Sonic Riders DX v1.0 Patch Notes

Crimson Gaia

Event Manager

Balance Team

Authors

April 24th 2021

AirKingNeo

Lead Developer

Lead Programmer

Game Design

We’ve got a lot of exciting changes in this patch. However, we’ve got to start with some of the boring stuff. So if you don’t care about competitive and simply want to know the in-game differences please use the links below to skip to that section. These notes compare from SRTE 1.3 -> SRDX 1.0.

*addendum: Version 1.0.1 changelog (April 30th 2021)

General

  • Added support for Japanese Voices (via AR-Gecko code)

  • When attacking, there is now a minimum amount of air you get: 15/25/35 based on level

  • "Legend" special effect no longer procs while attacking or being attack

  • "Cruise Control" special effect no longer attempts to activate while riding turbulence

  • Fixed bug where Aiai on Destroyer would crash the game in multiplayer

  • Fixed bug where the game would spontaneously crash when playing with 3 or 4 players

  • Fixed bug where Ring Gears would use air pits while running

  • Fixed bug where controller inputs would not be detected in Mission Mode

  • Fixed audio bugs caused by the invincibility item

  • Fixed bug on Egg Factory where the right side QTE would kill players if they entered while running

Stage Changes

  • Increased size for Fly Hoops 2-2 and 2-3 on Night Chase

  • Vertical angle changed for Fly Hoop 1-2 on Green Cave

Gear Changes

  • Berserker QTE Air Gain: 115% -> 100%

  • Cover F Top Speed: 200 -> 190

Ruling Updates


Establishment of The Round Table

Historically, the rules have been decided by a sole individual. With the creation of Extreme Gear Labs we have decided to implement changes that the team and community have wanted for a long time: a systematic voting process known as The Round Table.


The Round Table is a group made up of top SRTE/SRDX players, and other notable community members. It has 4 main powers:

  • A member of The Round Table may suggest a topic of discussion using designated forms. These may be related to rules changes, banning/unbanning skips, or player misconduct. It is the job of The Round Table to discuss the issue and vote on a solution.

  • When needed, The Round Table may decide to enact a “suspect test”. This involves the use a provisional ruleset in official tournaments in order to get valuable data.

  • A member of The Round Table may nominate any community member to join The Round Table. A simple majority vote will decide the outcome. Players can be nominated again after 4 weeks if they are declined.

  • A member may forward a motion to remove another Round Table member. A 1 week period will be allotted for the presentation of evidence/arguments, or for a reform in behaviour before a vote is held. A two-thirds majority is required for this to pass.


The easiest way to join The Round Table is to simply be an active, knowledgeable, and friendly community member as any existing member may nominate someone to join The Round Table. When needed, the Sonic Riders DX dev team might bring an idea to the attention of The Round Table to help make a decision.

You can see the full voting history of the round table here: SRDX Round Table Vote History. This will be updated anytime a new vote occurs.

Digital Dimension Skip

While there are a few skips that are being banned in these rule changes, we’d like to put special attention to this one as “Digital Dimension Skip” and variations of it have been very contentious in the community for a long time. Failing the skip often meant a loss and it was a decision between the easier version which risked getting grabbed by the hands and the harder version which is impossible on gears with low turning ability.

Even ignoring this, it is the belief of The Round Table that Digital Dimension loses depth by allowing the skip. Here are the key arguments against allowing the skip:

  • Less rings: There are 20 ground rings on the part of the track that is skipped; making leveling up even harder on a track known for being low on resources.

  • Less interaction: The U-turn is a prime spot to attack, and attacking is impossible while falling through the air.

  • Less potential to catch up: Turbulence almost exclusively generates on the part of the track that is skipped.

  • Less gear diversity: The skip highly prefers cruising gears as they often don’t need to boost to perform the skip.

  • Less character diversity: Drift characters are nigh useless as they consume more air and the part of the stage that utilizes their abilities the most is skipped.


  • Vote 1 | Ban Digital Dimension Skip?

  • Result: 19 Yes - 1 No

This ban affects all variations of the skip in tournaments and in the “Tourney Legal” ruleset on Speedrun.com, with videos of each one shown below.

Long Hairpin Skip Short Hairpin Skip Bot Path Corner Skip DD Top Trick


Other Banned Skips


Babylon Garden Floor Skip


  • Vote 4 | Ban Babylon Garden Floor Skip?

  • Result: 18 Yes - 1 No - 1 Abstain


Applies to these Skips shown below:

Babylon Garden Double Floor Skip


Sky Road Floor Skip, Sky Road Ramp 1 Skip


  • Vote 5 | Ban Sky Road Floor Skip & Sky Road Ramp 1 Skip?

  • Result: 13 Yes - 6 No - 1 Abstain


Applies to these Skips shown below:

Sky Road Double Floor Skip Sky Road Ramp Skip


Neutral Stage List

We're replacing White Cave with Dark Desert. With the new changes Dark Desert is one of the most dynamic tracks in terms of viable picks and we'll have a great opportunity to showcase this in bracket. These changes are based on the results of 2 polls.

  • Vote 6 | Remove White Cave from neutral stages?

  • Result: 15 Yes - 2 No - 3 Abstain

  • Vote 7 | Which stage should replace White Cave?

