This is probably something that you've heard many times: having the spin dash be an alternate utility skill to the boost. I wanna leave this here to toss some ideas out for how it could be implemented if you were ever willing and had the time to do so.
Default Skill
It will require the player to stand still and charge for a couple of seconds before being sent off. The speed/distance you'll move is determined by how long you charged for. You'll have some slightly limited turning control and contact damage. The damage dealt could be due to either how fast you're going or maybe just how long you charged for. If used mid-air this could be used as the drop dash move instead, allowing the player to charge a spin dash as they fall and automatically releases when they hit the ground. Ideally when moving in ball form the momentum physics stay intact. The cooldown for the skill does not start while you are still rolling. Extra utility skill charges, such as having a Hardlight Afterburner, could allow the player to quickly use directions without having to stop and charge again, or to gain an extra burst of speed when slowing down.
Ancient Scepter Variant
This one is probably difficult to implement, but I think when you have an Ancient Scepter equipped you'll be granted access to the "Ancient Light" or "Lightspeed Attack" ability from the Adventure games. In case you're not familiar with the ability, it's a move that you had to charge, and when released it would rapidly automatically homing attack nearby enemies, and in Adventure 2's case it would even ignore enemy shields/barriers. As for how it could work here: charging a spin dash past full for 1-2 seconds will swap out your primary skill for this new attack, and starts with 4 charges on it. These charges determine how many enemies you'll hit in rapid succession once used, assuming they're within homing attack distance. Extra charges you had on your utility skill will automatically be added to this new skill. If there are less enemies than there are charges stored, you may be able to hit the same enemies multiple times. It should also be noted that once this attack is ready, charging a spin dash again won't result in any additional skill charges.
Super Form Variant
Since you'll mostly be flying as Super Sonic, it would make sense to simply swap out the spin dash for the Ancient Light/Lightspeed Attack here, which would properly replace the utility skill instead of the primary skill. For how strong this would probably be it would need a lengthy cooldown to compensate. It can be either a stronger version of the attack, or maybe it can ignore enemy shields/armor/barriers to act more like how it did in Adventure 2.
At least, this is how I would go about implementing it. I hope it's at least a decently good idea!
This is probably something that you've heard many times: having the spin dash be an alternate utility skill to the boost. I wanna leave this here to toss some ideas out for how it could be implemented if you were ever willing and had the time to do so.
Default Skill
It will require the player to stand still and charge for a couple of seconds before being sent off. The speed/distance you'll move is determined by how long you charged for. You'll have some slightly limited turning control and contact damage. The damage dealt could be due to either how fast you're going or maybe just how long you charged for. If used mid-air this could be used as the drop dash move instead, allowing the player to charge a spin dash as they fall and automatically releases when they hit the ground. Ideally when moving in ball form the momentum physics stay intact. The cooldown for the skill does not start while you are still rolling. Extra utility skill charges, such as having a Hardlight Afterburner, could allow the player to quickly use directions without having to stop and charge again, or to gain an extra burst of speed when slowing down.
Ancient Scepter Variant
This one is probably difficult to implement, but I think when you have an Ancient Scepter equipped you'll be granted access to the "Ancient Light" or "Lightspeed Attack" ability from the Adventure games. In case you're not familiar with the ability, it's a move that you had to charge, and when released it would rapidly automatically homing attack nearby enemies, and in Adventure 2's case it would even ignore enemy shields/barriers. As for how it could work here: charging a spin dash past full for 1-2 seconds will swap out your primary skill for this new attack, and starts with 4 charges on it. These charges determine how many enemies you'll hit in rapid succession once used, assuming they're within homing attack distance. Extra charges you had on your utility skill will automatically be added to this new skill. If there are less enemies than there are charges stored, you may be able to hit the same enemies multiple times. It should also be noted that once this attack is ready, charging a spin dash again won't result in any additional skill charges.
Super Form Variant
Since you'll mostly be flying as Super Sonic, it would make sense to simply swap out the spin dash for the Ancient Light/Lightspeed Attack here, which would properly replace the utility skill instead of the primary skill. For how strong this would probably be it would need a lengthy cooldown to compensate. It can be either a stronger version of the attack, or maybe it can ignore enemy shields/armor/barriers to act more like how it did in Adventure 2.
At least, this is how I would go about implementing it. I hope it's at least a decently good idea!