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Combo (Sonic Boom)

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This article's subject exists primarily or exclusively within the Sonic Boom continuity.
Information in this article may not be canonical to the storyline of the games or any other Sonic continuity.
Jungle 2 Sonic Dash 2.png

Sonic in the middle of a Combo in Sonic Dash 2: Sonic Boom.

Combos, also referred to as Hits, are a recurring game mechanic that appears in the Sonic Boom video games. It is a term used for a set of sequential actions performed for the benefit of the player.

Definition

Surmised, combos are a designated set of actions (the nature of the actions depends on the game) performed in sequence that yield a significant benefit or advantage to the player. This can include providing the player with extra points the larger their combo becomes, among other things which differ between games. However, combos have strict timing limitations, meaning they will reset if the player takes too long to execute a combo-building action. Similarly, taking damage will reset a combo as well.

Game appearances

Sonic Boom: Rise of Lyric

Combo Rise of Lyric

Knuckles using a combo in Sonic Boom: Rise of Lyric.

In Sonic Boom: Rise of Lyric, combos, referred to as "Hits," are activated and maintained through hitting enemies with attacks or throwing them with the Enerbeam. When building a combo, a counter for the current number of hits accumulated appears on the right side of the screen. Also, as the player accumulates hits, they will be awarded with a rank which will increase the higher the hit count gets:

Combo ranks
Hit nr. Rank
1-9
C Rank (Sonic Boom (Rise of Lyric))
10-19
B Rank (Sonic Boom (Rise of Lyric))
20-29
A Rank (Sonic Boom (Rise of Lyric))
30-39
S Rank (Sonic Boom (Rise of Lyric))
40-49
SS Rank (Sonic Boom (Rise of Lyric))
50-59
SSS Rank (Sonic Boom (Rise of Lyric))
60+
SSS+ Rank (Sonic Boom (Rise of Lyric))

Sonic Dash 2: Sonic Boom

Mountain Zone (Sonic Dash 2)

Sonic using a Combo in Sonic Dash 2: Sonic Boom.

In Sonic Dash 2: Sonic Boom, players can achieve and maintain a combo by destroying Badniks, narrowly dodging obstacles, blowing up mines, landing on the ground from great heights, and using gimmicks like the Spring, Hoop, Dash Pad and blue plasma bomb. When building a combo, a counter for the current number of actions accumulated appears on the left side of the screen. It also shows the time left to continue the combo with a yellow bar, and the name of the latest action that build up the combo ("Enemy!" for destroying Badniks, "Dodge!" for avoiding obstacles, "Hoop!" for using Hoops etc.) As the player's combo rises, they will be awarded with points. Twenty points are awarded for each action, increased by ten after every fifth.

The game includes a few features for supporting the combo mechanic. Sprites like Medley, Synth and Mingle can make each combo last up to three seconds longer, and Sticks' Protected Combo Special Power prevents a combo from resetting when she takes damage. There are also a couple of missions that involves the player building up a specific-sized combo.

See also

Sonic Boom: Rise of Lyric

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