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|+ Sonic Riders DX Term Glossary | |+ ===Sonic Riders DX Term Glossary=== | ||
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! Term !! Category !! Nicknames !! Details | ! Term !! Category !! Nicknames !! Details |
Revision as of 03:22, 8 January 2023
Release Dates: |
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A modification of: |
Official Developer Media Notable Discord Servers
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Term | Category | Nicknames | Details |
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Air | Resource | The fuel that most gears use. It is often expended by cruising, boosting, or placing a tornado, and can be replenished at an air pit, by performing tricks, using type shortcuts, or by picking up item boxes. | |
Acceleration | Attribute | The rate at which you will naturally increase your speed up to your limit in any given circumstance - you can only do so while not turning though. | |
Archetype (Gear) | Classification | Classifications that describe the general traits of a gear. Many gears are more aptly described with 2 archetypes, in which case the first can be considered the 'primary' archetype, while the latter 'secondary' archetype often encompasses a smaller aspect of their playstyle.
- Standard: Gears that vary but have generally average stats. A completely standard gear would have 200/230/250 boost speeds, 25/30/40 boost and tornado costs, 50/80/100 drift boosts, and no special effects.
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Attack Sliding | Technique | By holding drift and then jump during a boost, the boost won't be cancelled as it normally is when initiating a jump charge. This allows you to retain your boost speed while charging a jump, as well as attack. You still decelerate from charging the jump. | |
Attack State | State | The ability to attack your opponents. The hitbox and attack animation is different for every character and is different at each level.
Attacks only work on grounded opponents, so they can be dodged by jumping, and even cancelled if you fall off an edge before the attack animation finishes. There are 2 main types of attack hitboxes: Tether, and AOE. Almost all attacks are Tether style, but Late Boosters exclusively get AOE attacks at level 2.
When you land a hit: ONLY ON AIR GEARS:
When you get hit: You lose resources based on your fuel type:
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Basic Status Effect | Status Effect | A status effect inflicted by all level 1 attacks. While affected, you lose the ability to boost or tornado. However, jumping, riding turbulence, being hit by a tornado, or becoming airborne will cancel the effect. | |
Berserker | Special Effect | Forces you to enter "Berserk" mode when your have 75% of your maximum air or more. In Berserk mode, you are forced into boost state, and will begin accelerating rapidly. The boost will not cost anything, but you will drain air rapidly during it. The Berserk mode threshold is indicated by making the relevant section of the air gauge grey, instead of blue. The drain rate is halved while drifting, and you accelerate more quickly while you are below your 'normal' boost speed. | |
Boost | State | After pressingor, your speed becomes set to your boost speed, and you enter the boost state and attack state. Your "Max Speed" gets changed to your boost speed while active. You cannot boost again until your current one ends. Sometimes you will want to cancel a boost early, which can be done by charging jump or becoming airborne. | |
Boost Chain | Advanced Technique | A special form of boost that occurs when you boost while Drifting.
Instead of setting your speed to a predetermined value, boost chaining increases your current Speed by a percentage. This value is referred to as your 'Boost Chain Modifier (BCM)'. By default, this value is 19.3%; however, this can be modified by characters and gears. A common misconception is that gears with a 0% modifier, such as Cover-P and Fastest, aren't able to boost chain; this is untrue. While they don't gain speed from the boost chain, they won't lose speed either, meaning you can boost chain to enter attack state without losing speed on these gears.
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Class (Character) | Attribute | "There are 6 classes in the game, each granting stat bonuses. Each character falls into one of the classes.
The 5 standard classes have 3 characters, 1 of each type, and the remaining is exclusive to E-10000G as he lacks a type.
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Clutch | State | A state in which you completely ignore turbulence and air pits. Pressingwill toggle the clutch state, turning your air trail purple while activated. By holding, you can temporarily reverse your clutch state, allowing you to ignore while in normal state, or ride while in clutch state. Usinghas no visual indicator.
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Control Lock | State | A punishing state that removes your ability to control your character at all. Can be caused by bonking, or being inflicted with shock, sphere, or twist.
Control lock will not cancel your jump charge. During it, you can still jump off ramps and tapto cancel fly state. | |
Cruising State | State | The 'default' state. While in this state the player will automatically accelerate to their Top Speed. Turning will cancel acceleration. | |
Cruise Control | Special Effect | Boosting converts the gear's Top Speed value to the gear's current Boost Speed value until 'interrupted', meaning that you continue to move at your boost speed even after the boost has ended.
