Always start with the basics. Sonic Heroes does have a tutorial, but for the things that the game neglects to tell you or for those of you who can't be bothered to listen to Omochao for more than 5 seconds we're going to tell you everything you need to know right here.
Note: Certain buttons are different depending on your version. Here's a list showing what's what on which console.
- Jump Button
- Gamecube → Ⓐ
- XBOX/360 → Ⓐ
- PS2/PS3 → ☓
- Action Button
- Gamecube → Ⓑ
- XBOX/360 → Ⓧ
- PS2/PS3 → ☐
- Team Blast Button
- Gamecube → Z
- XBOX → White Button and Black Button
- XBOX 360 → LB and RB
- PS2/PS3 → R1
The 2 formation switching buttons allow you to switch between speed, flight and power formation. As the names suggest speed formation has the highest movement speed, flight formation will allow you to fly in order to cross gaps or reach higher platforms and power formation will allow you to break heavy objects and is mostly focused on battle. Learning how to use each character effectively is ESSENTIAL if you want to learn this game.
Note: you can still switch to any formation if one of your teammates is hit, but if both of them are hit, you will have to wait until they get back up. If one of your teammates (or even the character you're controlling) is hit during the Rocket Accel animation, you can't switch to them (or if it's you, you'll have to wait a certain amount of time before you regain control)
Note 2: If you switch from speed to flight formation and the power character is not nearby he will return with enough force to bump you upwards and kill all your speed. To avoid this switch to power formation before switching to flight formation.
If you get hit, switching to a different formation will allow you to recover without having to wait. Be aware that the character chosen will not be invincible, so if an enemy is nearby and hits you, you'll be dead before you can react. While this technically isn't intended, it's still a very useful trick that deserves to be on this page.
When in speed formation, you can perform a homing attack by pressing the jump button while in the air. This will allow you to home in on the nearest enemy or object and can be aimed somewhat with the control stick. If you're lucky and the AI of your teammates works properly, they will also perform a homing attack onto your target and deal additional damage. You only get 1 homing attack each time you are airborne, but hitting an enemy or object with your homing attack resets this counter.
Basically a Homing Attack without actually homing in on anything. You don't have to call this by a separate name, but Gamepro011 is very picky about this distinction. Your teammates can Jump Dash as well, but it's usually useless
Homing Attack Cancel
When using the Homing Attack, you can Cancel it with the action button. This can be used to gain speed or just stop you from Homing Attacking entirely. Unlike in the previous Dreamcast Era games, doing this while Jump Dashing isn't a way to gain speed, so only use it for cancelling the Homing Attack.
When in speed formation, press and hold the action button to start rolling. Rolling down hills tends speed you up. When you let go of the action button, you'll either do an attack or Rocket Accel (see below).
When in speed formation, you can press and hold the action button to start rolling and gather your teammates behind you. When you've gathered your teammates you can then release the action button to have one of them push you forward giving you a lot of speed and giving you the power of a tornado attack, meaning you can use it to go up poles, blow away shields, and flip/launch enemies in the air. After that, you can press the action button again to have your second teammate push you again to get even more speed. Rocket Accels can also be performed when only 1 teammate is present and the speed varies on how many teammates are present and how many actually push you: 2 present, 2 push > 1 present, 1 push > 2 present, 1 push.
When in flight formation, you can start flying by pressing the jump button while in the air. While flying, you will get a flight gauge around your character's icon (top-right of the HUD) which indicates for how long you're able to fly, which can only be refilled by landing and start flying again or getting a flight gauge powerup (wing icon).
Note: The maximum height is based on what height you started flying.
When in flight formation and flying, you can tap the jump button in order to gain a short burst of height that can also damage and stun enemies. You can be damaged when doing this, however.
When in flight formation, you can perform an attack called thundershoot by pressing the action button while in the air. Thundershoot will stun enemies and cause flying enemies to fall to the ground. Much like the homing attack, thundershoot will home in on enemies and objects, but you can still control the direction of the thundershoot with the control stick.
Note: Thundershooting will also make you start flying, whether you're on the ground or not.
Teammate Callback (AI Knockback Recovery)
- When in flight formation and your allies have taken damage or haven't come back after coming off of a pinball/bingo table, simply start flying to bring them back.
- When in power formation and your teammates have taken damage or haven't come back after coming off of a pinball/bingo table, you can bring them back with a glide.
Note: if one of the teammates have fallen off of the pinball/bingo table and you do one of these two actions before they automatically come back to you, that teammate won't come back, so use with discretion.
This term refers to the "pose" after gathering your teammates while in power formation. This happens after you press the action button.
Auto Homing (Attack)
When in power formation and while your teammates are on the ground, sometimes the AI will cause them to do the Homing Attack on their own, causing damage to unshielded enemies. This is useful at times where you want enemies to be destroyed when you can't be bothered doing it yourself, but the AI tends to attack any type of enemy, be it useful or futile.