  • Result: 11 Dark Desert - 9 Sand Ruins - 2 Egg Factory

NOTE: in this poll, members were allowed to vote for as many as they wished


New Neutral Stage List:

Metal City

Ice Factory

Dark Desert

Digital Dimension

SEGA Illusion

Systems Changes


Attacks

Gears that use Air as fuel:

When attacking:

  • Air Gain: 30 air -> 10 air + 75% of your current Boost Cost


When being attacked:

  • Air Loss: 15 air -> 10 air + 10% of current air

  • Ring Loss: 25% of current rings -> 10 rings + 15% of current rings


Gears that use Rings as fuel:

  • When being attacked:

  • Ring Loss: 0 rings -> 5 rings + 10% of current rings


Charging Jump

  • NEW: Control lock (inflicted by things like hitting a wall or using a dash panel) does not reset your jump charge.

  • NEW: You can now jump off ramps during Control Lock. You still can't do a regular jump.


HUD

  • NEW: Race timer is hidden until the starting countdown is complete.

  • NEW: The race timer is now centered in multiplayer.


Mission Mode

  • Most shortcuts reverted to using their vanilla speed, except for Power objects granting speed. Grind rails now have a minimum speed of 200 in mission mode. All Dash Panels in Mission Mode give +20 speed.


Pits

  • Air Gain from Pits: 64.8 Air per Second -> 70.2 Air per Second


Power Objects

  • Power Objects now respawn instantly while there are no players within their respawn zone.


Quarter Pipe Ramps

  • Landing tricks increase trick rank by 1 and grant an additional +100 speed.


Running

  • Run Speed when Out of Air: 170 Speed -> 150/160/170 Speed based on Level; 160 Speed for gears that use Rings as fuel.

  • Acceleration during Out of Air Run tripled.

  • Players can now fully accelerate while turning during Out of Air Run.

  • NEW: Players can be attacked in Run.

  • NEW: Players can now generate turbulence while in Run.

  • NEW: Players can now jump during Out of Air Run.

  • NEW: Players can now go off Fly Ramps during Out of Air Run.


Shock Gate

  • Shock Duration: 80 frames after race start -> 60 frames after race start


Slipstream

  • Activation Range: 250 units -> 500 units

  • Activation Cone Angle: 45 degrees -> 35 degrees

  • Speed per frame: +0.0465 -> 1.001x current speed

  • NEW: Gain +10 Drift Cap during Slipstream

  • NEW: Speed per frame can be increased up to double it's normal rate based on how well the user follows their opponent

  • NEW: Speed per frame increases with distance


Taunting

  • NEW: Players can now play certain animations as taunts while cruising by using each of the four directions on the C-Stick


Tornadoes

  • NEW: Placing a tornado starts a timer that prevents you from placing another tornado for 40 frames

  • NEW: Players cannot be hit by Tornadoes while performing tricks, grinding, and jumping from a grind rail


Turbulence

  • Turbulence no longer requires boosting, drifting, or touching a dash panel in order to generate

  • Maximum Speed on Turbulence before Tricks: 260 -> 300

  • Tricks on Turbulence: 325 Speed -> 1.5x Current Speed - 50 Speed

  • NEW: Landing tricks from turbulence on to the ground increase your current speed by 50%.


Bug Fixes/Miscellaneous

  • Rings now respawn twice as fast.

  • Deceleration is now capped at 10 Speed per frame in cruising and fly states.

  • Drift Dashes will no longer be able to reduce your speed.

  • Boosting now sets your maximum speed to your boost speed on the same frame as the one you boost. This also applies to boost chaining

  • Picking up random item boxes while attacking or being attacked no longer uses a bugged item table

  • Eggman now properly receives his +10 Drift Dash Speed and +10 Drift Cap from being All Round class

  • Time Trial Ghosts of Advantage and Cover gears no longer crash the game

  • Invincibility items no longer cause the music to hang when invincibility ends

  • Pillars at the end of Sand Ruins can no longer spawn more than 1 pillar

  • Returning to the main menu from Story Mode and Tag Mode now return you to the proper menu

  • Top Speed multiplier stat on gears no longer inversely affects handling and acceleration

  • Item boxes now respawn instantly instead of after an 8 frame delay

  • Picking up an item box below 50 speed sets your speed to 50

  • Exhaust trail now properly changes color when a Drift Dash is fully charged in Emerald Chase, Mission Mode, and Survival Battle Mode

  • Functionality of the Ball & Chain item restored

  • Cutscenes for Story Mode are automatically skipped

  • Babylon Guardian no longer crashes during story mode if you fail to defeat the Guardian within 3 laps

Character Changes

Class Changes

Early Boosters

Shadow | Cream | Knuckles

+80 frames of Boost Duration at level 1

+80 frames of boost Duration at level 2

Combat

Shadow | Cream | Knuckles

+70 frames of Boost Duration at level 1

+70 frames of boost Duration at level 2

+3% Boost Chain Modifier

Longer attack stun at level 3

Early Boosters were very close to being a meta pick in 1.3. However, they were picked near exclusively on ring gears and Heavy Bike. We’re cautiously increasing their power in ways that should benefit them on Standard and Drift gears, while not affecting them much where they were already strong. These changes should also help incentivize aggressive play by buffing the ability to boost chain after hitting your opponent. Longer status duration at level 3 should make up for these 3’s small hitboxes. We'll be watching their performance in tournament to make sure we didn't go overboard.

Late Boosters

Sonic | Wave | Aiai

+60 frames of Boost Duration at level 2

+60 frames of boost Duration at level 3

Late Boosters

Sonic | Tails | Aiai

+60 frames of Boost Duration at level 2

+60 frames of boost Duration at level 3

AOE attack at level 2

We're making Tails a Late Booster as we feel it's better for the health of the game if all 3 characters with AOE attacks are in the same class. Now that this is standardized, we're considering the attack hitbox to be part of their class, as it is relevant to future class balance decisions.

