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Sonic Riders Term Glossary

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Written by Sir Genexis & Kid Chameleon, edited by Protag & Logic Mage.
               

Category; Universal Mechanics

 

  • Acceleration - Acceleration refers to the initial speed a gear gains coupled with its top speed. Lower acceleration means a gear will take longer to reach its top speed. (potentially show a clip of someone's speed rising)

  • AOE/Area-Of-Effect - This refers to the Level 2 attacks of Sonic, Metal Sonic, Emerl, Tails, AiAi, GonGon and the attacks of Super Sonic, Hyper Sonic, Super Shadow, and Neo Metal Sonic. The characteristics of these attacks don't stop them when they land a hit and have a much bigger attack range than most attacks.

  • Air - Air is the main resource used in Sonic Riders. You gain air by doing tricks, taking type shortcuts, going through a QTE, and taking a pit stop. On the contrary, you lose air from cruising, boosting, drifting, and charging your jump.

  • Air Pit/Pit Stop - While racing throughout the track you will see air pits, which you can take to refill your air. Ring Gears and Supers cannot use air pits.

  • Archetype - In SRTE, there are 7 different archetypes for each respective type. Combat, Late Booster, Cruiser, Drift, All-Rounder, Trickster, and Boost.

- Combat characters have an additional 70+ frames of boost duration at Level 1 and 2 with a 3% BCM. Increased hitstun and 4 attack range at Level 3.

- Late Boosters have an additional 60+ frames of boost duration at Level 2 and 3. Gain a deceleration bonus while boosting.
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Cruiser characters have +10 top speed compared to other archetypes and receive an additional 30+ frames of boost duration at all levels. They also receive acceleration multiplier buffs of 15%, 25% and 35% at each level and -1% decel.
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Drift Characters have a 20+ drift cap, meaning they gain more speed from drift dashes. They also receive -10% drift cost.
- All-Rounders benefit from all archetype bonuses, having 20+ frames of boost duration at all levels, +5 top speed and +10 drift cap, and a 2% BCM compared to other archetypes.
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Tricksters are a much different archetype introduced in 2.0. Tricksters have increased trick speed when exceeding their normal jump charge,+30 trick landing speed, increased jump height, and -75% fastfall cost. Unlike most other characters Tricksters have a unique ability called Afterburner granting lowered deceleration per trick for a limited time.
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Boost characters were introduced in 2.0, Boost characters retain their boost duration after jumping, using type shortcuts, and dropping tornados. They also receive +1, +2, and +3 boost speed at each level respectively. While boosting, they have an additional 375% acceleration.
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Omni-Rounder  is a variant of the All-Rounder archetype that is specially given to E-10G, giving him an additional +70 frames of boost duration at all levels, +14 top speed , +20 drift cap, and a 4% BCM.

- Wild Card  characters do not adhere to any preset conventions, instead, each individual character has a set of defining abilities that drastically alter the way they operate on gears.​ Emerl is the first in this line of characters. For Emerl, Wild Card grants +20/15/5 top speed for each level and +30/15/5 drift cap bonus. He is also equipped with a passive ability known as Gizoid Replication.

  • Attack State/Boost - Boosting is what happens when you press the B or X button, this could also be referred to as "Attack State". It gives you a burst of speed at the cost of some air with a default value of 200 at level 1, 230 at level 2, and 250 at level 3.

  • Basic Attack - Used by all Level 1 attacks. Has no special properties. Bumping into a wall will cancel the animation.

  • Boost Chain - A Boost Chain is what happens when you boost while drifting. It multiplies the speed you are currently going at, by 19.37%. Some gears have a higher boost chain modifier.
    (Note* Boost Chains multiply your CURRENT speed meaning it is possible to lose speed when boost chaining. It's best to use it when you are going about the same speed as your normal boost speed, if not higher. )

  • Boost Chain Modifier (BCM) - Boost Chain Modifier refers to how strong a gear's "boost chain" is, some gears have a higher boost chain modifier; adding onto the initial 19.37% value, making their boost chains stronger than average. 
    (Note* Every gear above >200/230/250 boost speed PER speed, has an extra 0.001% above normal BCM.)
    (Double Note* Ring gears multiply the value (19.37%) by 1/3rd.)

  • Boost Duration - Boost Duration is how long your boost will last. With a base value of 120 frames at level 1, 150 at level 2, and 180 at level 3. Ring Gears, Super Sonic, and Super Shadow are unaffected, being perpetually stuck at level 1 boost duration. Power Gear, Advantage-S, and Super Shadow (with Chaos Boost available - see "Inhibitor Rings off!") are able to extend their boost duration by using Boost Control.

  • Boost Speed - Your Boost Speed is a value that determines how fast you go when initiating a boost/dash. It is generally always determined by the gear you choose. Boost Speed doesn't change unless you are boost chaining, going downhill, or under the effects of Slipstream. The only other exception is the Boost character archetype, which receives additional boost speed at all levels: +1, +2, & +3 at each level respectively.

  • Braking - By holding DOWN on your control stick and pressing L or R, you can slow down to a halt. After performing the input you don't have to continue holding down.
    (Note* It is still possible to drift even while braking.)

  • Clutch - Clutch is a new mechanic added to SRTE that you can turn on by either holding the Z button or toggling with the Y button. Turning on Clutch mode ignores Turbulence, Tornadoes, and Air Pits. Your trail will turn purple to signify when you are using it. (There isn't an inherent price to having Clutch activated, although using Cutch to leave turbulence or pass through tornadoes will cost air.)