Each formation can get up to 3 levels ups by collecting Power Cores. Your levels reset if you leave/finish the stage or die. There are 3 ways to get Power Cores and have the following effects per formation:
- Hitting a checkpoint. This gives you a Power Core for the formation you are in when you hit the checkpoint.
- Collecting Power Cores through monitors and balloons. The formation these cores are for are preset.
- Destroying enemies. Every time you destroy 5 enemies a Power Core drops. This Power Core will be for either of the formations you are not currently in when the enemy dies (i.e. destroying the 5th robot in Power formation will result in either a Speed Core or a Flight Core). There is no way of influencing which of the 2 it will be, which, as it implies, is a 50% chance.
Note: Team Rose has en extra method of getting Power Cores in the form of their Team Blast, which gives 1 Power Core for each formation.
- Homing Attack gains one point of damage
- Homing Attack gains another point of damage and can destroy basic enemies without the aid of your teammates
- Homing Attack gains the power of a tornado attack (even with Auto Homing).
- Thundershoot gains the ability to affect multiple enemies in a chain-like fashion similar to chaining Homing Attacks together
- Thundershoot gains the ability to destroy basic enemies and can do damage while still being able to stun enemies (sometimes only stuns them for some reason)
- Thundershoot gains the ability to attract rings (useful for ring attacking)
Grants the power character to use what is referred to as a Wide Power Attack upon pressing the action button three times while on the ground. Each level-up gives the power character a different attack whose usefulness varies depending on the situation. Level 1 is often a weak attack and is never seen in speedruns, while levels 2 & 3 are more powerful and versatile. While Level 3 Attacks are considered to be the most powerful, as stated above, its usefulness varies and, at times, Level 2 Attacks are more useful and get the desired effect faster than Level 3 Attacks.
Like other Sonic games, you can control the camera in most situations using L and R (LT and RT) (L2 and R2). Holding down both buttons tends to make the camera lock in place, usually preventing a camera shift. So use this if you're having trouble with the camera, just hold down both camera buttons.
Gravity Reset (maybe should be moved to a different section)
As the name implies, this trick allows you to reset gravity if it isn't already going straight down (neutral direction of gravity). Simply turn 90º in one direction and immediately do another 90º in the opposite direction while in the air. This doesn't work in every area, but it works in most.
Note: if you Body Press or Hammer Down with changed gravity, it requires more work to reset it. The method for resetting gravity during a Body Press of Hammer Down depends on the direction of gravity.
Team Sonic & DarkEdit
Team Blast: Sonic Overdrive
When the Team Blast Gauge is full, press the Team Blast button to use Team Blast: Sonic Overdrive. This is a powerful attack that destroys all enemies within a specific radius. Unlike other Team Blasts, Sonic Overdrive destroys enemies at the very end of the animation, rather than during. Afterwards, Sonic is able to use the Light Attack for a short period of time that can be activated when Tails uses Thundershoot with Sonic as the ball, when Knuckles uses Fire Dunk with Sonic as the fireball, and when Sonic is in midair. This can ONLY be done when you're close to enemies.
Team Blast : Chaos Inferno
When the Team Blast Gauge is full, press the Team Blast button use Team Blast: Chaos Inferno (which is commonly just referred to as Chaos Control). Like Sonic Overdrive, you can destroy all enemies within a specific radius. The timing is in the middle of this animation, so timing can be of the essence in certain situations. Afterwards, time is stopped, allowing you to move around with frozen enemies and as well as with a frozen timer. You can cancel this duration by pressing the Team Blast button.
Sonic / ShadowEdit
When you roll to set up for a rocket accel, if your teammates are not in position you can press the action button again to perform a kick giving you a small boost in speed. During runs you will be spamming kicks whenever you can, grabbing any lucky rocket accels along the way when the AI feels like giving you one.
If you press the action button near a trail of rings Sonic / Shadow will dash across the trail of rings at a very high speed. The light dash can be a bit picky though, so make sure you're angled properly. Make sure not to roll before Light Dashing. If your teammates are going to try to get in position for the Rocket Accel, you can't Light Dash. If you did this, just jump before trying the Light Dash.
Note: if you jump out of a Kick, don't wait too long or you can't do the Light Dash at all, which can lead to some disastrous results.
Blue / Black Tornado
When you're airborne, you can press the action button to do a tornado attack. If there's an enemy nearby your will automatically target that enemy, if not you will do it at the exact place you pressed the button at. Tornado attacks allow you to go up poles, blow away shields, and flip/launch enemies in the air. Keep an eye out for any solid objects in the area, because hitting certain solid objects during the animation cancels it out while still getting the tornado effect.