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Daze | Status Effect | A status effect inflicted by some attacks. While dazed, you lose the ability to boost and tornado. You can still drift, charge a jump, jump, and ride turbulence, with the latter cancelling the status effect. | |
Deceleration | The rate at which you decelerate back to your current maximum speed when above that value. This rate increases with your current maximum speed.
Formula:
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Deceleration (Flying) | System Mechanic | The rate at which you decelerate while flying.
Note: Flying deceleration has a cap, you cannot lose more than 10 speed per frame. | |
Deceleration (Grounded) | System Mechanic | The rate at which you decelerate while cruising or boosting.
Note: Grounded deceleration has a cap, you cannot lose more than 10 speed per frame. | |
Drift (Stat) | An ambiguous term that refers to two separate stats: Drift Dash Speed, and Drift Cap. Because characters always increase both these stats by the same amount, this shorthand is often used. | ||
Drift (Technique) | State | Pressing eitherorwhile holdingorwill have you increase your turning ability. While drifting you incur an extra fuel cost on top of your passive drain. | |
Drift Cap | System Mechanic | The maximum speed that can be obtained via a Drift Dash. If you are already moving above this value, your speed will not be decreased, but you won't gain any speed either.
The default value is 250, although this can be modified by your character, gear, or by leveling up. | |
Drift Dash | Technique | Drift Boost | After drifting for the duration of your drift frames, your air trail will become cyan, and once you let go of the drift button you will gain a burst of speed. Drift Dashes will never increase your speed past your Drift Cap, although if you're going faster than your Drift Cap you won't lose any speed. Drift Dash speed can be affected by your character, level, and gear. |
Flatten | Status Effect | A status effect inflicted by some attacks. While flattened, you lose the ability to jump, boost, drift dash, tornado, and ride turbulence.
You can still charge a jump, and drift while flattened. | |
Flight Ramp | Map Assets | Special ramps that put you in Fly State if you are a Fly Type. You cannot enter trick state by jumping off these ramps. | |
Fly Hoop | Map Assets | Airborne rings that, when passed through, will cause fly types to enter fly state, gain a burst of speed in the direction the hoop is facing, and will force them to face that direction. Some fly hoops will inflict control lock, this is usually done to prevent accidental death, or to prevent certain skips from being performed. | |
Fly State | State | Entered by cruising off a Flight Ramp or going through a Fly Hoop as a Fly Type. Fly speed is determined by your current Top Speed and the unique speed of that ramp or hoop.
Fly State uses pilot controls, meaning that holdingwill make you go down, and vice versa. | |
Fly Type | Attribute | The ability to enter Fly State using Fly Hoops and Fly Ramps. | |
Inertia | Special Effect | Lose no speed when hitting a wall | |
Item Box, Random | Map Assets | Item boxes that give a random item. The chances of each item are determined by two factors: Your current place, and your current distance to the player 1 place above you. Being within 100 metres of that opponent will cause you to share the same loot table as them, so you will only get better lower place RNG when you are significantly behind.