  • Clutch Mode Drop/CMD Exit - The alternative to leaving turbulence by using Clutch mode, when using this method it will cost you 10 air or 3 rings per exit.

  • Combat (Term) - Combat, on the CSS, refers to a gear's combat capabilities. Possessing traits such as extra attack range, attack stun, higher boost speed, lower boost cost, higher peak speed, will be indicated on the CSS by increasing the amount of stars correlated to this stat.

  • CPU Mode/AutopilotAfter starting a race, if you press C-Stick down+Z, then down on your DPAD, you will toggle being turned into a CPU. While in CPU mode your exhaust trail will disappear and most sound effects will be disabled for your character. 

  • Cruise - Cruising refers to doing nothing, entirely dependent on your gear's top speed, the only way to gain speed while cruising is either using drift dashes or utilizing Slipstream. You will lose speed while cruising by turning, charging your jump (except Gears with No Speed Loss on Jump Charge), or going offroad (Except Gears with high offroad stats).

  • Daze - An attack effect where the attacked player becomes partially immobilized. It is characterized by the character appearing to be dizzy. During this state, boosting is not possible. However, the player can still drift, drift dash, charge jump, jump, tornado, and enter turbulence. Entering turbulence cancels the effects of Daze.

  • Deceleration - Deceleration is the rate of how fast your speed will drop relative to your current MAX top speed, meaning you will decelerate faster on gears with a high boost speed but low top speed.

  • Drift - Drifting occurs whenever you press a shoulder button (L/R) input. While you're drifting you can't normally gain speed unless you are going downhill or using slipstream. In some unique cases, you will gain speed for drifting (see Power Slide). 

  • Drift Cap - Your drift cap is the maximum amount of speed you're able to get from a drift dash. Your drift cap can fluctuate heavily depending on how fast you're going, meaning the further you are from your drift cap while drifting, the faster you'll go when you release it.

  • Drift Dash/Drift Boost - A Drift Dash refers to the burst of speed you get after performing a drift for a certain amount of time. Your exhaust trail will turn a cyan color when your drift dash is ready. The only exception to this is Beginner.

  • Dual-Type/Monotype - Monotype refers to only one type. This is how you refer to a character using a gear that doesn't grant a type or using a gear that grants them the same type. Dual-Type refers to two types at once. This is how you refer to gears do that give you another type. Unlike Omnitypes, Dual-Types do not naturally have a shortcut speed reduction bonus.

  • Efficiency - Efficiency, on the CSS, refers to a gear's air usage and ease of use. (May or may not be accurate.)

  • EX Load - While on the character select screen, if you press the L button or move the C-Stick while selecting a character, you will get a different version of said character changing their appearance and sometimes their type. Here are the current EX Loads as of 2.4 (Video Demonstration):           
    Super Sonic into Perfect Nazo (Cosmetic)
    Super Sonic into Hyper Sonic
    Super Sonic into Dark Sonic (Cosmetic)                                                                                                     Sonic into Super Sonic (No Archetype, AoE Attack all 3 Levels)
    Shadow into Seelkadoom (Cosmetic)
    Nights into Reala (Boost)                                                                                                                            Nights into Jackle (Cosmetic)                                                                                                                                       AiAi into GonGon (All-Rounder)                                   
    Ulala into Hatsune Miku (Combat)
    E10G into E10B/E10R/E10Y (Grants Speed/Power/Fly Type)
    Metal Sonic into Neo Metal Sonic (Cosmetic)
    Metal Sonic with Scarf (Cosmetic)                                                                                                                      

  • Extreme Detach - By pressing L or R, Z and up on the C-stick, you can instantly air out.
    (Note* Advantage-S, Beginner and Hyper Sonic in Hyperdrive are unable to use this mechanic.)

  • Fastfall - When holding the B button while in the air, you will fall faster at the cost of your air. Your weight determines how fast you fall and how much air you burn. Heavier characters burn more and fall faster, with lighter characters burning less.

  • Flatten - An attack effect where the attacked player becomes partially immobilized, only being able to cruise and charge a jump. It is characterized by the player being in a cartoonishly squashed state.

  • Fly State - When going off of a fly ramp, you will be put into Fly State, giving you inverted flight controls (go down to go up). The speed you gain is determined by your gear's top speed.
    (Note* This speed is affected by MI.)

  • Fly Type - Tails, Nights, Reala, Wave, Rouge, Cream, E10Y, Jackle and Silver are all Fly type characters, meaning they are the only characters that can use Fly shortcuts, with the exception of Super characters, Access, Cover-S and Omnipotence. Fly Type characters have lower top speed compared to all other types.

  • High Boosting - "High Boosting" refers to gears with an above-average boost speed at all levels. High-boosting gears spend almost twice as much air as a regular gear when boosting and while using Tornado Ignore.

  • Grind - When playing as a Speed type or when using Grinder, you're able to grind on a rail by jumping and tapping the A button near a rail.
    (Note* You don't have to tap A near a rail to latch on, simply pressing A at any time while in the air will allow you to ride it the moment you're close enough.)
    =

  • Item Box - While racing there are 4 types of items you can acquire: Rings, Air, Speed Shoes and Ring Magnet. The items you pull are determined by RNG with some exceptions for certain gears and guaranteed item boxes. Your RNG chances change with your level. VERY IMPORTANT NOTE: if you are outside of a certain stage completion distance (about 3000 units behind), you share their RNG chances. (maybe future section of datasheet)

  • Jumping - Holding the A button will make your character charge their jump, while you're in the air you can't get hit by an attack. Your jump height is determined by your character's weight. While charging your jump you will begin to lose speed, but you are still able to drift and boost. If you're boosting while charging your jump, it will be immediately cancelled but you will still gain speed.
    (Note* Jump charge speed loss does not apply to Default, Hovercraft, Fastest, Accelerator, Cover-P, Hang-On, Opa-Opa and Advantage-F.)

