Critics often note that the game has "Big Marvel vs. Capcom energy". This refers to the fast-paced, "touch-of-death" combo systems where one mistake can lead to a massive string of attacks.
In platformers, the homing attack is for traversal. In this fighter, it functions as a risky "full-screen approach" that can be punished if read correctly, mirroring the high-risk, high-reward nature of fighting game neutral.
A "deep" look at the game reveals a fundamental design paradox: Sonic’s character is supposed to be untouchable and infinitely fast, but a fighting game requires balance and vulnerability.
Critics often note that the game has "Big Marvel vs. Capcom energy". This refers to the fast-paced, "touch-of-death" combo systems where one mistake can lead to a massive string of attacks.
In platformers, the homing attack is for traversal. In this fighter, it functions as a risky "full-screen approach" that can be punished if read correctly, mirroring the high-risk, high-reward nature of fighting game neutral.
A "deep" look at the game reveals a fundamental design paradox: Sonic’s character is supposed to be untouchable and infinitely fast, but a fighting game requires balance and vulnerability.