If you Jump Dash near a wall, Sonic / Shadow will cling to it, and if there's another wall on the opposite side and within close proximity, you can jump to it and jump back. This is called the Triangle Jump, and you can either jump diagonally forward, diagonally backward, or side-to-side.
Note: if you jump out of a Kick, make sure not to wait too long to Jump Dash, or you just won't cling to it.
Tails / RougeEdit
Dummy Ring Bomb Throw
If you're alone as Tails / Rouge, you can throw Dummy Rings. They explode on contact. Unfortunately, it's not extremely useful, as the range is very limited. You'll very rarely see this outside of Team Battles.
Knuckles / E-123 OmegaEdit
Dash Punches / Spinning Back Punches
While on the ground, press the action button once to do a Dash Punch, and press it again within a certain time frame to do a Spinning Back Punch. Without level-ups, you can spam the action button to repeatedly use these attacks. If you can use a Wide Power Attack, you'll have to delay pressing the action button after the Spinning Back Punch in order to do another Dash Punch.
Note: you're invincible during the animations of both types of punches (excluding the Wide Power Attack). If you get hit during them, you were most likely hit after the invincibility frames "wore off".
- While in the Fighting Pose, press the jump button in order to use Fireball Jump. Your teammates spin around you in a circular motion that can cause damage to enemies and destroy objects. Note: your teammates can be injured during this animation.
- While in the air, press the action button to do the same action as described above. Be aware that the circular motion can be bigger or smaller depending on the positions of said teammates before doing this animation.
Fire Dunk / Fire Launcher
With the ready position, press the jump button followed by the action button to launch your teammates as fireballs. You can mash the action button for repeated fire, but it isn't always reliable.
Pressing the jump button twice (once if in the air) allows you to use the glide, Knuckles' signature move that Omega is also able to do. The speed you had previously will be carried over and will start to decelerate after a fixed amount of time. You can glide over fans in order to gain height as well. You can also destroy enemies if you're precise enough, but more often than not either you'll get hit before damage is done, or your teammates will take damage while dealing it, making it a bit of a risky move.
If you press the action button without holding the stick, you can do a series of punches the Dash Punch or Spinning Back Punch, allowing you to deal damage very quickly to enemies, disregarding your level in power formation. This is useful against enemies with large amounts of health while at a low lower (IE the enemies with large hammers).
Note: you can change direction during this attack, but you will do a Spinning Back Punch, which might lead to a Wide Power Attack if you have a level up if you're not careful
Team Blast: Flower Festival
When the Team Blast Gauge is full, press the Team Blast button to use Team Blast: Flower Festival. Like every other Team Blast, it destory all enemies within a specific radius in the middle of the animation. Afterwards, Amy, Cream, and Big all get one level-up, as well as Invincibility, Speed Shoes, and a shield until said power-ups run out.
Swinging Hammer Attack
When you press the action button when your teammates aren't in position to do the Rocket Accel, Amy will twirl her hammer in a fashion similar to her Spinning Hammer Attack in Sonic Adventure. Usually referred to as Hammer Twirl.
Holding the jump button after a jump (without letting go) will cause Amy to hover in the air, allowing her to cross larger gaps than the other speed characters as well as granting you the ability to avoid death more easily.
While in mid-air, press the action button to do Amy's Tornado Hammer. Amy thrusts a tornado into the direction she's facing. While it functions like a normal tornado attack, the Tornado Hammer is the only mobile variant.
Should Cream ever lose both of her teammates, you'll be able to use Cheese to attack enemies by pressing the action button while on the ground. Cheese will home in on the closest enemy and attack them. This attack is very sluggish and is almost never used outside of Team Battles.
Press the action button while on the ground to do Umbrella Attack. Big thrusts himself forward, attacking enemies with his Umbrella. This attack gathers your teammates for the Fighting Pose. Also renders Big invincible for a short period of time.
After getting Big into the Fighting Pose, press the action button to launch your teammates into enemies. This attack causes a considerable amount of damage and destroys basic foes. Levelling up Big will grant you the ability to use a Wide Power Attack, based on what level Big's at. Like the Umbrella Attack, this attack gives you invincibility for a short moment.
Jump Fire Knock
After getting Big into the Fighting Pose, jump into the air and press the action button to launch your teammates into enemies using Jump Fire Knock. It's just as powerful as Fire Knock, easier to aim, but it doesn't give you temporary invincibility.
While in the air, press the action button to use Big's Body Press, a powerful attack where Big slams into enemies on the ground and causes a small shockwave upon hitting the ground. Big will also bounce back up into the air. This trick is often referred to as a Belly Flop or Body Slam.
While in the air, press the jump button to use Big's Umbrella. The speed you had previously will be carried over , much like with the Triangle Dive. You can also gain height using fans and cancel the Body Press using this trick.