  • Legend - When a gear has "Legend" effect, it means that it has max jump charge even without charging its jump. On the gear, "Legend" itself, because it already has this effect, it instead gains trick speed, allowing you to do tricks faster.

  • L-Cancel - While performing tricks, if you press L/R within 5 frames (7 on Tricksters) before landing, you can guarantee a good landing. At the cost of this, you can't boost for 2 seconds. You will be put on a 30-frame lockout timer if you try to mash it.
    (Note* Mashing this input and failing will result in an automatic C rank.)

  • Level Up - After collecting a certain amount of rings, your character will level up, increasing all of their stats at once; reaching level 2 at 30 rings, and level 3 at 60 rings. Certain gears have a "Level 4" at 90 rings, refilling your air when reached but only giving one unique buff. The stat gains are:
    +13 Top Speed
    +10 Drift Cap
    +30 frames of Boost Duration
    +10 Run Speed
    (Note* Does not apply to gears with Level 4. Ring Gears get all of the bonuses above except the top speed increase.)

  • Link Storage - Unique to gears with at least 2 types. When going from one type shortcut to another, the game's link substate doesn't reset until you hit the ground. By linking two different types, it's possible to receive both more air and speed when using shortcuts. Impractical. Video Explanation.

  • Magnetic Impulse (MI) - Magnetic Impulse is a new mechanic added in SRTE. When you are in second place and haven't used turbulence or slipstream for one second, your character will gain an energy orb that will rotate around them. The speed at which the orb rotates indicates MI's current strength value. When you are under the effects of Max MI, you can gain:
    - Grind Rails give you variable speed (inversely proportional to original rail speed) and +0.4 more air per frame

     - Fly Hoops give you 20% more speed (this accounts for your top speed) and +0.4 more air per frame
     - Power Objects give you 50+ speed and +6 more air per object
     - Air Pits will give you +0.5 air per frame and +100 pit exit speed
     - Tricks will give you +50 air (per trick rank) and +50 speed while landing
     - Dash Panels give you +30 speed
     - Sign Grinding will give you 25% more air
     - Ring Gears will not passively drain rings
     - Gain an additional 2 rings from Ring Boxes
     - +100 speed from Speed Shoes                                                                                                                             - +30% more air from Air Boxes (remains unchanged with No-Type MI)
     - +120 speed from Tornado Slingshot                                                                                                                       - + 50 speed from Babylon Garden's spiral loop mini QTE

          No-Type MI -  - Due to not being able to use type shortcuts, No-Type receives 1.5x MI, meaning they will receive increased air gain from tricks and pits, increased speed from pit exit, trick landing, speed shoes and Babylon Garden mini QTE. This gets removed if the character/gear in question gains a type.
(Note* These are the values when under maximum impulse)
You will know when you're using MI and reaching maximum impulse, as there is a unique sound and visual effect that will show. 
(Red Orb = Active, Blue Orb = Inactive, Red & Blue = Maximum Impulse)

  • Momentum Hold - When holding a shoulder button, you will be able to jump from a rail while keeping your momentum. Doing this allows you to make certain jumps much easier.
    (Note* It's possible to momentum hold using B though it is much faster as it's mapped to the same button as fastfalling.)

  • Fastfall Trick Air Reduction - Only applicable when fastfalling with no air and on air gears only. If you fastfall with zero air, your trick air gain will be reduced on landing.

  • No-Type - Used exclusively on E10G and Emerl. No-Type characters cannot use type shortcuts but at the cost of this, have higher overall stats compared to most gears. No-Type characters have increased MI meaning they gain larger bonuses when reaching maximum impulse. (See No-Type MI) They posses a unique ability called Fuelmire which grants them 1.3x air from guaranteed air boxes.
    (Note* Using E10G with a gear that gives a type removes No-Type MI. This also applies to Emerl gaining a type.)

  • Negative Air/Air Debt - Only applicable when fastfalling with no air. Your air gauge will fall past the initial limit and will plummet offscreen. You cannot use your gear when in this state and will need to reach 0 air to board it again.

  • Obscure - An attack effect where the attacked player becomes partially immobilized, only being able to cruise and charge a jump. It is characterized by the player's screen being obstructed by fog.

  • Omnitype - Super Sonic, Super Shadow, Hyper Sonic, Neo Metal Sonic (Transformed) and Omnipotence are Omnitype gears, meaning they have access to all type shortcuts. At the cost of being able to take all type routes, they suffer from reduced shortcut speed, making them slower than Monotype gears.

  • Passive Air Drain - This refers to the air you lose while cruising or drifting.
    (Note* Faster and Accelerator have Passive Air and Ring Gain respectively. Advantage-S does not lose air through this effect.)

  • Power Type - Knuckles, Amy, Storm, AiAi, GonGon, Eggman, E10R, Chaos 0, and Tikal are Power-type characters. They are the only characters that can destroy power objects. The exceptions to this are Super Sonic, Super Shadow, Destroyer, Cover-S, Neo Metal Sonic and Omnipotence. Power Types are usually heavy and compensate for raw stats over type shortcut speed.

  • Power Object - Power Objects refer to the objects that Power-type characters can smash through, for each object destroyed you will gain air multiplied by the objects you have destroyed in quick succession. When scaling with MI, Power Objects give you additional speed and air.
    (Note* Not all Power Objects give you the same amount of air.)

