SRDX/Controls: Difference between revisions
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< [[SRDX|Back to SRDX]] | |||
=Controls= | =Controls= | ||
AS Sonic Riders DX is a modified version of the GameCube version of Sonic Riders, we will relate all controls as if you were using the default GameCube controls. You can use and remap any of the controls on Dolphin Emulator, however as you are just emulating a GameCube controller these inputs are still how the game would read them. | AS Sonic Riders DX is a modified version of the GameCube version of Sonic Riders, we will relate all controls as if you were using the default GameCube controls. You can use and remap any of the controls on Dolphin Emulator, however as you are just emulating a GameCube controller these inputs are still how the game would read them. | ||
[[File:DXControls.png|1000px]] | |||
=Movement= | =Movement= | ||
Sonic Riders has | Sonic Riders has two main control schemes during a race. One used while riding your extreme gear, and another used while running on foot. | ||
==Run State== | ==Run State== | ||
There are | There are two subdivisions of Run State. ''Start of Race Run'' & ''Out of Fuel Run''. ''Out of Fuel Run'' has additional controls, and has much higher acceleration. | ||
===Universal Run Controls=== | ===Universal Run Controls=== | ||
======Walk/Run====== | ======Walk/Run====== | ||
''Hold''[[File:ButtonIcon-GCN-Control Stick-U.png|35px]]''or''[[File:ButtonIcon-GCN-Control Stick-D.png|35px]]<br> | ''Hold''[[File:ButtonIcon-GCN-Control Stick-U.png|35px]]''or''[[File:ButtonIcon-GCN-Control Stick-D.png|35px]]<br> | ||
The character either runs forward, or walks slowly backwards | The character either runs forward, or walks slowly backwards at a speed determined by how hard you move the stick. | ||
======Rotate====== | ======Rotate====== | ||
Line 35: | Line 42: | ||
======Charge a Jump====== | ======Charge a Jump====== | ||
''Hold''[[File:ButtonIcon-GCN-A.png|35px]]<br> | ''Hold''[[File:ButtonIcon-GCN-A.png|35px]]<br> | ||
The characters crouches in preparation to jump. A jump is fully charged after 1 second. '''Note:''' Jump charge only has an effect when jumping off a trick ramp. | The characters crouches in preparation to jump. A jump is fully charged after 60 frames (1 second). '''Note:''' Jump charge only has an effect when jumping off a trick ramp. | ||
======Jump====== | ======Jump====== | ||
''Release''[[File:ButtonIcon-GCN-A.png|35px]]<br> | ''Release''[[File:ButtonIcon-GCN-A.png|35px]]<br> | ||
Makes the character jump into the air upon letting go. Use this to hop onto rails, off | Makes the character jump into the air upon letting go. Use this to hop off ramps, onto rails or to dodge attacks. | ||
======Brake====== | |||
''Hold''[[File:ButtonIcon-GCN-L.png|35px]] ''or'' [[File:ButtonIcon-GCN-R.png|35px]]<br> | |||
Rapidly slows you down. You turn faster while at 0. | |||
======Drift====== | |||
''Hold''[[File:ButtonIcon-GCN-L.png|35px]] ''or'' [[File:ButtonIcon-GCN-R.png|35px]] ''while pressing'' [[File:ButtonIcon-GCN-Control Stick-L.png|35px]]''or''[[File:ButtonIcon-GCN-Control Stick-R.png|35px]]<br> | |||
Begins drifting in the direction the control stick is held in. By moving the control stick left and right while drifting you can change the turn radius of the drift. A smaller radius is referred to as a 'harder' drift. <br> | |||
Holding drift charges a drift dash. | |||
======Drift Dash====== | |||
''Release''[[File:ButtonIcon-GCN-L.png|35px]] ''or'' [[File:ButtonIcon-GCN-R.png|35px]] ''after your air trail changes color''<br> | |||
Gives you a burst of speed in the direction you are facing, immediately losing any rotational speed.<br> | |||
The speed at which you charge your drift dash AND the speed of the dash itself is determined by the extreme gear you're riding.<br> | |||
There are 3 levels of drift charge:<br> | |||
'''Drift''' <span style="color: #32d6d9>'''Charge'''</span> uses the base values for your gear<br> | |||
'''Drift''' <span style="color: orange>'''Overcharge'''</span> takes 1.5x longer to charge and adds +10 speed & +10 drift cap to the dash<br> | |||
'''Drift''' <span style="color: magenta>'''Critical Overcharge'''</span> takes 2x longer to charge and adds +20 speed & +20 drift cap to the dash | |||
=Offense and Defense= | |||
======Boost====== | |||
''Press''[[File:ButtonIcon-GCN-B.png|35px]] ''or'' [[File:ButtonIcon-GCN-X.png|35px]]<br> | |||
Sets you at your boost speed, then enters the boost state, which lets you automatically attack opponents in range.<br> | |||
'''*Note:''' You cannot boost or boost chain until the current boost ends | |||
======Boost Chain====== | |||
''Press''[[File:ButtonIcon-GCN-B.png|35px]] ''or'' [[File:ButtonIcon-GCN-X.png|35px]] ''while drifting''<br> | |||
Multiplies your current speed by a stats dependent number, then enters the boost state, which lets you automatically attack opponents in range.<br> | |||
'''*Note:''' You cannot boost or boost chain until the current boost ends | |||
======Tornado====== | |||
''Hard Press''[[File:ButtonIcon-GCN-L.png|35px]] ''and'' [[File:ButtonIcon-GCN-R.png|35px]]<br> | |||
Creates a tornado that knocks opponents into the air upon contact. There are 4 types of tornado, depending on your current level and fuel type.<br> | |||
'''level 1:''' create a small tornado that lasts for 3 seconds<br> | |||
'''level 2:''' create 2 small tornados that orbit each other clockwise for 5 seconds<br> | |||
'''level 3:''' create a large tornado that lasts for 7 seconds<br> | |||
'''Ring Gears:''' Create a medium tornado that lasts for 5 seconds<br> | |||