Team Blast: Chaotix Recital
Duration: 9 seconds on the dot
Activate Team Blast: Chaotix Recital when the Team Blast Gauge is full by pressing the Team Blast Gauge is full. Like all other Team Blasts, Chaotix Recital destroys all enemies within a specific radius. Every enemy destroyed gives you rings ranging from a 5, 10, and 20 (which one you get for which enemy is actually random). Afterwards, destroying enemies give you the same effect as during the Team Blast for a short period of time.
Press the action button while on the ground when your teammates aren't in position to do the Rocket Accel and Espio will throw his shuriken, known to many as the ninja star. This attack can damage enemies from a distance, though it's useless in speedrunning, as causing damage with it is very sluggish compared to its alternatives.
Note: only using the move to cause damage is useless in speedrunning, not the attack itself.
While in the air, press the action button to do the Leaf Swirl. Upon doing the Leaf Swirl, Espio turns invisible or camouflaged, allowing him to sneak past enemies without being detected by them in addition to all the other effects tornado attacks give you.
If you Jump Dash near a wall, Espio will cling to it, and if there's another wall on the opposite side and within close proximity, you can jump to it and jump back. This is called the Triangle Jump, and you can either jump diagonally forward, diagonally backward, or side-to-side. If you jump out of a Star Throw, make sure not to wait too long to Jump Dash, or you just won't cling to it.
When Charmy is alone, he'll attack enemies using his stinger when the action button is pressed, whether on the ground or whilst airborne. This is also used on flowers, which can give you items, teleport you, or give you nothing. You can't use this move if you start flying.
Should you get hit while flying, you are capable of using the Bee Sting while in the air. Not only that, you can jump out of it and start flying, allowing you to recover if you get knocked off the edge.
Jaw Crunch Attack
While on the ground, press the action button to use the Jaw Crunch Attack, where, as the name implies, Vector attacks enemies with his enormous jaws (as the Instruction Manual implies) as well as thrusting him forward. This attack initiates the Fighting Pose.
Note: this attack renders you invincible for a small time frame.
While in the Fighting Pose, press the action button once or twice to use Fire Ball, a powerful attack that thrusts your teammates into enemies as fireballs. This destroys basic enemies and shields, and destroys spiked shields fairly quickly. This attack also destroys metallic enemies. If a level up is acquired, you can use his Wide Power Attack. Like the Jaw Crunch Attack, Fire Ball renders you invincible for a small time frame. Unlike Fire Knock, Vector can start moving while your teammate is being launched at the enemy, as well as thrusting Vector forward, like the Jaw Crunch Attack.
Note: if there isn't anything your teammates can home in on, you can control their trajectory with the stick.
Jump Fire Ball
While in the Fighting Pose and while in the air, press the action button once or twice to do Jump Fire Ball. This attack is just as powerful as Fire Ball and is easier to aim, though it doesn't give you any invincibility.
While in the air, if Vector isn't in the Fighting Pose, he will pound the ground with Hammer Down, causing a shockwave, much like Big's Body Press. It takes longer for the Hammer Down to start than the Body Press does, but the travel speed is significantly faster. This trick is also referred to as a Ground Pound or Pound Ground.
Pressing the jump button while in midair makes Vector blow a bubble. This is Team Chaotix's glide maneuver, and works just like Big's Umbrella. Like Umbrella Descent, you can cancel the Hammer Down animation and the speed you previously will be carried over.
Pinball / Bingo TablesEdit
Unlike on the ground, the speed character is the middle character in terms of speed, turning, and aerial maneuvering.
The fastest character on the table. Used most of the time.
Sluggish on the table, though has excellent turning
- Using this when colliding with walls tends to prevent deceleration, while sometimes throwing you off the table.
- Tap the action button to accelerate when slowed down while in a pinball tube. This ONLY works when you currently aren't at max speed.
Gravity (How Pinball / Bingo Tables Work) (link needed)
Tl;dr colliding with anything changes your gravity (mainly walls), and, in turn, changes turning in general. That's why the physics are pretty bad.
Tap the action button in order to accelerate. Hold the action button to accelerate down slopes and keep a constant speed.
Note: In most instances, tapping the action button is slower than holding it after a certain speed has been attained.
Like in Sonic Adventure 2, you can balance on rails by moving the stick left and right. If a rail makes your character tilt to one direction, move the stick in the opposite direction to maintain speed or even accelerate. Be aware that if you tilt in the wrong direction or when you don't need to, you WILL decelerate.
Changed gravity is EVERYWHERE on rails. It's one of the reasons you sometimes can't rail switch to the proper rail, or sometimes won't rail switch in the correct direction. The purpose behind it is to allow the player to be kept on the rail at obscure angles in the same fashion as splines (loops) do allowing you to stay on the rail's surface, so know most of your rail problems are gravity based.