  • QTE/Quick-Time Event - QTE refers to the section of the stages where you are meant to spin your stick. In SRTE you do not have to spin your stick, as it automatically does it. Giving you max air and speed.

  • Rail Dash/Hoop Dash - While grinding a rail or using a fly hoop, you can press L to gain a burst of speed at the cost of your air. While grinding a rail your hitbox will be active, making it possible to land an attack while in this state. Unlike Rail Dashing, Hoop Dashing does not have a hitbox and instead can ONLY be used when hitting a fly hoop. Exceeding your air cost will cause you to drop immediately. Using either of these will rapidly drain your MI.
    (Note* You can only Rail Dash once per rail, you must jump again to refresh it.)

  • Ramp - Ramps in Sonic Riders come in three variations, you have to hold different directions to focus on height or longitude; 
    Quarter Pipe - hold UP
    Half Pipe - hold DOWN
    Manual Ramp - hold Any Direction
    (Ramps also account for when you release your jump button and how long you charge it, meaning it's possible to still get bottom path despite holding up or down.)

  • Recipro - When you're using Turbulence, you can press the A button to perform a spinning maneuver at either end of the half-pipe, giving you +25 speed for every rotation.

  • Recipro Burst - By pressing L+R, you can drop out of Turbulence. By doing this input you will be granted:
    - 30+ frames of invincibility
    - No Air Cost
    - Recipro Extend                                                                                                                                      (Note* This technique is commonly referred to as LR Exit)
                                                                                            (You cannot use Turbulence for 3 seconds after doing this)

  • Recipro Drop - An alternative to exiting Turbulence, by using Clutch. Costing you 10 air when exiting. Unlike Recipro Burst, you are able to reenter Turbulence just as quickly as you leave it. (Note* You cannot use this against Slide Booster. see Air Lock)

  • Recipro Extend - When falling off of a rail, sign grinding, and after dropping out of Turbulence using L+R or by falling off the very tail-end of it, you will be given Maximum Jump Charge for 1 second, meaning you will be able to get a fully charged ramp jump by simply pressing A.
    (Notes* Failing to press A in time results in a bad jump. Recipro Extend's timer only depletes while grounded.)      (Special Recipro Extend is triggered by a successful Tornado Slingshot, giving the player Legend Effect for 1 second, removing the need to charge your jump or press A for max jump height.)

  • Rings - Rings are the main resource used when leveling up and riding a Ring Gear.

  • Ring Gear - Unique types of gears that use rings as fuel. They follow a different set of rules than Air Gears. Ring Gears cannot level up, use air pits, or gain rings from tricks (normally, see Trick Payout) or type shortcuts. Super Tails is the only gear that can alternate between using rings or air.

  • Running - When you run out of air you will be put into the "Run" state, while you are in the run state, you will not be able to be attacked but you are still vulnerable to tornadoes. You are still able to use type shortcuts while running. Power Types have better handling while Speed types have higher run speed, Fly types are in the middle of speed and handling. 
    (Note* Although all speed types run faster in Run state, Sonic will always be the fastest non-Super character while running. Goated inclusion I'm afraid.)

  • Shock - An attack effect where the attacked player becomes completely immobilized. It is characterized by the character being electrocuted and then burnt to a crisp.

  • Sign Grinding - Sign Grinding refers to unique walls that you can grind on to gain air and speed, unlike most objects that give air, ring gears gain rings from sign grinding. Speed Types gain extra air from sign grinding, and No-Types gain even more bonus air. This term only applies to Metal City, Night Chase, Ice Factory, Sky Road, and Sega Carnival. (Locations)

  • Slipstream - When racing, there's an invisible cone behind your character, where, if your opponent is behind you, they will gain speed for every frame that they are behind you and facing within 30 degrees of you. This scales with how close your opponent is relative to you, along with your acceleration and speed cap. Gears with high acceleration will reach the slipstream cap much faster and gears with a higher speed cap/more decel can reach higher speeds.
    (Note* +30 speed applies to all sources of speed, meaning it will affect your boost and boost chains. Ex.) 250 Boost Speed + Max Slipstream (+30) = 280)

  • Speed Type - Sonic, Super Sonic (Ex Load), Shadow, Jet, Ulala, Hatsune Miku, E10B, Metal Sonic, Seelkadoom and Blaze are Speed Type characters, they are the only characters that can use Speed shortcuts. Super Tails (Transformed), Grinder, Cover-S and Omnipotence are exceptions. Speed Type characters do not have any additional bonuses, only being affected during run state and their archetype.

  • Spinout - A status effect inflicted by most lower-level attacks, causing the player to be knocked away. This will briefly lock the player's controls.

  • Swervature - By constantly moving the control stick left and right, you can build up swervature which causes your turning to become much tighter. It transfers in all states, only resetting when returning the control stick to neutral.

  • Tempo - A statistic seen on the character selection screen, it refers to the overall speed of a gear. This factors in both its top speed and boost speed. This stat is more gear-dependent than character-dependent.

  • Tether - This term is used to refer to any attack that is NOT an AOE. Tethers take priority over AOE attacks, meaning they will win most head-on interactions.

  • Top Speed - The maximum amount of speed your character is able to gain while cruising. Your top speed is affected by both your character and your gear. Your top speed increases with your level, when going downhill and while using slipstream.

