go much higher than the double jump, even after max bounce height; I also don’t like how there’s a limit to how many bounces you can do per jump and how it cuts all your momentum.
Somewhat unrelated, but there’s a roblox sonic engine called Sonic Rebooted that in my eyes, has the best movement feel. You bounce like in Adventure, air boost out of an airdash that doesn’t stop momentum, airdash out of an air boost, you can drift, spindash, *and* spamdash (unfortunately has to be bought from shop with rings). Plus, Sonic turns nicely and doesn’t feel like a tank. All together, it lets you get into a nice flow while beating levels.
I WAS THINKING ABOUT THIS
it wouldve been so much better if SxSG gave modern sonic the bounce instead of the drop dash
For as much as I criticize the Adventure games, one thing I will agree with is that the Bounce should ABSOLUTELY come back. It's a perfect blend of platforming control and conservation of momentum.
I feel like bounce and stomp could be great together. Maybe tie them to different buttons, tho. Just so people don't accidentally stomp and lose all momentum. That way if you want to continue flying through the stage you can hit the bounce button, but if you feel it'd be safer to stop, you could stomp.
Idk, I think it would be cool
no the bounce fixes every sonic platforming bit ever
I agree with everything here except the praise for the Drop Dash, which I swap for insta-shield whenever I play Mania (which isn't often as I find it unremarkable).
Why don't you like dropdash? I've gotten a few comments saying something like this and now I'm curious. The only drawback I see to dropdash is the fact that it's too spammable.
We really need the bounce back
i’ve felt like this for a long time. even though I still don’t like the boost and would prefer it be gone, the worst part of the boost gameplay isn’t necessarily the boost itself, it’s how anytime you aren’t boosting there’s zero flow or cohesion.
the philosophy of boost platforming after Unleashed being “jump, boost, stomp, jump stomp, boost, stomp, slow walk, boost” has never felt good to me.
A move set can be made more mechanically complex by adding soemthing so simple but sega could never, but they could I think at some point
We do need the bounce ability back
That does look way better.
Instant subscribe after hearing that persona ost
This might sound bad but I genuinely cannot play unleashed without mods it makes the game so much better in an insane way and I just love it to create sonic's perfect moveset and feel
Valid imo! I like trying to appreciate the vanilla version of games before I heavily mod them but nothing's wrong with having fun the way you want! I respect that so much! I assume you're also using Werehog combat mods? Those look godlike for replays of the game.
Bounce and double jump a deadly combo
They figured this out in Sonic Adventure 2, yet Sega is so incompetent that they still don't realize that they had a winning formula.
I always loved the bounce ability - if it worked for 3D Pacman, why not Sonic?
Ain't no way Pacman is doing Sonic better than Sonic 🗣️ 🙊
Possibly controversial opinion that might have something to do with this:I feel like the point of Unleashed was that it essentially split the 2 core parts of Sonic gameplay, high speed and precise platforming, into the day and night stages respectfully, and both were meant to be twists on the usual Sonic formula that emphasize one half of it. The boost really, REALLY does not feel like it should just be the default 3D Sonic gameplay and should have stuck to Unleashed due to not really being designed to do much platforming, with the Adventure controls with the spindash managing both platforming and speed, being much more accurate to the classic games (which, ironically, the 2010s were constantly tripping over themselves to pay tribute to in every other way while keeping 3D Sonic restrained to the boost), and feeling a lot more dynamic and flexible, and should have stayed the template for 3D Sonic rather than "press button to go fast". Shadow Gens honestly felt like it could have been an opportunity to finally replace the boost with the spindash, with Shadow acting like a representative for what came between the gameplay between the two Sonics of Sonic Gens and the game otherwise feeling a bit more designed for more complex gameplay that makes the boost feel out of place. Granted, I feel like the only thing that really needs to be done is to just replace the boost with the spindash since the rest of the modern moveset is fine, but also add the bounce bracelet obvs
TL;DR the boost fundamentally is bad at platforming even though platforming was a big part of Sonic and only worked in it's original game because of the Werehog and should be replaced with the spindash
My solution with the air dash was honestly fixed in sonic x shadow gens. The drop dash in that game keeps u moving and u maintain all ur speed coming out of it. The only problem i have now is just the slower paced platforming sections that kinda ruin the sense of speed in the boost games. I think the bounce is a good solution but if im bein fr i think that shadow gens is the solution to all the problems with the boost games.
To clarify what i mean in the end if u care, shadow gens slows down the boost which solves a major problem unleashed and gens had, which was maintaining the sense of speed without feeling like your just holding forward the whole time. Shadow gens stages are honestly very skilled based and open and consistent rather than unleashed/gens stages feeling stop and go where you will be moving super quick and than u will have to do an annoying platforming section that ruins the pace. Shadow gens stages are so open with so many alternate paths that combine skill and speed that encourage you to think rather than unleashed where the most you think is when are you going to use the quick step.
