Sonic the Fighters, as many of you know, is the first Sonic fighting game. First released in the arcade and then finally released for consoles inside of Sonic Gems Collection. Upon its release in Gems, Fighters did not get many good reviews. In fact, most reviews ranked it much lower than Sonic R. I do not understand these reviews. Sonic the Fighters is fairly good fighter for being one based off a platforming series. The gameplay is fast when you start getting good. The game has various techniques that make it even faster paced then the majority of people tend to think.
I am wondering if anyone has ever had the idea of taking this game seriously. If so I could use some help eventually in trying to get this game played somewhat competitively. If anyone actually enjoyed this game, or is just a sonic fan and would like to see a sonic game played competitively please help with this.
BTW, for anyone in around San Diego California who might be interested in a tournament. Entry will be free ^^. Sorry there is no location yet since I will not be holding it if not enough people show interest. Contact me by AIM or MSN please or by my email = firstname.lastname@example.org
Just to let you know…
:p: = Punch = GC A
:k: = Kick = GC X
:snkb: = Barrier = GC B
:k:+:snkb: = Special kick usually = GC Y
:p:+:snkb: = Grab = GC L
:p:+:k: = Special? = GC R
:p:+:k:+:snkb: = Dodge = GC Z
Barrier: :snkb: Sounds simple, on the gamecube version you just press B and the shield comes up. It blocks the opponent?s moves. But some moves break the shields and the number is limited! Lets try to remember this when we get into more advance tactics about in the game. There are times to block and times were it is better to get hit actually since you don?t want to waste all your shields since they have other uses and being shieldless leaves you open for the stronger set up attacks.
Dodging: Its very important, you perform it with :p:+:k:+:snkb:. The gamecube version makes it easy, on default controls its simply pressing Z and a direction and you can dodge in a few ways. However you really need to learn when its a good time to dodge, if they are standing and you are fairly close to them it is not always the best time to dodge, they can dodge right after you and strike, or some of there attacks might follow the dodge and you will lead yourself right into is (which is bad).
Hyper Mode: Also simple to perform. Just hit the joystick away from the opponent and hit :p:+:k: (R trigger on gamecube) to activate Hyper Mode. In hyper mode you’re attacks become weaker and so do your barrier breaking abilities, in most cases you wont be breaking barriers. But you become way faster about the cool down on your attack become almost nothing in most cases.
Grabs: A huge part of the game, they do good damage are quick and interrupt most attacks. However you need to be very close and missing will get you punished. Easiest grabs are ones were you scare your opponent into shielding and then grab instead of what they thought you would do. Or shielding against a laggy attack and then grabbing them right after. Universal grab command is :p:+:snkb: (there are also other special grabs).
Crouch: Just hold :d:. Most people see this and think why is this in the game? But it serves a good purpose. It?s to avoid grabs. While crouching you can not be grabbed and there is barely any lag coming out of the crouch on most attacks. With good timing you can avoid someone?s grab and get one in yourself.
Landing: Also easy. Press :p:+:k:+:snkb: (Z for gc) in air after you were hit by an attack and press a direction. You will dash in that direction a certain distance (which depends on how high you are and the attack and such) it is a good and easy escape tactic however its not always safe. Sometimes it can be punished if they predict your direction.
Getting Up: After hitting the floor without landing you will find that you can not be hit by most ground performed attacks. However some attacks will still hit you and you need to get up sometime. There are a few ways of getting up. Pressing :u: or :d: rolls out of it and give you some distance, :l: or :r: makes you get up and move slightly forward and waiting too long makes you get up in place. All are easily punishable but sometimes the punishment isn?t as bad as the landing punishers.
Wall Jumping: When you jump near a wall, you can do press up to have another smaller jump on the wall. This actually allows you to do aerials that can usually only be done high in the air. Many of them set up for juggles. Hurray juggles! You can even go from a wall-land to a wall jump!
Wall-Land: Do the Land towards a Wall and then do the land control again when you touch it. You should stop on the wall for a bit, after awhile you will fall, or you could press a direction to fall soon. You can wall jump off of it as well making this more useful.
Jump Backs: Simple defensive tactic. Its easy to perform (:ub:) just short jump and start moving away from your opponent. If you dont want to use a shield or are really not sure what move your opponent is going to do when they are begin a offensive point often a jump back will be the best choice. It avoids grabs if you are fast enough, can also avoid most of a neutral punch combo and most kicks. If you get hit while in air you can easily land it and its hard for them to follow up on the majority of the time. Best of all if they miss every hit and you and your opponent are spaced correctly you can hit them with a landing kick (while landing :k:), which also can poke through many characters neutral punch combo.
Match Count - 2
Round Time - 30
Energy Max - Normal
Barrier - 5
Barrier Reset - off
Automatic - Off
Hyper Mode - On
Damage - Low
The first match level will be set to random.
After each match, loser is allowed to change character and choose the level.
These are the default rules to the game and will be used for tournament play. I am sorry about my foolishness over the last few months, this is the best for competitive play.
Played on Bad set of rules :infinite apologies:
Chucoo (Amy) vs Gai (Knuckles) [10/18/06]
Giza (Bean) vs NwordTim (Sonic) [03/3/07]