Top Speed

Jet | NiGHTS | Storm

+12 Top Speed

+40 frames of Boost Duration at level 2

+40 frames of Boost Duration at level 2

+40 frames of boost Duration at level 3


Top Speed

Jet | Wave | Storm

+8 Top Speed

+40 frames of Boost Duration at level 2

+40 frames of Boost Duration at level 2

+40 frames of boost Duration at level 3

Top Speed characters are in a good spot, but their stat spread lowered character diversity on cruising gears. We’re nerfing their latent top speed while increasing the top speed on relevant gears. This should buff other classes on those gears without affecting the strength of Top Speed class.

Drift

Amy | Rouge | E-10000R

+20 Drift Dash Speed

+20 Drift Cap


Drift

Amy | Rouge | E-10000R

+20 Drift Dash Speed

+20 Drift Cap

+30 frames of Boost Duration at level 1

+15 frames of Boost Duration at level 2

The Drift class is powerful in time trial mode, but fails to live up to these expectations when it comes to multiplayer in both high and low level play. To help alleviate that issue, as well as open up the Drift class to a few more gears, we decided to increase the boost duration of the Drift class at early levels.

All Round

Ulala | Tails | Eggman

+6 Top Speed

+10 Drift Dash Speed

+10 Drift Cap

+20 frames of Boost Duration at level 1

+20 frames of Boost Duration at level 2

+20 frames of boost Duration at level 3


All Round

Ulala | NiGHTS | Eggman

+4 Top Speed

+10 Drift Dash Speed

+10 Drift Cap

+20 frames of Boost Duration at level 1

+20 frames of Boost Duration at level 2

+20 frames of boost Duration at level 3

+1.5% Boost Chain Modifier

Slightly longer attack stun at level 3

These changes are merely to reflect the new stat changes from other classes. Expect minor changes in future patches as we begin to understand if this class was actually carried by Tails or if it has potential on its own.

OmniClass

E-10000G

+15 Top Speed

+20 Drift Dash Speed

+20 Drift Cap

+80 frames of Boost Duration at level 1

+80 frames of Boost Duration at level 2

+80 frames of boost Duration at level 3


OmniClass

E-10000G

+11 Top Speed

+20 Drift Dash Speed

+20 Drift Cap

+70 frames of Boost Duration at level 1

+70 frames of Boost Duration at level 2

+70 frames of boost Duration at level 3

+3% Boost Chain Modifier

+5 Boost Speed

E-10000G is getting some major buffs this time around. He benefits a lot by simply changing his stats to be in line with the new class stats. He’s also the largest benefactor of the QOL changes in DX, which overall increase his ability to replenish air. The big kicker is his unique +5 boost speed. With all this, we’re going to be keeping a close eye on his performance to make sure his raw speed doesn’t invalidate other options.

Class Changes for Fly Types (Round Table)

You may have noticed that some Fly type characters got moved around a bit. There has been much discussion about which character belongs to which class. As the developers could not agree on a solution, the issue was put to The Round Table in a series of 2 votes, both held on March/26/2021.

  • Vote 2 | Change Tails into a Late Booster?

  • Result: 17 yes - 1 no - 2 indifferent

  • Vote 3 | Change Wave into Top Speed?

  • Result: 14 yes - 1 no - 5 indifferent

Tails is being moved to allow for more consistent balance decisions. Now all 3 characters with AOE attacks are in the same class. The other changes are fairly arbitrary. The Round Table felt it fit thematically to have all of the Babylon Rogues in the same class. NiGHTS was moved due to a logical necessity to fill the space in the All Round class.

Stage Changes

Single Player Object Loading (SPOL)

  • All stages will always load in objects (item boxes, rings, power objects, etc) from the single player version of the stage. Stage specific notes won’t mention these changes.


Metal City

  • Knock up reduced when hitting Cars as a non-Power type.

  • First set of Dash Panels on the right side increased to +40 Speed from +20.

  • Air gain from Grind rails increased.

  • Fly Path 1 Item Box: 30 rings -> 20 rings.

  • Fly hoop speed increased for Fly Path 1 and greatly increased for Fly Path 2.


Night Chase

  • Dash Panels: 250 set speed -> +40 speed (Final Dash panels on Top Path 1 are immune to this change)

  • Moved a 10 ring box to the ramp before Fly Path 2. Moved a 10 ring box to Grind Rail 2-2.

  • Grind Rails: speed slightly increased for all Rails.

  • Fly Hoops: speed greatly increased for all Fly Hoops. The final hoops in both sections send you further down.

  • Fly Ramps: speed increased by +10.


Splash Canyon

  • All item boxes on Top Path 1 now give 30 rings.

  • Dash Panels on this stage: +60 speed -> +100 speed.

  • Grind Rails: speed increased for all Rails.

  • Power Objects: +95 speed -> +50 speed

  • Air Gain Multiplier for Power Objects: 2x -> 1x


Red Canyon

  • Landing tricks from manual ramps grant an additional +100 speed.

  • Dash panels moved from the landing area on Bottom Path 1 to the exit of the cave. These dash panels give +100 Speed.

  • 4 Item boxes moved from after the QTE to Bottom Path 1. Their contents now match Top Path 1’s item boxes (30 Rings, 30 Rings, Random, Random).

  • Grind rail speed greatly increased for the first grind section and slightly increased for the second grind section.

  • Fly Hoops: slight speed increased for all Fly Hoops.

