Sonic Heroes: Techniques in Aggregate

Sources and Acknowledgments...

I originally transcribed this arcane knowledge from a handful of public video sources. The authors of these sources may have been venerable and well meaning autistic savants, but unfortunately they're the sort of unseemly nerds who most neurotypical types would choose not to lend their ear to for even a fleeting moment.

I pine for the return of og internet culture, where these sorts of outcasts knew their place in the social hierarchy. I recall a time not long ago when their nasally voices, offputting quirks, and horrible fashion choices were all effectively cloaked by their maticulously rendered, all-text publications. By presenting themselves only in the most flattering light, nerds of Ye Olde Network secured a great deal of influence and respect in spite of their parlell status as hopelessly inept pariah.

Resources designed to inform others cannot reach their idealogical prime when they are haphazardly stained by the influences of individuality. So firstly, and in the interest of allowing our superior intellects and obsessively channeled skills to speak for themselves once more; I will not be linking to any of the sources referred to in the making of this document. This does not cause me even the slightest pang of guilt, and this is due to my second reasonig: knowledge "discovered" in a game was preprogrammed, intentionally or not, and can ultimately be verified simply by replaying it.

The game is thus my primary and ultimate source for everything hence. This is save for a few techniques with communally derived nicknames, which I've wrapped in quotes. With this my obligation to the speedrunning community has been fulfilled, and you are free to seek the originating cesspit -rife with degenerates of every sort- albeit at your own peril.

SYSTEM MECHANICS

Levelling System

Teams start each act with no levels. Power cores are a consumable item used to increase the level of a single character on the team, up to a limit of 3. Cores are obtained in the following ways:

  1. Hitting a checkpoint while in any formation will grant one power core for that formation.
  2. Balloons with specific power cores appear in set locations throughout the level.
  3. Every 5th enemy killed spawns a random power core for adjacent characters/formations. (if Sonic killed the enemy the core would have a 50/50 chance of being either power or flying)

There are also stage specific level up opportunities like the trolley carts found in Seaside Hill, Rail Canyon, and Haunted Mansion. Like checkpoints, these will generate a core for the active team formation.

Level Ranks

Levels increase the power and utility of each character's main attack method.

Speed -> Homing Attack

Flight -> Thunder Shoot

  1. Level zero stuns a single enemy, after which the team member that made contact will become momentarily incapacitated.
  2. Level one adds an electric aura to characters during thunder shoot, which grants them enemy invulnerability. Teammates will now also rebound to nearby enemies.
  3. Level two adds three damage.
  4. Level three attracts nearby rings.

Power -> Combination Strike

  1. Level zero is a simple two hit combo.
  2. Level one adds an optional finisher that deals more damage.
  3. Level two increases the damage and reach of the finisher.
  4. Level three increases the damage and reach of the finisher, and spawns additional projectiles that travel farther and deal massive damage. Projectile properties vary by team.

GAME MECHANICS: PRIMARY

SPEED FORMATION

"Here we go!"

ROCKET ACCEL

Positioning and number of teammates will change which version of Rocket Accel you get.

Normal Kick
With no teammates directly behind, pressing b while rolling will perform a sliding kick. The kick provides a small number of invul frames and a small speed increase. This move can also be jump cancelled in the air.
Single Rocket Accel.
With one teammate directly behind, quickly tap b while rolling. The speed character will be propelled forward while still in their rolling animation. Propulsion strength is dependent on which character assisted with the rocket accel, with power providing the least benefit.
Double Rocket Accel.
Must have both teammates lined up directly behind the speed character. The resulting propulsion speed is much higher than that gained from Single Rocket Accel, however the two moves are otherwise interchangable.

Getting the AI to cooperate and line up when you need them to can be a struggle. Running around in a tight circle or wiggling the control stick in a zigzag pattern appears to be chief among the more consistent methods.

TORNADO SPIN

Gain additional height at the end of the move by holding the A button.

Quickly perform the move while clipping into an object or surface to animation cancel.

LIGHT SPEED DASH

Ring detection is a bit broken at higher speeds. In addition to being lined up exactly right, short hopping before a ring trail greatly improves chances of a light dash chain terminating succesfully.