AYYY I ACTUALLY LOVE THE NEW DROPDASH
I have a bunch of clips using it to my advantage and I want to make a dedicated video glazing it. You have good taste 🤝 maybe I'll touch on this point you made. Never thought about it like that.
As one of the few who doesn’t enjoy the frontiers formula that much. I think it would benefit if they added an ability where its usefulness depends on the terrain. Since there’s no natural weight that exists in that formula the bounce would probably/maybe/kinda be good for it
I need this mod ported to new Generations.
Yo I’d love to see the Chaos Island parts in Shadow Generations ported into Frontiers where they’d fit would make the island better for me. Hot take but I don’t mind the one we got but it’d be much more fun. I’m hoping someone can port and combine them with the Frontiers Chaos Island model.🤩
Nice video too man👍
You wanna know what they should do? Let sonic have the bounce ability and give shadow the stomp. It would help differentiate the two more.
^^^ this! I was sad Shadow didn't have dropdash or stomp bounce in Generations but I grew to appreciate there were differences between how he and Sonic control. Similar to how Knuckles has a slower homing attack compared to every character.
Wait didn’t this video already happen on your other channel? Oh well time to rewatch it I guess
I'm moving them over here because there's no point having similar content on two different accounts
The air dash was good in the Adventure titles because it was a way to get to ground faster. The double jump is completely negated by holding the jump button longer to get a higher jump. But instead what double jump does is give you two jumps set at a fixed height. Not really a big fan, personally
Excuse me, where did you get that unleashed running animation to Sonic Generations (2011) mod?
I believe this model was True Blue Sonic. Not sure if the mod is still up because the creator told me they don't like it.
I don't know why Sonic Team insist on picking and choosing which moves to cut or bring back from their next game when there are enough buttons and button combinations on a controller to literally have everything:
RT: boost
LT: drift
RB/LB: sidestep
A: jump, double jump
hold A midair: drop dash
A -> X: homing attack, air dash (when there's no target for a homing attack)
A -> B: stomp
A -> hold B : bounce/stomp jump into power stomp (like in Frontiers)
A -> RT: air boost
B: slide, crouch, crawl, crouch on grind rails for more speed
B+X: sweep attack
B+Y: roll
LT+B: spin dash
X: attack, enter combat mode (like in Frontiers)
Y: cyloop, light speed dash
And if there's a new move in the next game the RS and LS buttons and the Dpad are free, and that's not counting how many button combinations are still unused in this control scheme.
Wall jumps should work like they did in Colors and Unleashed and wall running + horizontal wall jumps should work like in Lost World.
Also rail grinding from SA2 should return, allowing you go faster than you would by boosting on rails with the added benefit of carrying momentum when jumping off a grind rail and penalizing you by making Sonic fall off rails past a certain speed if he loses balance. So in terms of rail grinding speed it's: boosting while crouching and steering > crouching and steering > boosting on grind rails > grinding on rails.
Just have an all encompassing Sonic moveset then balance stuff like the boost and spin dash according to your level design. it's the reason mario games are so easy to pick up and play, the same basic controls have been the same from Mario 64 to Odyssey even if the movement systems change from game to game.
Once again an amazing video
Appreciate you!
I think that the hop that sonic does when you tap the jump button, the bounce would be way better
That should make a comeback in HE2 games!! It does have a gameplay use but I mainly use it to look cool.
never thought about it but it is actually going to be useful if they added it problem is no buttons for it they would have to replace the stomp and the stomp is very very useful in a game where you move so damn fast a move that stop you and bring you to the ground fast is essential so idk how to implement it
This mod uses bounce and stomp! Hold for bounce, tap for stomp.
@@DolphynsDeck pretty smart it might actually work like that i might try this mod
Is that Customizable Sonic with Unleashed animations? Haven't seen that before.
Nice to find a fellow Bounce fan. Always loved the ability since the Dreamcast. It's a pity it wasn't reused beyond 06. Had the same moveset in Generations except the double jump which I haven't tried yet.
Someone reminded me Lost World had it too! Makes a lot of sense for the parkour gameplay. Too bad the controls kinda sucked.
They sorta had the stomp bounce in Frontiers but it's not as fun as mashing the bounce lmao
It always stuck out to me in SA2 (even as a child). They just added things because they were fun and that's sick
@@DolphynsDeck Didn't play Lost World beyond the first few levels, but yeah, I do remember a bounce in there.
Seriously, tho, I didn't know the Customizable Sonic mod is compatible with Unleashed Sonic. Better try that out. I'll still try to convert Unleashed animations to Gens skeleton cos so many ppl (myself included) have requested it.
Huh, I feel like I'm having a deja-vu while watching this, wierd.
(I know this is a re-upload btw)
I don't plan to re-upload often, just putting everything in one place! I already have a new video ready.
3:35 well it kinda was tho not the same
They shoulve given sonic his bounce instead of drop dash in frontiers
The Customizable Sonic mod doesn't work anymore...