  • Speed from hitting Power Objects: +50 -> +35


Egg Factory

  • Landing tricks from manual ramps grant an additional +100 speed.

  • Guaranteed ring boxes from the second item box row changed: 10/20/30 -> 30/30/30.

  • Speed loss from hitting the spinning capsules: ~36% -> ~19%.

  • Player rotation from hitting the spinning capsules reduced by 75%.

  • Speed of right path QTE greatly increased.

  • Control lock caused by touching the lava cut in half.

  • Speed loss from touching the lava: 30 -> 15

  • Control lock caused by hitting robots: 25 frames -> 15 frames.

  • Speed loss from hitting robots: 10% -> 5%

  • Dash Panels on Top Path: +20 Speed -> +40 Speed

  • Dash Panels on Bottom Path: +20 Speed -> +100 Speed

  • Dash Panels on the worse QTE path: +20 Speed -> +100 Speed.

  • Dash Panels in Power Path 2: +20 Speed -> +100 Speed.

  • Air gain from Grind rails slightly increased.

  • Grind Rail speed increased for all Grind Sections.

  • Fly Hoops: speed greatly increased for all Fly Hoops.

  • Fly Ramps: speed increased by +20.


Ice Factory

  • Landing tricks from manual ramps grant an additional +100 speed.

  • Guaranteed air boxes after the QTE are now all 50 Air boxes.

  • Dash Panels on Bottom Path: +20 Speed -> +100 Speed.

  • Grind Rail speed increased for Grind Section 2 and slightly increased for Grind Section 3.

  • Third fly hoop in Fly Path 3 position and direction changed.

  • Exiting Fly Path 2 slows the player down dramatically.

  • Fly Hoop speed greatly increased for all Fly sections.

  • Fly Hoops 3-2 and 3-3 increased in size by 43%.

  • Dash panels in the last Power section direction slightly changed.


Green Cave

  • Landing tricks from the final ramp: 34,000 Speed -> 210 Speed.

  • Landing tricks from manual ramps grant an additional +100 speed.

  • Dash Panels after exiting the worse QTE entrance: +80 Speed -> +100 Speed.

  • Fall speed after completing Grind Rail 1-2 greatly increased.

  • Grind Rails: speed decreased for Grind Section 1 and moderately increased for Grind Section 2.

  • Fly Hoops: speed slightly increased for all Fly Hoops.

  • Air gain from the Power path QTE increased.


White Cave

  • Landing tricks from the final ramp: 34,000 Speed -> 210 Speed.

  • Dash Panels after exiting the worse QTE entrance: +20 Speed -> +100 Speed.

  • Grind Rails: speed slightly increased.

  • Fly Hoops: speed greatly increased.


Sand Ruins

  • Guaranteed item boxes before the second ramp changed: 30 Air/30 Air/10 Rings/10 Rings/20 Rings/30 Rings -> 100 Air/100 Air/50 Air/10 Rings/10 Rings/10 Rings

  • Ring boxes on Top Path 2 (after Ramp 2): Random -> 20 Rings

  • Ring boxes on Top Path 4 (before the hairpin): 20 Rings -> 10 Rings

  • Dash Panels underneath the building after the Ramp 1: +20 Speed -> +40 Speed.

  • Dash Panels at the end of the lap have been repositioned.

  • Grind rail speed greatly increased for the first Grind section and moderately increased for the second Grind section.

  • Fly hoop speed increased for all Fly sections.

  • Fly ramp speed increased by +20.

  • Air gain from Power objects increased by 2.5 times.


Dark Desert

  • BUGFIX: Fixed a bug where Fly type characters would clip through the floor if they went off Fly Ramp 1 while moving too fast or while running.

  • Item boxes after Ramp 1: Random -> 10 Rings

  • Ramps within the gravity shifting section automatically charge tricks. Gears with "Legend" effect restore +20 Air when going off these ramps.

  • Landing tricks from the ramps within the gravity shifting section increase trick rank by 1 and grant an additional +15 speed.

  • Grind Rails: speed slightly increased for Grind Section 1 and greatly increased for Grind Section 2.

  • Fly Hoops: speed increased on the last two Fly hoops in Fly Section 2.

  • Power Objects: Bonus speed removed.

  • Dash Panels within Power Path 1: +20 Speed -> +40 Speed.


Babylon Garden

  • Landing tricks from the very first ramp grant an additional +100 speed.

  • Grind Rails: speed slightly increased.

  • Fly Hoops: speed slightly increased.


Sky Road

  • Landing tricks from the very first ramp grant an additional +100 speed.

  • Landing tricks from manual ramps grant an additional +100 speed.

  • Holding forward to gain extra distance removed from the second ramp.

  • Some of the previously inaccessible item boxes from after the QTE moved to before Spiral Turn 2. These boxes now give 50 Air.

  • Fall speed from Grind-boards increased globally, meaning the remaining item boxes after the QTE can be obtained.

  • Speed of QTE drastically increased. Accelerating while in the QTE is doubled while on the bottom path.

  • Dash Panels after Spiral Turn 1: +60 Speed -> +40 Speed.

  • Grind Rails: speed decreased.

  • Fly Hoops in Fly Path 1: speed slightly increased.

  • Power Objects: bonus speed removed.

  • The last two Power objects from Power Path 1moved into Power Path 2.

  • Air gain from Power objects multiplier: 10x -> 4x.

  • Dash Panels at the end of the first Power section: +60 Speed -> +100 Speed.


Digital Dimension

  • Item boxes up from before the start line moved to the end of the Digital section.

  • Ghostly hands after Ramp 1 have been removed.