  • Tornado - By pressing L+R while not on Turbulence, you will drop a tornado that becomes more powerful the higher your level is. Tornadoes will stop anyone so long as their clutch is not on and they're not using a high-boosting gear.
    Level 1 - One small tornado
    Level 2 - Two rotating tornadoes
    Level 3 - One massive tornado

  • Tornado Ignore - When you're in Clutch mode, you will be able to go through tornadoes at the cost of some of your air, with the amount of air increasing while boosting. There are two types of tornado ignore while boosting.
               ● Tornado Pass - On gears with standard boosting speed >200/230/250, your boost will be stopped and you will lose a portion of your air.
              ● Tornado Tank - On high boosting gears <200/230/250, your boost will continue but your speed will be halved and you will lose a large portion of your air. 
    You cannot Tornado Ignore if you do not have enough air. Using Tornado Ignore will also take away 15% of your MI, or 10% on a high-boosting gear.

  • Tornado Parry - A technique used primarily by Berserker, taking advantage of its Attack Veil. Tornado Parrying is when you place a Tornado right before you're about to be attacked by your opponent. If done correctly, your opponent's attack will be cancelled by hitting the Tornado. When using a Tornado, your hitbox is flung back to slow you down, so combined with Attack Veil or a Boost character's Boost Retention, you can instantly counterattack as your opponent is now in front of you. (*Note: This technique only works against gears with lower boost speeds, as high-boosting gears' attack states cannot be cancelled by a Tornado - see Tornado Tank.) 

  • Tornado Slingshot - By skimming past a tornado, you will gain a burst of speed. There is a unique visual and sound effect to indicate this. This technique is disabled if Clutch mode is active.

  • Turbulence - When you're in second place, your opponent will produce a stream of wind called "Turbulence". When you're riding turbulence, you can press A to do a spin maneuver, commonly known as a "Recipro", giving you 25+ speed per spin. You cannot escape turbulence unless you press either L + R or use Clutch mode.

  • Turbulence Trick - When riding turbulence you will see arrows near its edges. If you ride against them you will perform a turbulence trick, giving you a massive amount of speed and air.

  • Trample - An attack effect where the attacked player is knocked off their Gear. It has the shortest duration of all the attack effects, and the attacked player can act immediately once they board their Gear. But beware, the attacker can also act quickly and place a Tornado right in your path.

  • Tricking - When jumping off of a ramp, you will be put into trick state, to perform tricks, you have to move the control stick in different directions. If you run into a wall while in trick state, you will be given a C rank.

  • Trick Rank - There are 7 trick ranks, each giving you a different amount of air and speed.

     C: 0 Speed 20+ Air

     B: 100 Speed 30+ Air
     A: 150 Speed 40+ Air
     A+: 150 Speed 45+ Air
     S: 300 Speed 40+ Air
     S+: 200 Speed 60+ Air
     X: 240 Speed 100+ Air

  • Twist - An attack effect where the attacked player becomes completely immobilized. It is characterized by the character being cartoonishly spun into a stretchy spiral.

  • Weight - Weight has been overhauled in SRTE. Every gear and character has a weight value, affecting a number of different things, such as:                                                                                                                              How fast your character falls                                                                                                                              How much Air your character consumes when fastfalling                                                                                    How long it takes your character to reach max jump charge (8-12 additional frames)                                            Speed going up and downhill                                                                                                                            Speed loss when going offroad                                                                                                                        The amount of air you lose when going through tornadoes                                                                                (Note* Only characters with extreme weight differences have a noticeable effect on gameplay. The list of characters and their weights can be seen here)                                                                        

Category; Acronyms/Tech/Competitive Terms

  • JCBC - Jump Cancel Boost Chain (BBC)
    To perform a "JCBC", simply perform a Boost Chain while holding the jump button, because this cancels your boost immediately, you are able to do it multiple times in a row. This technique costs a lot of air but it allows you to multiply your speed many times over. The tech was discovered near the end of development for SRTE version 1.3.
    (Note* The jump button must be held to do multiple jcbcs in a row.) Video Demonstration.

  • JCBCBC/Bonk Dash - Jump Cancel Bonk Cancel Boost Chain
    To perform a "Bonk Dash", you have to JCBC into a wall and release your jump when bumping into it. Doing this allows you to return to cruising state, letting you boost again almost immediately. Video Demonstration.

  • JCBCDPC/DPC - Jump Cancel Boost Chain Dash Panel Cancel
    To perform a "JCBCDPC", you must do a JCBC upon reaching a dash panel, adding to your initial boost chain's speed. You will know when you perform it correctly if your boost continues after hitting the dash panel. Video Demonstration.

  • Attack Slide/Dashtag - To perform an attack slide, you must do a JCBC, however instead of letting go of the drift button and jump button, you continue to hold it. Doing this will allow you to stay in attack state while also charging your jump. This tech is especially useful on Default gear as you don't lose speed while charging your jump. The tech was popularized by Protag, hence the nickname. Video Demonstration.

  • Cloud - A commonly used nickname for the Hovercraft Gear.

  • Counterpick Stage - Counterpick stages refer to the stages you are able to play after game 1. Before game 1 starts, Player 1 bans one neutral stage while Player 2 bans two other stages; after which, Player 1 decides what stage to race on. After game 1 the winner bans 4 stages of their choice, while the loser must pick from the remaining stages.

  • Gravity Cannon - A nickname for the Accelerator Gear.

  • Main - Main is a term given to your go-to character or strategy. In the context of Sonic Riders, your main is whatever gear/character you decide you will spend the most time practicing with and using most in matches.

  • Neutral Stage - Neutral stages refer to the stages you can pick for game 1. As of now, there are 5 neutral stages; Metal City, Red Canyon, Ice Factory, Digital Dimension, and Sega Illusion.

