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=Controls=
=Controls=



Revision as of 02:02, 8 January 2023

< Back to SRDX

About Sonic Riders DX
Biglogoupdate.png
Release Dates:
Version 1.0 International.png: May 24th, 2021
Version 2.0 International.png: September 2nd, 2022
A modification of:
Sonic Riders
Extra Links

Official Developer Media

Notable Discord Servers

Other Resources

VOD Channels

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.

                                           DXControls.png

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

HoldButtonIcon-GCN-Control Stick-U.pngorButtonIcon-GCN-Control Stick-D.png
The character either runs forward, or walks slowly backwards. Acceleration is increased the harder you move the stick.

Rotate

HoldButtonIcon-GCN-Control Stick-L.pngorButtonIcon-GCN-Control Stick-R.png
The character rotates at a speed determined by how hard you move the stick.

Out of Fuel Run Only

Jump

Press and ReleaseButtonIcon-GCN-A.png
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

HoldButtonIcon-GCN-Control Stick-L.pngorButtonIcon-GCN-Control Stick-R.png
The character turns at a speed determined by how hard you move the stick. You turn faster while standing still.

Charge a Jump

HoldButtonIcon-GCN-A.png
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.

Jump

ReleaseButtonIcon-GCN-A.png
Makes the character jump into the air upon letting go. Use this to hop onto rails, off ramps or to dodge attacks.

Brake

HoldButtonIcon-GCN-L.png or ButtonIcon-GCN-R.png
Rapidly slows you down. You can turn faster while at 0.

Drift

HoldButtonIcon-GCN-L.png or ButtonIcon-GCN-R.png while pressing ButtonIcon-GCN-Control Stick-L.pngorButtonIcon-GCN-Control Stick-R.png
Begin drifting in the direction the control stick is held in. You can move the control stick left and right while drifting to change the turn radius of the drift. A smaller radius is referred to as a 'harder' drift.
Holding drift charges a drift dash. Letting go immediately ends any rotational speed.

Drift Dash

ReleaseButtonIcon-GCN-L.png or ButtonIcon-GCN-R.png after your air trail changes color
Gives you a burst of speed in the direction you are facing. This cancels any rotational speed.
There are 3 drift charge levels: Drift Charge, Overcharge, and Critical Overcharge
Each level adds +10 speed and +10 drift cap

Offense and Defense

Boost

PressButtonIcon-GCN-B.png or ButtonIcon-GCN-X.png
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

PressButtonIcon-GCN-B.png or ButtonIcon-GCN-X.png 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 PressButtonIcon-GCN-L.png and ButtonIcon-GCN-R.png
Creates a tornado that can hit opponents that run into it. There are 4 types of tornado, which one you use depends 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

Other

Tricks

After jumping off a ramp, you enter trick state.

Initiating a Trick

Release ButtonIcon-GCN-A.png while on a trick ramp.
If you hold a direction as you release you can affect jump height and distance. Hold ButtonIcon-GCN-Control Stick-U.png to jump further and lower or hold ButtonIcon-GCN-Control Stick-D.png to go higher but less far.

Tricks

HoldButtonIcon-GCN-Control Stick.pngin 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

PressButtonIcon-GCN-Y.png
Turns clutch state on or off. If on, your air trail will turn purple.

Clutch Hold

Hold ButtonIcon-GCN-Z.png
Makes you act the opposite of your current clutch state until you let go, but doesn't change the visual indicator.
If clutch state is off, you will ignore turbulence and air pits.
If clutch state is on, you can only ride turbulence or enter air pits while using clutch hold.