  • Air gain from Grind rails slightly decreased.

  • Grind speed on each rail within the Angel section, except the rail on the side, greatly increased.

  • Fly hoop speed slightly decreased on the last Fly section and greatly increased on the Fly section within the Angel section.

  • Air gain from Power objects increased by 1.33 times.


Babylon Guardian

  • Grind Rails: speed decreased.


SEGA Carnival

  • The 4 item boxes on the right before the 1st rail changed from Random to 10 Rings. This is to prevent getting speed shoes, which makes it harder for players to take first rail.

  • Dash Panels on Bottom Path 1: +40 Speed -> +100 Speed.

  • Dash Panels on Bottom Path 3: +40 Speed -> +100 Speed.

  • Fly hoop speed decreased on the second Fly section and increased on the first Fly section.

  • Dash Panels within the second Power section (Bottom Path 1): +40 Speed -> +100 Speed.


SEGA Illusion

  • Moved a 10 Ring box into the 2nd Fly section. Moved a 10 Ring box onto the 2nd Grind section. These were moved from the bottom path after Ramp 1.

  • Item boxes on the bottom path section changed from all Random to Speed Shoes, 100 Air, and 20 Rings.

  • Moved the excess item boxes within the Power section within the Chuchu Rocket section to other areas within the Chuchu Rocket section.

  • Grind rail speed increased for all Grind sections.

  • Fly hoop speed increased for all Fly sections.

Gear Changes

Accelerator

Accelerator is a somewhat niche gear; the fact that it only gains rings while cruising meant it was almost unplayable on Speed type and Fly type. We’re giving Accelerator the unique ability to gain rings from type shortcuts to alleviate this, accompanied by mild nerfs to ensure it doesn’t get stronger where it is already doing well. We’re also implementing two bugfixes which are technically universal changes, but exclusively affect Accelerator due to the unique properties of its boost


  • Top Speed: 197 -> 200

  • Boost Speed: 525 -> 500

  • Boost Duration: 120 frames -> 80 frames

  • Tornado Cost: 15 Rings -> 10 Rings

  • Drift Cost: reduced by 3.3% (so small it usually doesn't change after rounding)

  • Jump Charge Ring Gain: 3.0x passive gain -> 1.5x passive gain

  • NEW: Gains rings from type shortcuts. [Ring Gain = 0.95(Air Gain/10)] This rate is halved for Power types.

  • Bugfix: Gears without an attack properly gain boost duration from characters

  • Bugfix: Maximum speed (which is used to calculate deceleration) is now set to your boost speed on the same frame the boost begins, as opposed to the frame after. This means that you will always start at your boost speed instead of slowly accelerating to it.


Access

Like the other dual type gears, we’re giving Access the ability to be picked on characters that already have the type it gives. Doing so will “supercharge” your type, giving you faster speeds and otherwise function identically. We expect Access in particular to pave the way for some new fly type routing.


  • Usable only on non-Fly types except Eggman -> Usable on every character except Eggman

  • Top Speed: 175 -> 180

  • Boost Speed: 195/225/245 -> 200/230/250

  • Air Gain from Shortcuts: 55% -> 66.66%

  • NEW: ON NON-FLY TYPES: Reduces Fly Hoop Speed by 5%

  • NEW: ON FLY TYPES: Increases Fly Hoop Speed by 15%.


Advantage F

We’re trying another experimental idea on Advantage F. This version is based on the idea of a ‘trick gear’. The ‘bonk gear’ concept is being removed with no replacement.


  • Top Speed: 152 -> 170

  • Boost Cost: 25/30/40 Air -> 28/33/43 Air

  • Drift Dash Speed: 50/80/100 -> 60/90/110

  • Drift Cap: 250 -> 260

  • Frames required to generate a Drift Dash: 50 -> 60

  • Acceleration greatly reduced

  • Air Gain from Tricks: 100% -> 125%

  • NEW: +10/20/30% bonus speed from landing tricks based on level

  • REMOVED: Handling and Drift Turning increases

  • REMOVED: Gain speed from bonking on walls

  • Graphical Update: Now uses the correct color scheme when selected on Speed and Power types


Advantage P

We’re making Advantage P more air efficient so it can compete with E10-G


  • Top Speed: 189 -> 187

  • Drift Cost (Air/Second): 8.7/13.1/17.5 -> 7.0/12.0/17.0

  • Boost Cost: 23.4/28.1/37.5 Air -> 20/25/35 Air

  • Tornado Cost: 35/45/60 Air -> 20/25/35 Air

  • Drift Turning greatly increased

  • Graphical Update: Now uses the correct color scheme when selected on Speed and Fly types


Advantage S


  • Running Speed: 190/220/240 -> 200/220/240

  • Top Speed: 200 -> 192

  • Acceleration slightly decreased.

  • Passive Air Drain (Air/Second): 11.2/16.2/21.2 -> 10.6/15.6/20.6

  • Frames required to generate a Drift Dash: 45 -> 40

  • Boost Cost: 35/40/50 Air -> 30/40/50 Air

  • Tornado Cost: 35/45/60 Air -> 30/35/45 Air

  • NEW: Drift stats from characters are halved

  • Graphical Update: Now uses the correct color scheme when selected on Fly and Power types


Air Broom


Tornado Cost: 19/22.5/26 Air -> 20/25/30 Air


Air Tank

Air Tank is getting a major overhaul. Previously, it functioned as a worse version of Darkness. We want it to stay associated with air efficiency, but in a different way that doesn’t overlap with Darkness. This version plays off the idea of passive air gain started by Faster, and the idea of an evolving playstyle based on your level, like Heavy Bike. It will start as a standard gear, but transition into a high boosting gear as you level up. Keep in mind that while the boost costs look high, Air Tank’s air gauge is twice as large as normal.