  • New Toy Syndrome - A phenomenon in both casual and competitive games where new additions overshadow old content due to players wanting to try out the "new toy". It is only after the "shine" wears off will a more accurate picture of that addition's viability be known.

  • Orb - Refers to Shadow's level 3 attack where he encapsulates you in a sphere of chaos energy. The player is completely immobilized curiously leading to the formation of the now defunct "Shadow Cult". This was a group of players that swore by maining Shadow due to his attack.

  • Punish - Refers to the act of capitalizing on a player's mistake, usually by attacking them or hitting them with a Tornado.

  • Running Gear - A commonly used nickname for the Advantage-S gear.

  • Sirky Shuffle - Used when making good use of Cannonball's increased turning to do otherwise impossible movement.

  • Snaking - Snaking is when you perform a drift dash immediately after doing a drift dash. This is an effective way of maintaining air when you don't have enough to boost, commonly used on high-boosting gears due to their high air consumption. Video Demonstration.

  • The Fatty Shatty - Refers to Eggman's level 3 attack and the devastation it causes to an enemy racer, both in physical stun time, obscuring the racer's vision, and the psychological damage it causes.

  • Trick Buffering - While holding forward or back while charging your jump on a ramp, if you hold left or right before releasing the A button, it will allow you to get maximum height/distance despite starting with a side flip. The utility of this allows you to perform tricks faster while also allowing you to reach the desired trajectory. Video Demonstrations: Forward Trick Buffer, Backward Trick Buffer.

  • Trick Cancel - When performing the motion for a trick and letting go of the Control Stick before the trick occurs, you can perform more tricks than the game will show. Mistiming this will either result in an S+ or a C rank. Video Demonstrations: Successful Trick Cancel #1, #2. Failed Trick Cancel.

  • Trickspam - The act of performing the maximum amount of tricks possible off a ramp. A special sound will play when landing with 10 tricks or more. Video Explanation.

 

 

Category; Unique/Gear Mechanics (may or may not be mutually exclusive)

  • Afterburner - An ability unique to Tricksters. After performing a minimum of an S+ or more tricks, you will be given decel over time based off the number of tricks you do. Every trick is a second of +0.5% decel. The amount of decel drained per second will always be 0.5%, for ring gears it's 3 rings.
    (Note* This only scales per ramp, meaning jumping from a new ramp will remove the previous timer.)

  • Attack Veil - A passive ability unique to Berserker, Fastest, Magic Carpet, Cover-F (Combat mode) and Super Neo Metal Sonic. Attack Veil constantly puts you in Attack State, meaning you will always be attacking during a drift, charging your jump, using an air pit, and even while running.

  • Air Lock - Unique to Slide Booster. You cannot ignore/escape this gear's turbulence normally. You are still able to Recipro Burst/LR Exit to escape but it will cost air to do so.

  • Airy Fingers - Unique to High Booster. Gains half a tank of air when attacking instead of the default value. AOE attacks gain less air from this effect. (needs some work for sure)

  • All In - Unique to Gambler. When Gambler has 90 rings or more, its boost speed is increased by calculating the number of rings above 90 - 150 and adding it to the boost speed. In this state, boosting costs 10 rings.

  • Battle Armor - This refers to the counterattack phenomenon that used to be present in the Berserker Gear. In SRTE, it is removed from the Berserker and is instead present in other gears while under certain conditions.
    (Note* This effect technically only exists on Fastest during extended Super Cruise, Magic Carpet while over 50% fuel, and Cover F's battle mode)

  • Blast Gauge - Ability unique to Super Sonic and Hyper Sonic, a gauge is built up based upon the number of tricks performed. Depending on the gear, this gauge is used for different abilities (see Collision Chaos and Hyperdrive for examples). Stores up to 20 tricks maximum.

  • Boost Control - Ability unique to Advantage-S, Power Gear, Fastest, and Super Shadow. By holding the B button after your initial boost has ended, you will be able to maintain your boost until you run out of air/rings.

  • Collision Chaos - Ability unique to Super Sonic. By performing tricks you will fill a gauge that scales based on the number of tricks. This gauge gets used when using Rail/Hoop Dashing or boosting through power objects. It won't use your current rings or drain your MI while the gauge is being used. Without any blast gauge, he drains rings and MI like normal.

  • Cover-S Cover-S can change its type with the D-Pad for 25 rings. Left is Speed type, up is Fly type, Right is Power type. Non-natural shortcut types (I.e the type your character does not normally have) have 30% air gain but +11.5% shortcut speed for Speed/Fly types and +11.5 speed on Power objects. When taking a type shortcut whose type matches the character's original type, the air gain is 50% instead.

  • Cover-F - Cover-F has a unique ability where it can change it's archetype by using the D-PAD. There are 3 modes you can toggle between: Cruising, High-Boosting, and Combat mode. Once you're in a mode, you cannot return to the Default mode. When using any of these modes you will be given a variety of effects. (See spreadsheet for more info.)

  • Crazy Stop Ability unique to Crazy Taxi. When braking above your top speed, it will set your current speed to your top speed. Additionally, it will end your boost state.

  • Cruise Control - Ability unique to Light Board and Magic Carpet. After your boost has ended, you will continue to cruise at that speed, only being stopped by; jumping, bumping into a wall, dying, riding turbulence, being attacked or going offroad. Bumping into a wall while boosting will end your boost (Difficult to see on Magic Carpet due to Attack Veil above 50% air).
    (Note* Although your speed might drop it's still possible to cruise at your boost speed without boosting again.)

