Well, that's one way to end an LMS
A great showcase of OM, between getting stuck on the ledge at the start, the charge getting stuck in midair, the insant I frame parry of the grab, and the ending. If nothing else, it's certainly entertaining.
A great showcase of OM, between getting stuck on the ledge at the start, the charge getting stuck in midair, the insant I frame parry of the grab, and the ending. If nothing else, it's certainly entertaining.
I played this game earlier today, and it was just...exceptionally interesting. In so many regards. I edited in some commentary to help describe what I can tell is happening from the audio if you aren't familiar with or can't hear the sound cues. It also helps describe what's going on and my thought process. This isn't meant to be a call to harass or otherwise do anything to anyone involved in this video. That being said, this Eggman had let me die to a 2011x in a previous game by refusing to tank or shield a charge (I was at 10 HP and he was at like 60) before laugh taunting and proceeding to lose LMS. It isn't why I didn't help him (I actually wanted to but running in and dying was NOT the way to do it), but it does make me feel a little less bad about what happened.
Chainsaw Man reference...
...Anyways, got this neat LMS recently so I threw in some of my thought processes again. I hope you enjoy and feel free to leave feedback, I know I didn't play perfectly (well, except for the Peelout stuff. We don't need to acknowledge my Peelouts. You didn't see anything).
That and hitbox linger can be infuriating to go up against, although to be fair the amount of time it takes for hitboxes to come out is also annoying as killer. This game can be real fun, but man does it have its moments that can just suck, too.
Not all fleetways are like this, but the people like this usually play Fleetway.
The main point of the post is to share the clips of him move stacking, but he was an exceptionally poor sport afterwards too. He clearly had something against the guy who was playing Tails. He wouldn't target them, but he'd always spend like 30-45 seconds just taunting on them when they got downed or died. I think it's probably because the previous exe (most likely that player) killed him right before the exit and just stood taunting while the full HP Sonic was free to leave.
That being said, he was an exceptionally poor sport and would move stack at every possible opportunity. If you ever wondered what would happen if a move stacking Fleetway hit counter, here you go. Burst still hits. On the bright side, 3 of us got out in the last game. He shouldn't face punishment for being a poor sport, but he definitely should have some sort of suspension for the consistent bug abuse. The first and last clip are from the same game, and the middle clips are from another game.
This type of player is unfortunately somewhat common in the wild (again, not all Fleetway players, but more than you'd hope) and they give Fleetway (and the game) a bad name.
I had a particularly cinematic Sonic LMS against 2011x and wantd to show it off. I edited in some comments to make my thought process and actions more clear for your viewing pleasure and to help others (Sonic and 2011x mains alike) potentially improve. I'm also open to tips for how to improve, as I am fully aware I didn't play perfectly. Enjoy!
Had a fun game today with Fleetway. I don't think any of this is bug abuse aside from the first part (which is why I showed the usernames, because he definitely was bug abusing there), but it's still...Fleetway jank. It's mostly just the first two parts, the last bit just felt like an egregiously large hitbox so I threw it in anyways. Yes I know the idea is to make this game less of a "bully the killer" simulator and I do get that but...this can't be the solution. Fleetway is just...a bit too jank IMO.
Yeah, I can't really defend myself on this one. Skill issue on my part. I thought I could tank enough to escape his chaos dash with Peelout but I guess I was wrong. Still, I thought it was funny enough to share. Average Sonic on Not Perfect, am I right?
This was an old LMS I had from right before the most recent update. I definitely didn't play optimally, but the grab range and combos were a bit excessive IMO. While I, like many others, have problems with the new update, it's important to remember that not every change was bad and that the devs genuinely did improve some things.
I'm no outcomologist, but Fleetway isn't supposed to be able to do other moves during burst, right? While that heal wasn't the smartest move, this seems a bit excessively punishing. A bug like this would have to be intentional, right? Yesterday I saw a kolossos do the m1+grab bug, but it seemed like it was an honest mistake as he was getting his abilities back after being hit by a rock. This seems...harder to do by accident. I want to be sure, though. If it is...man, that sucks. The game has its balance problems but bug abusing just makes the experience that much worse for everyone involved.
Got a clip today of what I *think* is a bug, but feel free to correct me if I'm wrong. Anyways, It's funny to see that even with a new update (SOME) Kolossos mains manage to find ways to get insane combos. Notice that I said "SOME". Especially with the new update, most Kolossos mains are just fine. If this is bug abuse, his username was PmrMaca_10, but even if it is it was a pretty small bug so it doesn't matter if anyone does anything about it. Also, the Kolo proceeded to lose in LMS against Sonic without landing a single hit, so there's a silver lining I guess.
I had been cooking this Kolo in LMS (he wasn't bad but it's Cream in her natural habitat so...) and then this happened. I totally thought he was going to walk me off the edge, bringing me to exe spawn on the exact opposite side of the map. I could see him thinking about it. I'm not sure if he decided he didn't want to win like that or if he *was* trying to toss me without falling in himself and I just got flung the wrong way, but I choose to believe it was intentional because it's funnier. I edited in what I like to imagine went through his head at that moment if this is the case.
Despite my problems with this game, it's still top tier in terms of hype moments and aura. I love playing it and showing off the most exciting moments. The best way to make fleetway fun to play against is to keep improving and learning, and helping each other get better can only serve to push everyone further ahead in skill.
I have no idea how I hit this. I think it's because chaos dash was almost over? I definitely shouldn't have hit it. But hey, it gives us a glimpse into a lore-accurate Metal Sonic in OM.