  • Top Speed: 152 -> 184

  • Boost Speed: 200/230/250 -> 195/240/270

  • Boost Cost: 24/36/48 Air -> 30/60/120 Air

  • Acceleration moderately increased.

  • Air Gain from Tricks: 90% -> 100%

  • Air Gain from Shortcuts: 90% -> 130%

  • Air Gain from QTEs: 100% -> 130% (affects air gain from Green Cave Power Path 1)

  • No longer drains air passively.

  • NEW: Gains air passively: 1.7/3.4/5 per second.


Auto Slider

We’re turning Autoslider into a true drift gear while increasing character diversity by allowing drift characters to benefit from their stats.


  • Top Speed: 162 -> 157

  • Frames required to generate a Drift Dash: 40 -> 30

  • Drift Cost: 6.5/9.8/13.0 -> 5/10/15

  • Drift Turning drastically increased.

  • Tornado Cost: 35/45/60 Air -> 25/30/40 Air

  • Ignores drift stats from characters -> drift stats from characters are halved


Beginner

Last patch we tried something experimental with Beginner. We wanted to give it an identity as a true drift gear. Unfortunately we went too far in this direction and made it a poor pick that felt bad to play. This time around, we’re giving its ability to boost back. This should make it more in line with standard gears while keeping the powerful drift and zero passive air drain that has defined it.


  • Top Speed: 157 -> 175

  • Acceleration moderately increased.

  • Cannot Boost -> Can boost, standard boost speeds and costs

  • Frames required to generate a Drift Dash: 60 -> 65

  • Drift Cost (Air/Second): 4.8/7.8/10.8 -> 11.2/16.2/21.2

  • Drift Dash Speed: 250/275/300 -> 130/160/180

  • Drift Cap: 300 -> 310


Berserker

Berserker is getting a new coat of paint in DX. We've completely reworked Berserker effect. Now you'll enter a special state when above 75% of your maximum air. Use this to gain ludicrous speeds and punch through the competition. We're also increasing its air gain so it can make better use of the new effect.


  • Top Speed: 162 -> 175

  • Boost Speed: 202/232/252 -> 195/225/245

  • Acceleration moderately increased.

  • Air Gain from Tricks, Shortcuts, and QTEs: 100% -> 115%.

  • Berserker Effect: Always in attack state -> While above 75% of your Max Air, enter Berserk mode. In Berserk mode, you will be automatically put into boost state, rapidly accelerating. Berserk mode increases passive drain significantly.


Blue Star 2

Blue Star 2 has always been decent, however being locked to Sonic meant you couldn’t experiment with the Class system with this gear. We’re giving every board riding character the ability to use a “Blue Star 2 Replica”, which has the same stats as Blue Star 2 despite a different appearance. We also buffed its main gimmick to make it stand out a bit more.


  • Usable only on Sonic -> Usable on every character except Eggman

  • Boost Chain Modifier: +5% -> +15% ( 24.73% -> 34.73% )


Cannonball

Cannonball is much too unwieldy, so we’re toning down its turning speed.


  • Handling and Drift Turning slightly reduced.

  • Boost Speed: 199/229/249 -> 200/230/250


Chaos Emerald (Super Sonic)

Super Sonic has received many reworks in the past. This time is no different, although it might not be as massive a change as previous reworks. We're lowering ring costs across the board because there's nothing more infuriating than hanging on by a thread on ring gears. Lower boost speed means it will be a little harder to fish for attacks, but the lowered cost means you'll have more chances to do so throughout the race. We're also reducing his speed when using his Speed and Fly types to reduce his dominance on Babylon Garden.


  • Boost Speed: 285 -> 265

  • Boost Cost: 25 Rings -> 15 Rings

  • Drift Dash Frames: 50 -> 60

  • Drift Cost: 0.06 rings/sec -> 0.2 rings/sec (increased by 250%)

  • Passive Ring Drain reduced by 66%.

  • Acceleration greatly reduced.

  • NEW: Reduces Fly Hoop Speed by 5%.

  • NEW: Reduces Grind Rail Speed by 5%.


Cover F

We're trying something unique on Cover F. This version won't be able to boost normally, but will enter boost state when it performs a drift dash. Try it out when you get bored of the B button (X button boosters are not real)


  • Top Speed: 212 -> 200.

  • Boost Speed: 180/200/220 -> 210/240/260

  • Drift Cap: 250 -> 260

  • Frames to generate a Drift Dash: 50 -> 35

  • Drift turning moderately increased

  • Acceleration greatly increased

  • Max Air Tank Size: 125/165/205 Air -> 100/150/200 Air

  • Passive Air Drain: EXTREMELY HIGH -> STANDARD

  • Shortcut Air Gain: 200% -> 100%

  • NEW: Cannot normally boost. Performing a drift dash causes you to boost.

  • REMOVED: Passive air drain halts while charging jump.

  • REMOVED: Boosting restores air.

  • Graphical Update: Now uses the correct color scheme when selected on Speed and Power types.


Cover P

Cover P was in a weird spot in Tournament Edition V1.3. It was extremely powerful on Night Chase, but saw next to no play on other stages. We’re hoping to increase stage diversity by advancing its “Money Crisis” gimmick. Boost speed will now be affected by “Money Crisis”. Increased ring costs should make ring collection a priority throughout the entirety of the race, and top speed reduction is necessary to ensure we don’t bring back the slipstream monster that was 1.3 Cover P.