FLIGHT FORMATION

"Leave it to me!"

When Switching to Flight Formation Goes Wrong

Switching from speed to flight formation can cause the power character to ocassionaly snap to the speed character before the flying character can. Should this happen, you'll notice that all forward momenetum is lost. To avoid this one should make a habit of switching to power formation first.

AIRBORNE EXPLOITS: HOW TO MILK YOUR METER

Whee!! Whee!! Wh-

Thunder Shoot Flight Extend

Using Thunder Shoot while flying causes the flight meter to stop decreasing for a brief moment.

Flight Accel Jumping

While in flight, pressing 'a' the frame you hit the ground will propel you upwards normally while consuming no flight meter whatsoever. The frame window is extended while standing on top of objects (eg. cages, crushers).

Last Ditch Flight Accel

Press 'a' just as the flight gauge is about to completely deplete to squeeze a bit more distance out in the form of a Flight Accel. This last ditch manuever can also break through the normal flying height limit if timed correctly.

Dash Ring Flight Reset

Being mid Thunder Shoot while hitting a flight ring will completely reset the flight meter, potentially doubling your airtime. This only works on specific animation frames where the flight character is either about to kick or in the process of kicking another teammate.

POWER FORMATION

"Got it!"

Neutral Stance

While standing or walking while in power formation, teammates will automatically use homing attack on nearby enemies.

Fighting Stance

Pressing b once has the power character lunge forward with a punch, and if not in the fighting stance already will activate it. While in the fighting stance both teammates will be curled up into balls centered on the power character's fists.

FIRE ORBIT

This move will automatically activate when jumping while in Fighting Stance. To get it to come out in Neutral Stance, press b while jumping.

Both teammates will orbit around the power character with an active hitbox. The team will return to Neutral Stance upon landing.

FIRE DUNK

Pressing b during Fire Orbit will cause the power character to hover in place briefly. If either teammate is close enough, they'll also be launched at an angle directly towards the ground or at any nearby enemies. In addition to massive single target damage the move provides a very small amount of forward momentum.

TRIANGLE DIVE

Brings both teammates in for a three man glide no matter how far away they happen to be. The repositioning effect is useful for setting up close range Fire Orbits, and the glide just so happens to preserve momentum far better than a normal jump would.

Tilting vs Neutral Sticking While Comboing

Tilting the control stick while using Combination Strike will lock-on to enemies. However, it also causes the power character to lunge forward with each strike, even if not currently locked on to anything.

Neutral sticking increases your control and dps substantially. By not holding the stick at all you give up automatic targeting, but in return the lunge distance with each attack is cut in half. Mashing the 'b' button rapidly while neutral sticking will reduce that distance even further, while also causing your strikes to come out at a much faster rate.

GAME MECHANICS: MISC.

Sustaining Max Speed

Achieving the topmost speed requires moving in a straight line directly parallel with the camera. The gain here is only slight, so depending on your goals this may not be worth obsessing over.

Gaining Speed on Rails

As a general rule, you'll always want to hold b while on rails to gain speed up to the normal cap. Mashing is not only never required; it is striclty detrimental to your speed gains.

Camera Lock

Holding L+R will lock the camera in position.

Reset Gravity

Character gravity is altered to keep them fixed to certain surfaces, such as rails, and takes a moment to normalize. Reset gravity manually by doing a quick 90" turn in the air, or by using the Triangle Dive.

Recovering From Damage

When teammates get damaged they are normally incapacitated and unable to act for a few seconds. They can be instantly revitalized by using either Combination Strike, Triangle Dive, or Thunder Shoot, or by either flying or rolling.

Critical Hits

Sometimes, for whatever reason, your point character or teammates will take critical damage. This is indicated by the presence of a white smoke trail and accompanying voice sample expressing agonizing pain. Characters damaged in this way cannot be switched to or recover using any of the methods outlined in the previous section.

This mechanic seems to be exclusive to team boss fights from my experience. Your entire team can be stunned in this manner, potentially leading to an unavoidable ringout situation.

Team Blast: Cooldown Effects

In addition to their screen clearing cinematics, each Team Blast has a unique passive effect which is either extremely powerful or noteworthy in some fashion.