1st Place
2nd Place
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Item Box, Set | Map Assets | Item boxes that always yield the same item. Often an entire line of boxes will all be set with different items to prioritize different positioning based on what you need. You can see the item inside. | |
Jump Cancel Boost Chain | Advanced Technique | JCBC | Hold jump, then boost chain. Abuses the fact that charging a jump cancels a boost after 1 frame. This allows you to boost chain many times in succession and gain high bursts of speed as long as you have enough fuel to keep boosting. EXTREMELY AIR INEFFICIENT. |
Jump Cancel Bonk Cancel Boost Chain | Advanced Technique | Bonk Dash | JCBC into a wall, utilizing the bonk and letting go of the jump button to cancel your jump charge and return to cruising state. Effectively "refreshes" your boost timer as well as gaining extra speed from the boost chain. |
Jump Cancel Boost Chain Dash Panel Cancel | Advanced Technique | JCBC-DPC | JCBC right before a dash panel, letting go of the jump button before control is returned to the player. The dash panel will cancel the jump charge, but not the boost. Effectively "refreshes" your boost timer as well as gaining extra speed from the boost chain and dash panel. |
Jump Charging | Technique | Holdingcharges your jump. While charging, you begin to lose speed and your gear will emit energy which will turn red when fully charged. It takes 50 frames to fully charge. The amount of charge determines the speed at which you do tricks and the distance you travel when jumping off a ramp. By holding a direction when you let go, you can further influence your height and distance. Holdinggoes farther, holdinggoes higher.andare treated the same as neutral. jump charge has no effect unless jumping off a ramp. | |
Jump Charge Multiplier (JCM) | System Mechanic | Multiply the gear's passive drain/gain value by this number to get the passive drain/gain while charging a jump | |
Legend | Special Effect | Automatic trick charge-up. Always gives you top path if possible. When going off Forced Ramps it will take effect even you cruise off the ramp without pressing. For cases where you want bottom path you can tapat an early point of the ramp. Legend is disabled while being attacked, or while attacking. | |
Level Notation | Terminology | Many stats in Sonic Riders are affected by level. As such, we have a common notation that is used when referring to these numbers, which should be written like this: Level1/Level2/Level3
For example, a "standard" boost speed gear would have 200/230/250 boost speeds. | |
Level Up | System Mechanic | A mechanic shared by every gear that uses Air as fuel. You start the game at level 1. You can level up by collecting Rings, reaching Level 2 at 30 rings, and Level 3 at 60 rings.
-When you level up, your air gauge will get larger, your air will be fully replenished, and you get the following stat increases
-If you lose rings below the level threshold, you will level down and lose these stats. -Gear stats are also changed upon level up, although the numbers are dependent on the gear itself, check for these changes in SRDX V1.0 Gear Data -Your air trail will be green at level 1, red at level 2, and blue at level 3 | |
Level 4 | Special Effect | A special level up unique toTurbo Star, entered after collecting 90 rings. Functions mostly like a normal level up, although it does not increase Top Speed or Run Speed.
Attacks and tornadoes are the same as level 3. Your air trail will be white at level 4. | |
Link | System Mechanic | By chaining your type ability multiple times, you gain link. Having a higher link increases your air gain from that type shortcut. The way you gain link is different for each type.
Speed type: Increases every time you jump to a new rail. Resets upon touching the ground.
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Low Traction | Special Effect | Your gear controls as if it is over the ice from Ice Factory. | |
Maximum Speed | System Mechanic | If you are above or below your max speed, you begin to acclerate/decelerate back to it. Max speed depends on the state you are in. The rate of accel/decel depends on how great the difference is between your current and max speed.
While cruising: Max Speed = Top Speed While boosting: Max Speed = Boost Speed While riding turbulence: Max Speed = 250 + bonuses from twirl and turbulence tricks While Flying: Max Speed = Top Speed (You will still decel below Top Speed but higher top speed results in lower decel) While Falling: Max Speed= Top Speed | |
Moester_Dash | Advanced Technique | Ledge Cancel Boost Chain | Term for a ledge cancel boost chain.
Performed by briefly going off a ledge, then landing back on the ground, and executing a boost chain. Can be used to get multiple boost chains off without the downside of being locked to another state like JCBC. |
Money Crisis | Special Effect | Increases your Top Speed and Boost Speed by 0.5 for every ring in your ring gauge | |
Obscure | Status Effect | A status effect inflicted by some attacks. While obscured, your vision will be reduced, and you lose the ability to jump, boost, tornado, and ride turbulence. You can still drift, and charge a jump. | |
Off-road | Category | Self explanatory, riding on off-road lowers your top speed to 80. You gain immunity while in Running State.
Certain characters or gears will have off-road resistance, which will make the off-road top speed higher, usually to a negligible degree. | |
OmniType | Category | All Type | Having access to the abilities of all 3 types. |
Overclock | Special Effect | At 100 rings, converts into a ring gear with high stats. Even though you are a ring gear, you are still treated as being level 3. This means Level 3 boost duration, attacks, and tornadoes | |
Pickpocket | Special Effect | When attacking, you gain 15 rings. | |
Power Object | Map Assets | Objects that can be destroyed by Power Types such as barrels, boxes, statues, cars, walls, robots, grapes, pillars, pins, rocks, Opa Opas. Power Objects can be categorized into 4 groups: soft, hard, enemy, car.