  • Top Speed: 220 -> 207 ( 220-270 -> 207-257 )

  • Boost Speed: 190 -> 195 + 1 Speed for every 2 Rings you currently have.

  • Boost Cost: 0 Rings -> 5 Rings

  • Drift Cap: 310 -> 280

  • Frames required to generate a Drift Dash: 60 -> 50

  • Drift Cost: 0.2 -> 0.24

  • Acceleration greatly increased

  • Passive Ring Drain increased by 42%.

  • Tornado Cost slightly reduced to avoid rounding errors.

  • NEW: Money Crisis increases Boost Speed

  • BUG FIX: Money Crisis now affects Top Speed during Fly State.

  • Graphical Update: Now uses the correct color scheme when selected on Speed and Fly types.


Cover S

The Cover series of gears tends to be where we try more experimental gear designs and that isn’t changing in DX. We’ve actually evolved the 1.3 Cover S concept into 3 new gears! This version of Cover S is a test for the idea of accelerating boosts. We hope that you try this out and give feedback!


  • Top Speed: 162 -> 200

  • Boost Speed: 200/230/250 -> 185/215/235

  • Boost Cost: 25/30/40 Air -> 35/50/65 Air

  • Frames to generate a Drift Dash: 60 -> 55

  • Drift Cost: 10/15/20 -> 9.5/14.2/19

  • Acceleration moderately increased

  • NEW: Gains 10 boost speed per second during its boost.

  • REMOVED: Bonus speed from shortcuts.

  • Graphical Update: Now uses the correct color scheme when selected on Fly and Power types


Darkness

As the one gear left unchanged from vanilla, it was clear that Darkness wasn’t popular or particularly viable in V1.3. With many gears being either faster or safer than these signature skates. We’re increasing its air efficiency to give it back the niche it was so famous for in vanilla.


  • Boost Cost: 22/26/35 Air -> 18/23/33 Air

  • Tornado Cost: 22/26/35 Air -> 18/23/33 Air


Default Gear (Blue Star, Type-J, Smile, etc.)

Default Gear is a solid option on every stage; arguably a little too powerful for how broadly useful it is. We’re removing its extra air regen from types, which should knock it down a peg while increasing the level of decision making at high levels of play. The increased top speed is merely to counteract the loss from Top Speed Class nerfs. This should make other classes a tiny bit more appealing on Default while keeping Top Speed characters where they are.


  • Top Speed: 192 -> 195

  • Shortcut Air Gain: 115% -> 100%

  • Graphical Update: Shadow's Default Gear "Black Shot" now has a unique design instead


Destroyer

Like the other dual type gears, we’re giving Destroyer the ability to be picked on characters that already have the type it gives. Doing so will “supercharge” your type, giving you faster speeds and otherwise function identically. We’ve also given it some better drift stats so it can stand out from the other dual types.


  • Usable only on non-Power types except Ulala, E-10000G, and E-10000R -> Usable on every character except Ulala, E-10000G, and E-10000R

  • Top Speed: 149 -> 172

  • Boost Speed: 196/226/246 -> 198/228/248

  • Drift Dash Frames: 60 -> 55

  • Drift Turning greatly increased.

  • Air Gain from Shortcuts: 55% -> 66.67%.

  • NEW: ON POWER TYPES: +10 speed from dash panels

  • NEW: ON POWER TYPES:+15 speed from power objects



E-Rider

Historically, E-Rider has been weak and felt extremely bad to play. It simply didn’t get enough stats to make up for its insanely high air consumption. In the last patch, we went for a type of “double booster” intended to be a middle ground between standard gears and High Booster. This design was a failure, so we’ve decided to bring it more in line with its original design concept. We’re giving it buffs across the board to create a true high performance, high consumption gear while reducing the frustration of airing out by reducing the time to charge a drift dash.


  • Top Speed: 163 -> 195

  • Boost Speed: 217/247/267 -> 220/240/260

  • Boost Cost: 40/60/80 -> 30/40/50

  • Drift Dash Frames: 60 -> 40

  • Drift Dash Speed: 90/110/130 -> 60/90/110

  • Drift Cap: 250 -> 260

  • Passive Air Drain: Reduced by 25% -> 2x standard passive drain.


Faster

Faster is a cool design idea but the numbers needed a bit of tuning.


  • Top Speed: 197 -> 202

  • Acceleration moderately increased.

  • Passive Air Gain increased by 16.67%.


Fastest

Fastest is the resident cruising gear. However, it’s inability to boost and low acceleration meant it struggled to recover from attacks or after certain QTEs. We’re giving it the ability to boost (and attack) while keeping its cruising/snaking identity by making its boost relatively slow and disabling its ability to boost chain. This should make Fastest viable on a few more stages, and give it more defensive options while making sure it still needs to work hard to interact offensively.


  • Top Speed: 205 -> 210

  • Cannot Boost → Can Boost, Cannot Boost Chain

  • Tornado Cost: 30/35/45 Air -> 25/30/40 Air

  • Drift Dash Speed: 80/100/120 -> 70/100/120

  • NEW: Boost Speed: 195/210/220 Boost Speed

  • NEW: Boost Cost: 25/30/40 Air




Gambler

In 1.3, we introduced the idea of Gambler being a hybrid Ring/Air gear. We’re sticking with this idea, although with a completely different implementation. Gambler will function as a normal air gear, that is, until it reaches 100 rings, at which point it converts into a ring gear with massively improved stats. It’s worth noting that even though it becomes a ring gear, it stays at level 3, which means level 3 boost duration, attacks, and tornados. We’re calling this ability ‘Overclock’. Once you overclock, there’s no going back.


