I feel like the baseline for "best controls in a 2D platformer" is Mario (be it SMB3 or SMW), and in that regard, Sonic does not control as well as Mario does. That's for a reason, of course, because Sonic's whole thing is momentum and speed. He is effected by slopes, whereas Mario typically is not.
But that means Sonic is definitely a lot heavier feeling than Mario, and I have seen people struggle with that fact. Just because you or I are "used to it" does not mean much. Yes, Genesis Sonic is actually a platformer, but I wouldn't say that's what people remember most about those games. It's kind of a means to an end.
What you describe about Sonic's ability to launch himself is probably not something most people even know about. Of course, that's a different discussion all together -- I don't think most people know how to play Sonic "the right way," and that ended up reflected in how most Sonic games after a certain point don't even let you roll in to a ball anymore.
I'm not entirely convinced they're all that different, though.
Mario is still pretty momentum-based - you don't accelerate instantly, your horizontal momentum is kept when you jump (even if you jumped when not quite at top speed), and air control may or may not be rather weak (it's certainly pretty weak in
SMB1 and recent
NSMB games, although it's ridiculously strong in
SMW - as I recall, you have a video somewhere illustrating how you can jump at full speed from a platform, turn around in mid-air at the apex of your jump, and still land exactly where you jumped from, you have that much air control). You still have to take all of that into account when gauging how to make each stage's various jumps.
Mario just doesn't take it further like
Sonic does, making you take into account slope angles on top of all that (IIRC). It also has two separate acceleration/top-speed values that you can swap between at will with the press of the B-button, which is actually a little
more complex than
Sonic's is, since that game only has one set of acceleration/top-speed (ignoring the Spin Attack state or Speed Shoes; I'm talking base jumping mechanics here), although the aforementioned complexity of the slope-jumping mechanics negates that (and let's be honest, does anyone ever
not hold B on a regular basis in
Mario games in casual play?).
I'll admit, though, Sonic's definitely weightier than Mario in terms of horizontal movement (I'd say Mario is actually heavier when jumping, at least in
SMW - feels like he accelerates upward/downward quite a bit faster). It did take some getting used to the timing to smash down, say, the breakable wall at the very start GHZ2, making sure I had the right amount of momentum before spinning. Still, movement mechanics are different in every game, even within the same series (again,
Mario), there's a learning curve to everything. As far as just learning how to jump around goes, I don't think the
Sonic series is that different from the
Mario series as you're claiming it is.
Also, you're forgetting that the Windows 95 port of Sonic CD was broken and unplayable on newer versions of Windows within about four years of release. Somebody eventually released a fan patch to get it working again, but I doubt most people braved the dark, dank depths of Sonic-Cult to get it. Or even knew it existed at all, really.
Not really
forgetting, but still, that only really started being a problem around 2001 or so with Windows XP, didn't it? That's still a good six years of the product being out on store shelves and generally working properly.
I think he meant the style of platforming that was presented in Sonic CD which was more jump/spacing focused as opposed to run/jump focused like all the other entries [I put the focuses in an order btw], excluding possibly Sonic 1 which has a slower pace, reasonably because it was the first entry. Like even watching Krejlooc play through Wacky Workbench looks very unlike Sonic due to constant backtracking and stopping.
I kinda just chuckled to myself thinking about it, "I've been waiting to play Sonic just to stop moving."
Okay, I'll grant you Wacky Workbench put waaaay too much emphasis on the platforming. For as much as I really like
Sonic CD, that stage is just really poorly-thought-out all-around. The platforming in the other stages (and other Genesis games) is generally a lot better, if only because you're not
forced to wait for floating platforms to finish their extraordinarily slow arcs all the time; if that comes up, it's usually only to find alternate paths for the patient, with a more-immediate (but generally harder) path available by passing the floating platforms up.
Of course, it's also sort of a matter of priorities. I actually tend to take the
Sonic games a bit slower than most probably do, using speed as a tool to explore hidden nooks and crannies more than it being the end-goal itself. That's something I always thought was a strength of the old games - there were plenty of goodies hidden around the stages, if you slowed down and took the time to check out the various walls to see if they had hidden passages or could be broken down - although some of it required hitting certain ramps at just the right velocity to make obscure jumps (like the hidden upper path at the end of Chemical Plant Zone Act 2 in
Sonic 2).
And, well, that's partly why I like
Sonic CD so much - there's just so much to
explore in that one, what with every stage having four different variants to check out. When played just for blasting through, it's not terribly fulfilling, no. When using it as a playground to mess around with the
Sonic series' unique mechanics and using them to open up those other time periods, though, it's pretty fun.