SRDX/Controls: Difference between revisions
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=Controls= | =Controls= |
Revision as of 19:25, 21 January 2023
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. Acceleration is increased the harder 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 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 onto rails, off ramps or to dodge attacks.
Brake
Hold or
Rapidly slows you down. You can turn faster while at 0.
Drift
Hold or while pressing or
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
Release or 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
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 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 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. If on, your air trail will turn purple.
Clutch Hold
Hold
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.