Really? It worked fine when I tried it last month
@@DolphynsDeckthe mod will kick me out from the game
Why is there no shadow generations mods! 🗿
I'm scripting a big video about it!
Would it be cool if the stomp was the basic move and the bounce was the upgraded one?
They're both usable in the mod! An SA style upgrade system would be sick though!
@ ikr
I'm a little confused by you saying the "Airdash is great in Adventure". I assume you mean the homing attack, but you touched on something I dislike in modern sonic games: The Homing attack and "aridash" are separate functions. The fact that the Homing attack is now relegated to it's own button and is EXCLUSIVELY for homing in onto enemies, and has no double jump/airdash utility as a movement tool in it's own right just feels terrible, since it makes the "homing" more of a "teleport", and it doesn't feel like an emergent, organic action you're in control of or you can direct. I guess in theory having the airdash on a separate button reduces mistakes of homing in on an enemy when you meant to jump in a specific direction, but I much prefer just manually aiming where the homing attack goes a la SA2, and it having it's own arc and momentum dependent travel distance.
what mod are you using for the checkpoint sound at 0:35?
I think I’d like boost games more if they would just bring back the skill and reward you got from the controllable danger of rails in sa2 instead of just being safe and static with no speed variability outside boosting
Hell you could even mod adventure 2 to function like a boost game if you turn spindash into an instant max spindash with a meter button. I think I’d also like boost games more if they made some of the platforming less automated and gave sonic abit more tight control like he had in adventure era. Shadow gens n frontiers dlc is a step in the right direction for sure
Rail levels are my least favorite in the current boost games because of this. At least when you're boosting on foot down a hallway you have a choice with your movement. Contrasting that, Rail Canyon and Sky Rail are some of my favorite levels in their respective games.
@@DolphynsDeck exactly, Final Rush and Rail Canyon were exhilarating in their games. I also think Modern sonic would really benefit from bringing back the triangle/wall jump as it functioned in shadow
we saw some good potential for movement with wall running in lost world, even if the rest of how that game played wasn't what I wanted. They could really do some creative smaller scale levels that utilize adventure era feel n wall running more instead of having somewhat monotonous and automated or 2d heavy boost levels
Remember what they took from you.
can you cancel your bounce into a boost to boost lower to the ground and essentially act as a psuedo-stomp without halting your momentum?
Y'know, I'd have to test that actually.
You can stomp with this mod equipped but you move in an arc instead of a 90 degree angle.
it seemed like that's what was happening in the footage at 1:27 , using the bounce to descend then boosting before hitting the ground to transition into a ground boost, though it seems like you can just release the bounce button before you hit the ground to descend without bouncing.
dude sonic the hedgehog is so fucking cool
2:42 Lost World.
We FUCKING love Sonic Lost World
I admittedly slept on bounce bracelet tech since im on an off with sonic games. My favorite games controls wise has always been the SA1 & SA2.
Seeing how versatile Bounce Bracelet in boost games are gets me pumped! Will definitely have to try out these mods.
I love SA1's controls more than 2 but the bounce scratches a specific part of my brain
will this be ur new main?
Yes!
REMINDER THAT DOLPHYN UPLOADED ON MAI CHANNEL‼️‼️‼️‼️‼️‼️‼️
I'm moving that to this channel! 2 days from now will be the grand re-opening lmao
I don't get the drop dash, i don't get it at all, i never use it, it doesn't feel very good to use visually and auditorially because of a lack of oomph, I've just never liked it, but the bounce bracelet has such a flow and... well BOUNCE to it, i would take a bubble shield any day over the drop dash
As a drop dash enthusiasts I get these complaints, but I personally see it more useful whenever you need to make more length but also wanna save the boost air dash
The bounce was in lost world
Yep
who the fuck likes lost world though?
@@Digicara64 me
@@ironicallyuncreativewell ill be damned
You forgot Lost World
SEGA has forgotten about Lost World..
Heroes jump dash is best jump dash
YESSS!!! I was just thinking about this! SA1 is probably tied with Heroes for me.
I can't watch this he's not energetic enough
This was from 2 years back so it makes sense lmao
HI DADDYYYYYYYYAAAAAAAHHHHHHHHHH IM FIRSTTTTTTTTTTTTTTAAAAAAAAAAHHHHHHHHHHHHHHHH🍆😫🙏
Stop tweaking
@@ChainsawRaptor-0 it' still november bro, lock in
ight bro.
@@colorred2363 yeah
Bounce bracelet makes platforming far worse. No control over how long you want to stay in the air and it carries like no momentum of sonic's. Make bounce carry all momentum or keep it a dead remnant of dated archaic design choices of the past. Stomp is objectively superior with everything it did. Double jump covers the height issues that bounce solved in SA2 and bouncing for something double jump could have solved is just awful design. Being able to instantly land and cancel momentum is better than canceling momentum and having to bounce once to then pick your next action. Bounce bracelet was a time waster that served no actual purpose.