The ragdoll it puts you in lasts FOREVER. Even getting hit with a normal Fateful Drain lets you make *some* distance after. I left in the Sonic saving me afterward because it was some consolation. W Sonic player, bro did what he could throughout the game. That being said, this would have downed even if I was at full HP. I can't tell if the third hit was a random crit but the first two definitely were. I know it's probably just bad luck, but it always seems like he gets random crits a lot more than 10-25% of the time when I'm playing against him. Although TBH I'm baffled as to why he has them at all.
And yes, he entered his stun pose before the M1 hit. :( Man I Love Fleetway.
Also, while I was working with the template, I made a Kolo grab version as well. I'm still not a fan of how Kolo can (and most will) get an extra M1 (two if he walks to or grabs a survivor in a small space) if he hits you with grab, which *can* (not always, it's mostly ping dependent from what I've heard) hit you from a VERY large distance and with a lingering hitbox. On the other hand, Fleetway is still much worse IMO. At least his giant hitboxes make sense (except for grab, but that's one move). In fact, IIRC, Fleetway has a bigger M1 than Kolo for...some reason. Feel free to correct me if I'm wrong on that one, though.
It feels to me like peelout feels controls fairly differently when you're carrying someone on your back versus when you're alone. It seems like you have a bit of a tendency to move slightly to the side while running straight forward if you have someone with you (the direction changes from time to time, too). Could this be because the game adds input from the person you're carrying to your own controls? Also, it seems like when you bounce off of a spring, you go straight up with virtually no horizontal momentum when you're carrying someone (making it VERY hard to reach ledges) while you keep most of it when you're alone. I wanted to see if anyone had an explanation or even analysis of how the physics change. It's kind of annoying (not game-breakingly so, of course) and I'd like to be able to adjust how I play so I can better support my teammates, since most of the peelout moves I know so far only seem to work for me alone, and thus only really help in LMS.
Just a few panels from Sonic The Comic issue 81 (Running Wild Part 2) where Amy and Tails are shown dodging Super Sonic's attacks by just a small amount and still not getting hit. So then...why does Fleetway have the biggest hitboxes in the game (I think)? He's fast and strong like is in the comics, he's mostly invincible (and technically can't be truly killed it's just the world he's in rejecting him if he gets tired) and has a LOT of flying ability, but for some reason, he still basically can't be dodged because he just has a hitbox big enough to hit anyone in the general area, possibly even with a random crit. I doubt this'll ever be changed, just wanted to point out an inconsistency here.
I'm a longtime Sonic main, and I've been looking to improve my gameplay. I know the basic techniques and have been practicing with them for a while, but I feel like I've been hitting a wall. I know I can improve. I've seen much better players than me out there and I think I could be dying and letting my teammates die less. I'm hoping someone with more skill and/or game knowledge can provide some help for people in my situation.
Some things I do know are (to give an idea by what I mean by "advanced" and to help others that may not know of these):
Hit & Run tactics: If a teammate isn't in imminent danger, you want to make sure you get in, do your thing, and get out when using abilities. Both are good at making distance from the exe, so use that.
Playing distractor: You have a dodge meter. This makes you great at wasting exe's time. Think about letting them get some of your dodge so they stop attacking your team.
Teamwork: Helping your team isn't a one-way street. If you're in danger, it's smart to seek out teammates. It seems obvious, but only relying on yourself is a good way to get killed. Those drop dash cooldowns are DANGEROUS for you!
Map knowledge: This is more of a general tip than a Sonic one, but knowing good looping spots and how to lose an EXE is incredibly important. Playing erratically, especially with peelout, is your main method of losing 2/4 exes so they don't just kill you (and whoever you're carrying) when it ends.
"Homing Dash": Drop Dash's third hit will always toss the exe towards you. However, there is a short delay between when you are thrown back and when it decides this angle. I'm still working on the timing, but if you flick your direction, you can toss the exe in a specific direction without actually being thrown this way. This is great near ledges, especially on Mystic Caves.
Peeldash: By spamming the drop dash button as peelout finishes charging, you can do a drop dash with the control, speed, and ability to pick up others from peelout. This move is risky because it puts you on an even longer cooldown than normal for BOTH abilities once it's finished. It also doesn't give dodge if it hits. Because of this, it's normally not a good idea to use. However, in a few situations such as reviving a teammate with an exe standing over them waiting to hit your LONG peelout hitbox or getting a teammate out of grab and getting them out of there, it can be useful.
Stun stacking: A great way to get dodge, not a great way to extend stun times. Usually, the amount of time you get from this isn't worthwhile. On the other hand, the exe being immobile for free dodge can be a life saver.
Springs: Great traversal tool, especially with your abilities. Drop Dash pairs well as long as you don't go in directly facing a wall as that usually makes it so you don't get enough height to clear it. In theory the same can be done with peelout and I've seen it done, but the amount of momentum I have on springs with that move almost seems random to where you either go straight up and can't make it where you want to go or you shoot forward and hit a lip, stopping your upwards momentum. Verticality is great, especially from looping, but try not to use one with an exe ready to hit you since either server lag or hitbox jankiness seems to make it so that there's a portion of the upward movement where they can still hit you, even from the bottom.
I frames: Probably the best part of your kit. Drop dash has 7 seconds of instant I frames. Use that if exe is going to hit you with something that's not a projectile!
Trickery: Both in and out of LMS, if exe is coming to you or someone nearby, it's good to use peelout. You can still dodge it with the correct inputs if the move is charging, and getting distance is always helpful.
Peelout: If you're not in LMS, try to only use it to save others. It's risky to use to escape a nearby exe due to the loud noise and you get about 15 extra seconds of cooldown if you aren't carrying someone when it ends.
Any knowledge would be appreciated. I also welcome input from exe mains: What do Sonics do that make your life harder?