'''*Note:''' All tornados have the same amount of hitstun and knockback | |||
=Other= | |||
==Tricks== | |||
After ''jumping'' off a ramp, you enter trick state.<br> | |||
======Initiating a Trick====== | |||
''Release'' [[File:ButtonIcon-GCN-A.png|35px]] ''while on a trick ramp.<br> | |||
If you hold a direction as you release you can affect jump height and distance. Hold'' [[File:ButtonIcon-GCN-Control Stick-U.png|35px]] ''to jump further and lower or hold'' [[File:ButtonIcon-GCN-Control Stick-D.png|35px]] ''to go higher but less far.'' | |||
======Tricks====== | |||
''Hold''[[File:ButtonIcon-GCN-Control Stick.png|35px]]''in any direction while in trick state''<br> | |||
The character spins or flips in the direction of the control stick. You can move the control stick again to chain tricks together | |||
==Clutch Mode== | |||
Clutch is a new mechanic added in Sonic Riders DX. While active, it allows you to ignore turbulence and air pits as if they weren't there.<br> | |||
======Clutch Toggle====== | |||
''Press''[[File:ButtonIcon-GCN-Y.png|35px]]<br> | |||
Turns clutch state on or off. When on, your air trail becomes purple. | |||
======Clutch Hold====== | |||
''Hold'' [[File:ButtonIcon-GCN-Z.png|35px]]<br> | |||
Reverses your current clutch state until you let go, but '''DOES NOT''' change the visual indicator. |
Latest revision as of 05:54, 19 March 2024
Controls
AS Sonic Riders DX is a modified version of the GameCube version of Sonic Riders, we will relate all controls as if you were using the default GameCube controls. You can use and remap any of the controls on Dolphin Emulator, however as you are just emulating a GameCube controller these inputs are still how the game would read them.
Movement
Sonic Riders has two main control schemes during a race. One used while riding your extreme gear, and another used while running on foot.
Run State
There are two subdivisions of Run State. Start of Race Run & Out of Fuel Run. Out of Fuel Run has additional controls, and has much higher acceleration.
Universal Run Controls
Walk/Run
Holdor
The character either runs forward, or walks slowly backwards at a speed determined by how hard you move the stick.
Rotate
Holdor
The character rotates at a speed determined by how hard you move the stick.
Out of Fuel Run Only
Jump
Press and Release
Makes the character jump into the air upon letting go. Use this to hop onto rails or dodge attacks. NOTE: You cannot charge a jump in this state.
On Your Gear
Accelerate
Do nothing
You automatically accelerate at a rate determined by the extreme gear you're riding.
Turn
Holdor
The character turns at a speed determined by how hard you move the stick. You turn faster while standing still.
Charge a Jump
Hold
The characters crouches in preparation to jump. A jump is fully charged after 60 frames (1 second). Note: Jump charge only has an effect when jumping off a trick ramp.
Jump
Release
Makes the character jump into the air upon letting go. Use this to hop off ramps, onto rails or to dodge attacks.
Brake
Hold or
Rapidly slows you down. You turn faster while at 0.
Drift
Hold or while pressing or
Begins drifting in the direction the control stick is held in. By moving the control stick left and right while drifting you can change the turn radius of the drift. A smaller radius is referred to as a 'harder' drift.
Holding drift charges a drift dash.
Drift Dash
Release or after your air trail changes color
Gives you a burst of speed in the direction you are facing, immediately losing any rotational speed.
The speed at which you charge your drift dash AND the speed of the dash itself is determined by the extreme gear you're riding.
There are 3 levels of drift charge:
Drift Charge uses the base values for your gear
Drift Overcharge takes 1.5x longer to charge and adds +10 speed & +10 drift cap to the dash
Drift Critical Overcharge takes 2x longer to charge and adds +20 speed & +20 drift cap to the dash
Offense and Defense
Boost
Press or
Sets you at your boost speed, then enters the boost state, which lets you automatically attack opponents in range.
*Note: You cannot boost or boost chain until the current boost ends
Boost Chain
Press or while drifting
Multiplies your current speed by a stats dependent number, then enters the boost state, which lets you automatically attack opponents in range.
*Note: You cannot boost or boost chain until the current boost ends
Tornado
Hard Press and
Creates a tornado that knocks opponents into the air upon contact. There are 4 types of tornado, depending on your current level and fuel type.
level 1: create a small tornado that lasts for 3 seconds
level 2: create 2 small tornados that orbit each other clockwise for 5 seconds
level 3: create a large tornado that lasts for 7 seconds
Ring Gears: Create a medium tornado that lasts for 5 seconds
*Note: All tornados have the same amount of hitstun and knockback
Other
Tricks
After jumping off a ramp, you enter trick state.
Initiating a Trick
Release while on a trick ramp.
If you hold a direction as you release you can affect jump height and distance. Hold to jump further and lower or hold to go higher but less far.
Tricks
Holdin any direction while in trick state
The character spins or flips in the direction of the control stick. You can move the control stick again to chain tricks together
Clutch Mode
Clutch is a new mechanic added in Sonic Riders DX. While active, it allows you to ignore turbulence and air pits as if they weren't there.
Clutch Toggle
Press
Turns clutch state on or off. When on, your air trail becomes purple.
Clutch Hold
Hold
Reverses your current clutch state until you let go, but DOES NOT change the visual indicator.