  • Defeatist - Ability unique to Ring Gears. When getting hit by an attack you will lose 5 rings + %based on the number of rings you have.
    >170 rings = 65% ring loss
    150 - 169 rings = 60% ring loss
    131 - 149 rings = 55% ring loss
    101 - 130 rings = 50% ring loss

    100 - 70 rings = 40% ring loss
    69 - 40 rings = 35% ring loss
    39 - 15 = 25% ring loss
    <15 = 1% ring loss

  • Delta Stream - Ability unique to Neo Metal Sonic. When linking type shortcuts, your speed will increase the higher your link is.
    +8% per link on Speed and Fly shortcuts
    +2 speed for Power objects destroyed

  • Drift Levels - Ability unique to Beginner, your exhaust trail will begin to change colors after charging drift for a certain amount of frames, making it much more powerful. 
    Drift Level 1 = 30 frames, base drift dash speed + (50/55/60 at levels 1/2/3 respectively)
    Drift Level 2 = 60 frames, base drift dash speed + 53.75
    Drift Level 3 = 90 frames, base drift dash speed + 108
    Drift Level 4 = 120 frames, base drift dash speed + 162

  • Drift Tips - Ability unique to Crazy Taxi. When you drift dash, it will gain rings. This will increase the longer you hold drift after it is fully charged. (Up to 10 rings max)
    You will gain a ring per every 10 frames when charging your drift dash past it's normal fully charged rate. Example: Charging for 20 frames after fully charging your drift will give you 3 rings.
     

  • G-Diffusion - Ability unique to Cover-P. Press a direction on the D-pad to change weight. Left = light mode, right = heavy mode, and up resets the modifier. Costs 15 rings. See here for specifics.

  • Gizoid Replication - Ability unique to Emerl. While you're behind your opponent, you will gain their type after a certain amount of time, additionally being able to steal their type by either bumping into themlanding an attack or riding turbulence; lasting a certain amount of time, (5s, 10s, 15s at their respective levels). This can be extended by landing an attack. Successfully copying a type is indicated by a sound effect, an icon under the ring counter (Grey for No-Type, other colors for their respective types) and the exhaust trail. While Emerl has their type, his normal type shortcut speed is multiplied by 20%, making him naturally faster than mono gears and characters. If Emerl copies the type of an opponent using a Dual-Type or Omnitype pick, both types will be copied. In Time Trial mode, Emerl can select a type to keep for the duration of the race before the race begins. These can be cycled using the Z button. Once the race begins, your type cannot be changed. Video Demonstration coming soon.

  • Golden Experience - Ability unique to Hang-On. When landing an attack, You will be locked to level 1, in exchange you will have infinite rings for 3 seconds and +11% BCM. Video Demonstration coming soon

  • Hyperdrive - Ability unique to Hyper Sonic. After performing a total of 20 tricks, you will be put into a state where you will be given infinite air for about 9 seconds. During Hyperdrive, your ring drain stops, your boost speed becomes 265, your top speed becomes 215, and you lose your Boost archetype. Boosting in this state takes a small portion of the meter.

  • Hyper Stream - Ability unique Hyper Sonic, whenever you start a link, a 3 second timer begins counting down. When this timer ends you will be given a certain amount of rings based off the number of links (Total Link Number between all shortcuts x 2). The timer resets when another link or shortcut is used. Hyperdrive will also increase the effects of Hyper Stream by +50% (Note: Although using another link will reset the counter, the game will keep track of ALL of your shortcuts, allowing you to accumulate up to 100 rings before it activates)

  • "Inhibitor Rings off!"Ability unique Super Shadow, Super Shadow's meter fills when you drain rings during boosting, drifting, hitting someone with a tornado (not ignoring a tornado), and by cruising. Once filled, he gains a 10 ring refund and a sound plays, indicating Chaos Boost is available. Your next boost is now 300 speed, 60 frames of boost duration, and can be boost controlled until you release it. Once you use the meter by boosting, the whole gauge is expended at once and you'll have to build it back up again.

  • Level 4 - Ability unique to Super Hang-On and Turbo Star. Upon reaching level 4 your air will be refilled and you will be given a unique buff. On Turbo Star, you will gain an additional +10 boost speed and +30 frames of boost duration at the cost of no extra air. It also gains +10 drift cap. On Super Hang-On, you will get an air refill and all item boxes that are not guaranteed will instead be turned into speed shoes. 

  • Limiter Cut Ability unique to Crazy Taxi. When under a certain amount of speed, your boost speed and boost cost will increase. There are 3 thresholds for this speed:
    <35 under cruising speed = 300
    >35 under cruising speed = 285
    Cruising and above = 240

  • Low Traction - Ability unique to Hovercraft & Magic Carpet. This is the name of the effect that gives a gear "bad turning". It's effectively an oversteering property where turning is slow/unresponsive. It is also commonly referred to as "ice physics" because most gears control the same way while on the ice patches present in Ice Factory. (Default and Powerful Gear are the exceptions).

  • Manual Transmission System Ability unique to Hang-On. By using the D-PAD you are able to change your gear's level. When changing its level, your passive drain, cruising speed and boost speed will drastically increase at higher levels, as well as the fuel cap (which adjusts the current amount of rings). Using the D-Pad while boosting behaves differently, instead only allowing the player to change levels in ascending order. Every time you shift up a level while boosting, a red trail that indicates Gearshift Lockout will be displayed. Once the trail disappears, you can freely change levels again. When you shift levels in ascending order while boosting, you will gain bonus boost speed depending on the shift order. This technique is referred to as Shiftboosting.

  • Money Crisis - Ability unique to Cover-P. Cover-P can hold up to 300 rings. For every ring collected the following bonuses are granted: Increased top speed by 0.15 (max +45), increased boost speed by 0.201 (max +60.3) and increased acceleration by 0.06% (max 18%).   

