Modern Sonic performing Combo Tricks, while being chased in Green Hill.
|Statistics and Overview|
Tricks that give points or fill the Boost Gauge when performed.
Combo Tricks are moves performed by moving the analog sticks in different directions. They can be used to fill up the Boost Gauge and/or granting additional points to the player's score. They first appeared in Sonic Rush and have been used in other games since, notably Sonic Colors and Sonic Generations.
In Sonic Rush, Combo Tricks could be performed to help fill up the Tension Gauge. Tricks can be performed by repeatedly pressing the B button after jumping off a Spring or a springboard. Pressing the A button at the end of the combo gives a combo finisher and fills the Tension Gauge more. If this is repeated for the same combo, the score increases by half as much, and the Tension Gauge does the same until it eventually only increases by one. Tricks can also be performed whilst Grinding. However, the player is required to press the R button instead.
Sonic Rush Adventure
In Sonic Rush Adventure, the Combo Tricks system is almost exactly the same as in Sonic Rush, except it is now possible to perform tricks on rails by pressing the B button. A combo finisher, which provides a large amount of boost energy depending on how many stars are obtained with tricks.
Sonic Colors was the first home console game to use Combo Tricks. In the Wii version of Sonic Colors, the player is required to rapidly press the A button (or the 2 button when using only the Wii Remote). When performing tricks, the announcer calls out "Good! Great! Awesome! Outstanding! Amazing!" for each successful combo performed.
Combo Tricks returned again in Sonic Generations, but they are only used by Modern Sonic. To perform a combo, the player must run into a Trick Ramp or jump through Rainbow Rings. While in the air, the player must move the left analog stick in any direction to perform tricks. Each direction results in a different trick, and each one provides Boost Energy. Pressing the LB & RB/L1 & R1 buttons at the end of a combo allows the player to perform a Finish Combo, which creates a large amount of Boost Energy. The more combos performed, the more Boost Energy received from a Finish Combo.
Performing combos is the only way to raise the energy in the Boost Gauge beyond the bar. Upgrades that allow for the faster performance of tricks are also available for purchase, but these have no effect on rivals or bosses.
The 3DS version contains a single scenario when Combo Tricks are required. At the end of Modern Sonic's Emerald Coast, Sonic bounces up from a spring and must perform three tricks by pressing the jump button in order to avoid being eaten by the whale.
- In Sonic Generations, the Finish Combo pose mirrors Sonic from the Sonic Adventure cover.
- In Sonic Colors, if a Combo Trick is performed while playing as Super Sonic, the announcer skips straight to "Amazing!" rather than saying all five words.
- In Sonic Generations, if every Red Ring in Rooftop Run Act 2 is collected, the skill "Trick Mastery" is unlocked. With this skill, tricks can be performed faster (nearly 4 tricks every second).
- In Sonic Generations, when playing as Super Sonic, Combo Tricks can be performed at a faster rate, but not as fast as when the "Trick Mastery" skill is equipped.
- In the demo version of Sonic Generations, holding the left analog stick in one direction provides more boost than moving it in a different direction. However, in the final build, moving the left analog stick in a different direction provides more boost than holding it in one way.