Quote: Gem-A-KnightQuote: sonicbrawler182I wouldn't say this game has the best storyline (that'd be Sonic Battle, in my opinion), but it has some of the best character interactions and character development we've seen in the franchise. The story itself is still simple. It's just what goes on between characters, and certain behind the scenes stuff is really well written.
Also, when I let my friend play Windy Hill Zone 1, he actually did a very solid speed run on his very first attempt of the level!
This was after I played all of the versus stages with him, and he did see me speed run the level but yeah, he got a handle on the controls even quicker than I did! So I guess going into the game with pre-emptive knowledge on how to play is a good thing. If anybody wants me to, I can explain all of the controls.
Ah, I see. Well, the main point being, Sega still makes progress. That's good.
And yes! I'd love to hear the controls!
Keep in mind that I'm only speaking of the Wii U version here. 3DS version has some small differences, from what I hear.
I think this will be helpful, as the game, and it's instruction leaflet, don't do a good job of explaining every single move.
The Basics
Jog: Left Stick
Dash (Run): ZR + Left Stick
Super Peel-Out: ZR alone (move left stick when charged up to start moving at full running speed)
Spin Dash: ZL (aim take-off direction with left stick, rev up with B or A buttons. Let go of ZL to take off)
Jump: B or A Button
Crouch: Y or X Button (move around while holding Y or X to Roll)
Double Jump: A Button after jumping, but this only works when not locked on. However, the B Button will ALWAYS double-jump, regardless of whether or not you are locked on
Homing Attack: A Button (when locked on)
Multi Homing Attack: If you are faced with a group of enemies, wait a moment longer after locking onto one to lock onto more of them. Launching the Homing Attack after doing so will make Sonic cut through all of them quickly (so long as they are ALL vulnerable to Homing Attacks. Some enemies are only vulnerable to Kicks)
Kick Attack: X or Y Button (when locked on)
Bound: X or Y button (when not locked on)
Activate Wisp: R Button (alternatively, touch the Wisp's icon on the Wii U GamePad screen)
Parkour Moves
Vault: Approach a low ledge/wall/obstacle while holding ZR to vault over it/on top of it.
Wall Run: Move towards a wall at a diagonal angle while holding ZR (works from the ground OR in the air. The distance you cover is dependant on your momentum)
Wall Climb: Move straight towards a wall while holding ZR (works from the ground OR in the air. The distance you cover is dependant on your momentum)
Wall Spin Dash: While Wall Running or Wall Climbing, press and hold ZL to charge a Spin Dash that will increase the distance you cover while moving along/up a wall
Wall Run/Climb Cancel (dubbed as such by me, as the game never even mentions this technique): While Wall Running or Wall Climbing, press the B or A Button ALONE to cancel the maneuver (basically, Sonic will perform a regular jump as if he was standing on flat ground, not taking into account his momentum while running along the wall)
Wall Jump: While Wall Running or Wall Climbing, press the B or A Button AND flick the left stick away from the wall you're on to rebound off of the wall. This is essential for chaining Wall Runs or Wall Climbs together, or can be used for reaching distant platforms while on a wall (the game and it's instruction leaflet actually describe the "Wall Jump" with the input used for "Wall Run/Climb Cancel", without even mentioning the "Wall Run/Climb Cancel" maneuver, or the real controls for the "Wall Jump". So memorise this, or you will have a lot of trouble when the game is telling you the wrong controls for "Wall Jump")
Side Step: While Wall Climbing, press the B or A Button, and flick the left stick to your left or your right to side step left or right
Ceiling Run/Hang: While Wall Climbing in a 2D section, if you come towards a corner that connects the wall to a ceiling, Sonic will automatically run along the ceiling, and will quickly lose momentum. When he loses all momentum, he will hang from the ceiling if the surface allows for it (vines along the ceiling, for example). If you want to hang from the ceiling early, press X or Y
Pro Tips!
Spin Dash Indefinitely: After taking off with a Spin Dash, tap and hold ZL AGAIN to lock your speed, meaning you can Spin Dash at the highest speed so long as you avoid obstacles
Maximising Jump Distance while Spin Dashing: A cool little trick with the Spin Dash in this game is that if you Spin Dash straight off a ledge, WITHOUT jumping, you will actually retain both jumps, whereas if you just Run straight off a ledge without jumping, you only retain the double jump
Landing while Spin Dashing: A small, but vital to know quirk about the Spin Dash in this game is that if you land after performing a single jump while Spin Dashing, your Spin Dash continues. However, if you Double Jump while Spin Dashing, Sonic will uncurl from his ball form, meaning you will have to rev up the Spin Dash when you land, rather than simply continuing it
Charging a Stronger Homing Attack: When you are faced with a large, multi-hit enemy, or a boss, and they are open to being attacked, don't rush into a Homing Attack. Instead, wait a moment while facing them, and while in range. Your lock on cursor will start multiplying. The more cursors are up, the stronger your Homing Attack will be, meaning you can get rid of tough enemies more quickly (this technique is actually COMPLETELY NECESSARY for the fight with Zavok in Sky Road Zone 4. The game never explains this technique at all as far as I remember, and it's not in the instruction leaflet!)
-------
So yeah...this is the most complicated moveset in a Sonic game. Knowing how to apply every single one of them becomes second nature with practice, and is EXTREMELY rewarding.