- Soft Objects: will break when hit by any player. If a non Power Types breaks it they will lose speed, enter control lock, and won't gain air. - Hard Objects: will only break when hit by Power Types, and will knock non Power Types to the side. - Enemies: will roam within a certain range and will try to run into any player that gets close enough. They are only destroyed by Power Types. - Cars: some are stationary, but some will move along a predetermined path. Cars can only be destroyed by Power Types and Turbulence. | |
Power Type | Attribute | The ability to gain air/speed by destroying Power Objects. | |
Ramps | Map Assets | Ramps can be categorized into 3 groups: forced, manual, quarterpipe
- Forced Ramps: "Traditional" ramps. Even if you run off these without jumping, the game will treat it as if you jumped with minimum charge. Sometimes multiple paths can be reached based on how you jump. You will get the top path if you get have enough jump charge while holding a certain direction. On flat ramps, you want to go further (hold), and on curved ramps, you want to go higher (hold).
Trick speed is noticeably slower on these ramps, although you can also use the control stick to move around while in trick state, unlike other ramps.
Even if you run off these without jumping, the game will treat it as if you jumped with minimum charge. Upon landing, Quarterpipes increase your trick rank by 1, and increase your trick landing speed by +100. | |
Rings | Resource | Can be obtained by moving into them on the ground, or by collecting item boxes. On Air Gears, they are used to Level Up. On ring gears, rings become the fuel. 1 ring is equivalent to 10 air. As the game treats rings identically to air, it is possible to have fractions of a ring, although the HUD display will always round down to the nearest integer. | |
Ring Gear | Gears that use rings as their fuel instead of air. As they don't consume air, they are immune to air pits. Ring gears do not level up, and are usually treated as if they are level 1, although Overclock overrides this and allows Gambler to be a level 3 ring gear.
All rings gears have 2 innate effects: - charging a jump eliminates fuel consumption - air item boxes give 5 rings instead, regardless of the amount of air you would have received | ||
Running State (Start of Race) | State | Your state at the beginning of the race. Holdingallows you to move forward, to a max speed of 150. Holdingallows you to walk backwards, to a max speed of 20. | |
Running State (Out of Fuel) | State | When you run out of fuel, you will continue the race on foot until you gain more fuel. Controls similarly to Start of Race run, but you can also fully accelerate while turning, acceleration is greatly increased, and your max run speed will scale with level 150/160/170. You will always enter pits in this state, even if clutch is activated. | |
Shock | Status Effect | A status effect inflicted by some attacks. While shocked, you are completely immobilized and suffer from Control Lock. | |
Slipstream | System Mechanic | While in first place, you produce an invisible field behind you, in the shape of a segment of a sphere, similar to an orange slice.
If you were to view from above, the radius of the circle is 500m and the edges extending to it are angled 30° to the left and right. Players that are inside the field and facing a similar direction gain a few effects: - Gain speed every frame. The base amount is to multiply your current speed by 1.001. - The multiplier increases by up to 0.002 (at 500 range) based on distance from your opponent squared. - The multiplier increases by up to 0.001 based on how well you are following your opponent (how close you are to being directly behind them) - Gain +10 drift cap While under the effects of slipstream, wind can be visibly seen rushing around your character. Due to the conical shape (in the X and Y axis), the width increases with distance. This means that if you are close, the player in 1st place can swerve to deny you slipstream. | |
Speed | System Mechanic | In-game unit for speed, roughly equivalent to meters/second. | |
Speed Type | Attribute | The ability to grind on rails. | |
Sphere | Status Effect | A status effect inflicted by Shadow's Level 3 attack. While inside the sphere, you are completely immobilized, airborne and suffer from Control Lock. | |
Spinout | Status Effect | A status effect inflicted by all level 2 attacks, causing you be knocked away while locking your controls for a short period of time. | |
Stutter Drift | Technique | The act of drifting for a short amount of time to slightly adjust your angle, often done rapidly in succession by mashing the drift button. | |
Top Speed | Attribute | The most common Max Speed value. Affects acceleration and deceleration in almost every state except boosting. | |
Tornado | Technique | Pressing and simultaneously will leave behind a tornado that will slow and knock up other players on contact. Different tornado types are placed depending on the player's current level:
- Level 1: 1 small tornado will spawn, lasting 3 seconds - Level 2: 2 clockwise orbiting small tornadoes will spawn, lasting 5 seconds - Level 3: 1 large tornado will spawn, lasting 7 seconds note: Turbo Star uses a level 3 tornado even after it reaches level 4 | |
Tornado Boost | Special Effect | Using a tornado generates a 0 duration boost; giving you a burst of speed but not allowing you to attack. The Speed is always the same as your current Boost Speed | |
Trick Payout | Special Effect | Gain rings when a successful trick is performed. The amount of Rings is dependent on the Trick Rank, with the value being the amount of air you would normally get, divided by 10.
