When assuming his Super State, Mighty does not undergo any major physical changes. However, the red parts of his shell gain a pulsating, magenta glow. Also, any fast movement he makes leaves after-images.
In Sonic Mania Plus, Mighty and his comrades assumed their respective Super States in Titanic Monarch Zone with the Classic Emeralds in order to escape a space-time rift created by the Phantom Ruby. While escaping, they knocked Eggman into the rift.
In the game, Mighty can become Super Mighty after the player collects all seven Chaos Emeralds. To transform into Super Mighty during an Act, the player must press // in midair while holding at least fifty Rings. After transforming however, the player's Ring count will begin decreasing by one every second; if the Ring count hits zero, Mighty will revert back to normal. In gameplay, Super Mighty possesses invincibility, increased running speed and an enhanced jump for as long as the transformation lasts.
By using Level Select to enter the Egg Reverie Zone as Mighty, the player can play as Super Mighty against the Phantom King and Klepto Mobile. In this Zone, Super Mighty starts out with fifty Rings. More Rings can obtained throughout the boss battle to compensate for the player's decreasing Ring count. Should Mighty de-transform here however, the player will lose a life. Also worth noting is that Super Mighty will lose ten Rings whenever he is hit by the Phantom King's attacks. In the Egg Reverie Zone (and in other acts after activating a feature in the Sound Test), Super Mighty gains additional abilities: by pressing the jump button during a Spin Jump, Super Mighty is able to take flight until he touches the ground. Also, by pressing the jump button while in flight, Super Mighty will burst forward with instantaneous speed while the screen flashes, consuming five Rings in the process.
Powers and abilities
Due to being infused with the seven Chaos Emeralds' power, Super Mighty accordingly commands ultimate power and has access to unlimited energy. As Super Mighty, Mighty's innate abilities far surpasses his normal ones. He can therefore run faster, and jump higher than he can in his regular form. Like the traditional Super State, Mighty gains new abilities in this form too, including high-speed run-flight and virtual invulnerability to harm.
Like in his natural state, Super Mighty can utilize the Spin Attack, a technique where he curls into a concussive ball or cutting disk and directs himself at his targets. Due to Mighty being in a Super State, this technique's power is greatly amplified as a result. With it, Super Mighty can shred or burrow through just about any substance given enough speed. Highly adept in its usage, Super Mighty can utilize variants of the Spin Attack, including the Spin Dash and Spin Jump.
Super Mighty can only stay transformed for a short time without sustainment from Ring Energy, as a Super State consumes tremendous amounts of energy. Extensive usage will also put him at risk of disappearing entirely.
- ↑ BioWare (September 26, 2008). Sonic Chronicles: The Dark Brotherhood. Nintendo DS. Sega. "Codex: Each Emerald can float on its own power, but anyone who combines all seven of the Chaos Emeralds can command ultimate power."
- ↑ Sonic Team, Sonic Team USA (27 February 2004). Sonic Battle. Game Boy Advance. Sega. Area: Emerald Beach (Shadow's Episode). "Sonic the Hedgehog: I've heard that he who collects 7 "Chaos Emeralds" will be granted unlimited energy."
- ↑ Sonic Team (May 3, 2002). Sonic Adventure 2. GameCube. Sega. Area/Level: Finalhazard. "Sonic the Hedgehog: Shadow! Continuous use of your super form will cause you to disappear! Get back to the Colony!"