PHANTOM RUSH - Combat Unlimited
PHANTOM RUSH is a mod for Sonic Frontiers that gives each combat move it's own defined purpose, makes fights longer and options greater!
The goal with this mod is to move Frontiers' combat into more of an action game realm by putting more focus on proper combo strategy, along with a much shorter, timing-based parry. All feedback is appreciated! I'd love to have implemented more but hex editing only allows for so much-
Various changes to enemies, guardians and titans have all been made as well, such as increased visibility against Strider (those stupid legs), overall increased health of enemies, more involved Bubble and Shell fights, and so on. Fight them all and discover them for yourself!
Sonic's moveset is more defined overall now:
- Quick Cyloop charges up over 12 seconds in addition to attacks building it up, and expends all of it's meter at once so you can immediately build it up again.
- Cyclone Kick is a low-damage launcher move
- Loop Kick knocks enemies away from Sonic if they're already midair
- Spin Slash is a more prominent AoE move
- Wild Rush is a strong burst damage option (particularly in Phantom Rush) at the cost of your combo meter and some of your Quick Cyloop
- Homing Shot is in an odd place where I couldn't edit parameters enough to give it a niche, but it can still be used as an approach option
- Stomp launches enemies down HARD and has increased stun time
- Sonic Boom's damage is nerfed; builds up Phantom Rush but does a poor job of upkeeping it
- Cross Slash is similar to Sonic Boom, but upkeeps Phantom Rush rather than building it
- Grand Slam/Recovery Smash deal less damage overall to avoid making parries/getting knocked down too powerful, plus there's more moves to parry to begin with
AS A SIDE NOTE, Titan fights will be extremely hard to beat with minimum/low ring count without proper damage management, be careful going in and prepare if you have to!
Please give me all your feedback on this mod that you have, I'd love to hear it! Hope you enjoy!
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KNOWN BUGS:
- Quick Cyloop will be completely stuck if you load a save file that has it partially filled AND blue. You have to go expend it in vanilla, save, and then load the new save with the mod on. I have NO idea how to fix this and have no ETA on when it will be fixed, if at all. This could be hard coded and not something I'm able to mess with.
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Here's a list of what I am entirely unable to do, to my current knowledge or toolset:
- Control Remapping
- Bouncing enemies off the ground
- Camera on movesets
- Finnicky Lock-On
- Move Bullet Time to dodge
- Allow for both drop dash and spin slash at the same time
- Various other major property changes.