C=2 rings B=3 rings A=4 rings A+=4.5 rings S=5 rings S+=6 rings X=10 rings | |
Trick Rank | System Mechanic | The rating of your performance while in Trick State. There are 7 possible ranks you can obtain after exiting Trick State, the possible ranks are as follows, in ascending order: C > B > A > A+ > S > S+ > X
For example: 3 tricks will always net you an S or S+, what determines the rank in this case is the directions of the tricks; 3 right tricks will get a S, while 1 up and 2 right tricks will net you an S+.
C rank: 90 speed, + 20 air B rank: 100 speed, + 30 air A rank: 150 speed, +40 air A+ rank: 150 speed, +45 air S rank: 180 speed, +50 air S+ rank: 180 speed, +60 air X rank: 200 speed, +100 air | |
Trick State | State | After using a ramp, you enter trick state, during which you can perform tricks by moving the analog stick. The speed at which you perform tricks is dictated by your level of Jump Charge. When jumping off a ramp, you can influence the distance of your jump by holding a direction.will cause your jump to go further horizontally, while holdingwill cause your jump to go higher. Both of these can be useful in cases where one ramp leads to 2 different paths. A general rule of thumb is that on flat ramps, holdingwill get you top path, while on ramps that curve, holdingwill get top path.
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Turbulence | Map Assets | A halfpipe of wind that is generated by the player in 1st place, allowing other players to ride it and catch up. When riding, you will accel or decel to 250 speed, which is considered to be your max speed while riding turbulence. This speed can be increased through various methods, such as Twirl and Turbulence Tricks.
Turbulence tends to prefer being created in certain parts of each stage and will never appear in tight spaces. You can also willingly cut off turbulence you are producing by jumping, or bonking. You can manually exit turbulence by pressingandsimultaneously, or simply drop out by activating the Clutch State. Riding turbulence until it naturally ends will give you a +50 speed bonus upon landing. You are unaffected by Slipstream while riding Turbulence. | |
Turbulence (Map Generated) | Map Assets | On Babylon Garden, there is a patch of Turbulence that will be created during the race on lap 1 and remain there forever. As it never disappears, you can strategically twirl in specific spots in order to create trick arrows that can be used on later laps, or intentionally not twirl to deny giving players behind arrows to use turbulence tricks on. | |
Turbulence Tricks | Technique | By moving towards the edge of turbulence where arrows appear, you can perform a trick. You will gain air or rings normally according to the trick rank, and upon landing you will gain speed, the amount of speed is dependent on whether you land on the ground, or back on Turbulence.
-Landing on Turbulence: increase your current Turbulence speed by [1.5speed]-50. This speed bonus lasts until you exit turbulence, and can be stacked infinitely. -Landing on the ground: multiplies speed by 1.5x | |
Twirl | Technique | Recipro | While riding turbulence, pressing thebutton while near the edge will increase your speed by +10. Your character will spin to signify that you've done it correctly. A trick arrow will appear wherever a player performs a twirl. |
Twist | Status Effect | A status effect inflicted by some attacks. While twisted, you are completely immobilized and suffer from Control Lock | |
Type | System Mechanic | There are 3 types (Speed, Fly, Power) which grant characters the ability to use type shortcuts. Characters can have up to 1 type naturally, but can have multiple types by using certain gears. Types also grant certain stats, but only to characters that naturally have it. Super characters are not affected by type stats regardless of the amount of types they have.
Speed type grants the ability to grind on rails. Fly type grants the ability to enter Fly State using Fly Hoops and Fly Ramps. Power type grants the ability to gain air/speed by destroying Power Objects. | |
Updraft | State | Extend | When exiting Turbulence, you will receive a max jump charge for 60 frames. This allows you to to ride Turbulence and still get top paths by just tapping A. |
Weight | System Mechanic | Mostly negligible stat that is dependent on your character and gear. Affects how quickly the platforms tilt in the monkey ball section on SEGA Carnival.
When colliding with an opponent, the player with lower weight will be pushed more, the math behind this is currently unknown. |