Team Sonic: Light Speed Attack
Tornado Spin, Thunder Shoot, and Power Dunk all become insta-kill moves, capable of destroying all regular enemies regardless of type. Torando Spin also gets a new animation reminiscent of the actual Team Blast cinematic.
Team Dark: Time Stop
Freezes the clock, enemies, and causes certain stage gimmicks to stop functioning for a full ten seconds.
Team Rose: Little Sister Mode
Gain speed up and invincibility.
Team Chaotix: Ring Fever
Destroying enemies will pay out in ring boxes for a limited time.

EXPLOITS: PRIMARY

This section covers exploits, which are new kinds of novel interactions which arise from using a game's intended mechanics to achieve unexpected results. These will greatly enhance the return on fun you experience playing most games, and Sonic Heroes is no exception.

Rail Switching Primer

This engine exploit will allow you to gain substantially more speed while grinding.

To execute, you need only quickly and repeatedly switch between speed and power formation while grinding; causing the two characters to propel each other forward with thier bounding boxes.

This trick works because the game's logic dictates that the teammate's bounding boxes should repel each other to mantain a certain distance whenever possible. A large degree of base acceleration is also retained via the speed character continuously resetting their grinding animation.

Speed gained using this method caps at a point far beyond the normal limit. Even more speed gains can be had by succesfully rail switching into a booster.

Unlocking Springs

Springs normally have a lock trigger than prevents players from acting until their scripted animation has completed. Pressing the 'a' button on the frame you make contact with the spring will bypass this lock, allowing complete freedom of movement.

EXPLOITS: TEAM SPECIFIC

Light Dash Acceleration

*Team Sonic & Dark only

Switching to the power character during a light dash chain will retain some momentum from said light dash.

Belly Flop Cancelling

*Only possible with Team Rose & Chaotix

After hitting 'b' in the air to initiate a Belly Flop, switch to the speed character to carry the power character's vertical momentum forward. Alternatively, simply use a Triangle Dive when the flop is close to connecting with solid terrain.

Note that both variations of this technique will only work on stage geometry and not objects.

EXPLOITS & ODDITIES: CHARACTER SPECIFIC

Omega's Oddball Tendencies

First and foremost, Omega is clumsy. His lunge animation during Combination Strike covers the most distance of all power characters, to a dangerously extreme degree. You'll need to exercise much greater caution while using the move around ledges or while on small platforms to avoid falling off.

If that wasn't enough, he's also oddly finnicky. Double Rocket Accel is less consistent whenever Omega's weird hitbox gets involved, to the extent that you may want to consider slower but more reliable methods of crossing large chasms.

Amy: Hammer Twirl + Double Hammer Twirl

Hold 'a' after a jump to execute the Hammer Twirl, which will allow Amy to hover horizontally for a time while preserving momentum.

An exploit means Hammer Twirl can be activated a second time while airborne. To initiate, continue holding 'a' while simultaneously pressing 'b' to send out a Hammer Tornado as soon as the first Hammer Twirl animation ends. By continuing to hold the 'a' button you will immediately enter a second Hammer Twirl as soon as the Tornado animation concludes.

GLITCHES

This section contains only footnotes and will not be expanded further. I find game breaking tricks like these are more of a novelty and not suited for proper skill-oriented play.

"Power Formation Flight"

Performing a belly flop with either Big or Vector while flipped upside down (eg. while travelling through a scripted loop). This causes the character to travel upwards briefly, during which time you want to perform a series of glide cancelled flops to extend the duration of your flipped gravity indefinitely and gain the practical benefits of flight. This is done by pressing a to initiate a glide while continuing to hold b, which if done correctly will cancel the belly flop before the game logic has a chance to right your gravity and send you plummeting. You can also control your flight trajectory through a convoluted method that I won't get into here.

"Bop Boosting"

A technique where the flying character is teleported a huge distance across the level by having the speed character take damage whilst in flight formation, then positioning the flight character so that they are between a wall and the speed character, then pressing jump. Getting the speed character knocked out of formation requires injuring the power character first, then waiting a certain amount of frames (Team Sonic has no wait period) prior to injuring the speed character.

More to come...