  • Motor Drive - Ability unique to Legend. When charging your jump, your trick speed will be accelerated, gaining you +35 speed for every trick performed. This speed is not capped at 14 tricks.

  • Power Dance - Ability unique to Berserker. By landing an attack you will permanently increase your stats for every hit landing. For each hit you will gain: 
    +1 boost speed 
    +3 top speed 
    -5% air cost. 
    You will lose these effects if you are hit, or run into a tornado.
    (Note* Clutching a tornado will also cause you to lose your stat gains.)

  • Pinball Power - Ability unique to Speed Balancer. When bonking into a wall, you will gain speed for every bonk using this equation: 35% of the player's current speed * the angle you hit the wall at. The sharper the angle you bonk the wall at, the more speed you gain. I.e. merely hitting the wall while parallel not be as fast as hitting the wall almost perpendicularly                   

  • Power Slide - Ability unique to Power Gear & Super Knuckles. Whilst drifting you will begin to gain speed on every frame.
    0.3 per frame = Super Knuckles
    1.4 per frame = Power Gear
    (Note* Power Gear is unable to drift dash)

  • Ring Boost - Ability unique to G.U.N Gear. By spending 25 rings and pressing the X button, you can perform a boost for 1 frame at 320 speed. This can be done even at caution/danger air levels.

  • Sticky Fingers/Sticky Fingers Requiem - Ability unique to The Crazy, AcceleratorGambler and Super Shadow. When landing an attack, you will gain rings. The Crazy's version of Sticky Fingers gives you 15 rings on hit. Sticky Fingers Requiem instead takes 20 rings and 30% of your opponent's current air as rings.

  • Super Cruise - Ability unique to Fastest and Super Tails(in Tailwind). To Super Cruise, hold down the B button while cruising to accelerate rapidly. If you are over your maximum supercruise speed, you will instead decelerate at a slower rate. Super Cruise with Tailwind works a little differently (see Tailwind).

  • Super Transformation - Ability unique to Super Tails & Neo Metal Sonic. They have the ability to transform while racing after collecting 50 rings. Super Tails can activate/deactivate his super state at will with the X button. Neo Metal transforms automatically after collecting 50 rings, and reverts to normal state after they are drained. The effects of their transformations differ. 

  • Super Hang-On - Super Hang-On is very different from most gears. Super Hang-On cannot gain air from tricks, instead losing air on anything that's under an X rank without MI. Super Hang-On's only source of regaining air is using Air Pits, air boxes, MI, or leveling up. When Super Hang-On reaches level 4, your passive air drain increases and all random item boxes will turn into speed shoes, making it impossible to get air back from air boxes once reaching it.

  • Tailwind - Ability unique to Super Tails. While Tails is in his super state, his air bar is converted into a timer that gradually ticks upwards, starting from the same point as the air gauge before transforming. If the X button is pressed while Tails' super state is active with 50% gauge or more, he will detransform and activate Tailwind instead of detransforming normally. Tailwind is a temporary supercruise state, whose duration is determined by how full your gauge is above the 50% mark when detransforming. This state has a number of effects and buffs: Attack Veil + counterattack, 245 cruise speed and 250 boost speed. Tailwind lasts for a maximum of 7 seconds. Tailwind can be cancelled into magnet when under 50 rings, and into his super state when at or above 50 rings.

  • Terminal Velocity - Ability unique to G.U.N Gear. While traveling at higher speeds, your boost cost will decrease drastically up to -75% less. The ranges are as follows:                                                                        220-240: -25%                                                                                                                                          240-280: -50%                                                                                                                                            >280: -75%

  • Trick of Greed - Ability unique to Ring Gears and Gambler. When landing on an S rank specifically, you will lose 3 rings when landing.
    (Note* Does not apply to Super Sonic and his Exloads. Gambler loses 5 rings instead. Super Hang-On has the air gear version of this ability, losing 10 air when S ranking)

  • Trick Payout - Ability unique to Crazy Taxi, Gambler*, Advantage-F it allows you to gain rings by performing tricks. 

      C: 2 rings

      B: 3 rings
      A: 4 rings
      A+: 4.5 rings
      S: 5 rings
      S+: 6 rings
      X: 10 rings (Advantage-F gets 7 instead of 10 due to Trick of Greed)
     (This scales with a multiplier of 20% for Crazy Taxi (possible extra +10 rings max), 40% for Advantage-F(possible +3 rings max))                                                                                                                                                         (*Gambler gains 1 ring for every trick performed instead of standard Trick Payout)

  • Tornado Boost - Ability unique to Air Broom, Magic Carpet, Trap Gear, Super Tails and Super Knuckles. When dropping a tornado, you will immediately accelerate to your boost speed, you will also be given recipro extend after dropping a tornado. It is possible to boost chain off of this (except Trap Gear as it cannot boost normally).

  • Type Chaining - Unique to Omnipotence. When you land from a rail, a fly hoop or your power link timer ends while hitting power objects, Omnipotence records the previous shortcut types taken by the user and displays it on the exhaust trail. If you take a shortcut of a type that's different from the previous shortcut taken, the shortcut will be buffed in speed. Speed/Fly type shortcuts gain +8.5% speed when buffed, and Power types gain +7 power object speed when buffed.                                                                                                                                Trail colors:                                                                                                                                                      Blue = Speed type previously taken                                                                                                              Yellow = Fly type previously taken                                                                                                                      Red = Power type previously taken

For any gear or character-specific details please refer to the SRTE Spreadsheet.

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