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| '''Doublespeed Duration:''' This is a made-up alliterative term to describe a bug whereby a player that gets a second Speed Shoe power-up while the first is still in effect will have a Speed Shoe boost that lasts permanently, not just for the normal 15 seconds. It lasts even after dying, until the level is exited (by completion, running out of lives, or by the choice of Exit from the pause menu), and can be used multiple times in a row for a stacked effect. This tactic is banned from the main competition and relegated to a side competition. More information is available at [http://www.soniccenter.org/guides/sonic_adventure_2_b/guide54]. | | '''Doublespeed Duration:''' This is a made-up alliterative term to describe a bug whereby a player that gets a second Speed Shoe power-up while the first is still in effect will have a Speed Shoe boost that lasts permanently, not just for the normal 15 seconds. It lasts even after dying, until the level is exited (by completion, running out of lives, or by the choice of Exit from the pause menu), and can be used multiple times in a row for a stacked effect. This tactic is banned from the main competition and relegated to a side competition. More information is available at [http://www.soniccenter.org/guides/sonic_adventure_2_b/guide54]. |
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− | '''Ledge jump:''' When you're climbing a wall and get to the top, an annoyingly long animation--almost a full second--plays to show you using the edge to lift yourself up to the top. If you jump just before that point, you can get enough height to glide forward and land at the top, without playing the animation. | + | '''Ledge jump:''' When you're climbing a wall and get to the top, an annoyingly long animation--almost a full second--plays to show you using the edge to lift yourself up to the top. If you jump just before that point, you can get enough height to glide forward and land at the top, without playing the animation. Except for one point in [[Aquatic Mine]] (where the ledge grab animation makes it possible to go up through a ceiling), this is universally useful. |
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| '''Quick climb:''' Normally when you start climbing a wall, there's a delay of 17 frames (almost 0.3 seconds) before you can start moving. However, if you release A to stop gliding just as you would connect with the wall, that delay is skipped. Use it whenever possible. | | '''Quick climb:''' Normally when you start climbing a wall, there's a delay of 17 frames (almost 0.3 seconds) before you can start moving. However, if you release A to stop gliding just as you would connect with the wall, that delay is skipped. Use it whenever possible. |
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| '''Super Bounce Attack:''' If you spindash into a wall as Sonic, then immediately jump and bounce, you'll occasionally be able to get a far higher bounce than normal. This can be used to make large ascents quickly. | | '''Super Bounce Attack:''' If you spindash into a wall as Sonic, then immediately jump and bounce, you'll occasionally be able to get a far higher bounce than normal. This can be used to make large ascents quickly. |
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− | TODO: add more terms
| + | '''Underwater glide:''' If you're standing on an elevated surface while holding both A and B, and walk off (do not jump off), you will fall for a while and then break into a glide--whether you're underwater or not. If you need to swim for long distances, try to set up an underwater glide instead since it'll be much faster. It's useful in [[Aquatic Mine]]'s 2nd mission, [[Death Chamber]]'s 3rd and 5th when not using the large out-of-bounds shortcut, and Knuckles' section of [[Cannon's Core]]. |