  • Top Speed: 182 -> 172

  • Boost Speed: 195/250/270/325 -> 195/225/245

  • Boost Cost: 20/25/35 Air + 0/10/10/10 Rings -> 23/28/38 Air

  • Tornado Cost: 35/45/60 Air -> 20/25/35 Air

  • Acceleration moderately decreased.

  • NEW: Charging jump halts passive air drain.

  • NEW: Overclock - Upon reaching 100 rings, transform into a gear that uses rings as fuel with enhanced stats and fast ring drain.

  • REMOVED: Level 4

  • REMOVED: Rings picked up from the ground are doubled.


Overclock Stats:

  • Top Speed: 228

  • Boost Speed: 290

  • Boost Cost: 25 Rings

  • Drift Dash Speed: 150

  • Drift Cap: 280

  • Frames to Generate a Drift Dash: 45

  • Drift Cost: 0.1 Rings/sec

  • Tornado Cost: 10 Rings

  • Acceleration dramatically increased

  • Gain 15 rings whenever you land an attack

  • Stays level 3 while in Overclock Mode

  • Respawns with 30 rings


Grinder

Like the other dual type gears, we’re giving Grinder the ability to be picked on characters that already have the type it gives. Doing so will “supercharge” your type, giving you faster speeds and otherwise function identically. We’re giving it more air gain from types so it can stand out amongst its peers.


  • Usable only on non-Speed types except Eggman, E-10000G, and E-10000R -> Usable on every character except Eggman, E-10000G, and E-10000R

  • Top Speed: 162 -> 167

  • Boost Speed: 195/225/245 -> 200/230/250

  • Shortcut Air Gain: 60% -> 82%

  • NEW: ON NON SPEED TYPES: Reduces Grind Rail Speed by 5%

  • NEW: ON SPEED TYPES: Increases Grind Rail Speed by 12.5%


Hang-On


Hang-On is the only standard type ring gear. We’re buffing its numbers to bring it more in line with standard type air gears in terms of strength as well as changes to ring drain due to a better understanding of how to balance ring gears.


  • Top Speed: 182 -> 187

  • Boost Speed: 255 -> 245

  • Drift Dash Speed: 90 -> 100

  • Drift Cap: 260 -> 270

  • Frames required to generate a Drift Dash: 50 -> 45

  • Drift Cost: 0.2 rings/sec -> 0.1 rings/sec

  • Increased bonus drift turning stats by 52%

  • Passive Ring Drain reduced by 80%

  • Charging jump: halts ring drain -> increases ring drain by 50%

  • NEW: Does not lose cruising speed while charging jump

  • NEW: Plays a different song when played on Shadow

  • BUGFIX: Boost Cost and Tornado Cost slightly reduced to avoid rounding errors


Heavy Bike

In v1.3, level 1 and level 2 were very powerful; and level 3 was considered so weak that players would often dodge rings to stay at lower levels. Heavy Bike’s concept is that each level should have a distinct role, but you should still want to level up throughout the race. We’re reducing the air efficiency of level 1 and level 2 to weaken that playstyle, but increasing top speed at later levels and reducing the frames required for a drift dash to help encourage leveling up.


  • Top Speed from leveling up: +13 -> +19

  • Air Gain from QTEs: 100% -> 85%

  • Boost Speed: 265/255/245 -> 255/250/245

  • Boost Cost: 60/40/30 Air -> 65/50/30 Air

  • Frames required to generate a drift boost: 60 -> 50

  • REMOVED: Ignores Turbulence


High Booster

We’re tuning High Booster down a bit due to this gear gaining the most from the general changes to Boost Chaining.


  • Drift Dash Speed: 100/130/150 -> 70/100/120


Hovercraft


  • Top Speed: 192 -> 202.

  • Boost Speed: 210/240/260 -> 225/245/265

  • Drift Cap: 250 -> 260

  • Acceleration moderately increased


Legend


  • NEW: Legend effect is disabled while attacking or being attacked


Light Board

Light Board has been historically outclassed by gears like Fastest and Magic Carpet that simply did its job better. We’re making it stronger across the board and giving it so extra air gain so it can find its own niche. We’ve also given it some special properties that only apply to certain character classes to increase diversity.


  • Top Speed: 146 -> 175

  • Drift Dash Frames: 60 -> 50

  • Drift Cost (Air/Second): 9.4/13.8/18.2 -> 8.5/12.8/17

  • Tornado Cost: 35/45/60 Air -> 30/35/45 Air

  • Passive Air Drain: Standard -> Halved

  • Acceleration moderately increased.

  • Turning slightly increased.

  • NEW: Drift stats from characters are halved

  • NEW: Air Gain from Tricks: 100% -> 115%

  • NEW: Boost Speed increased by +4 when playing Sonic, Tails, Aiai, or E10G


Magic Carpet

With the Berserker effect being reworked, we felt it no longer fits on Magic Carpet. We’re also increasing its Drift Cap and reducing the effectiveness of Drift stats from characters to open the gear up to a wider variety of characters, while mirroring Light Board’s class unique effects. And hey, with the Berserker effect gone it can boost chain now.


  • Drift Cap: 250 -> 260

  • NEW: Drift stats from characters are halved

  • NEW: Boost Speed increased by +4 when playing Sonic, Tails, Aiai, or E10G.

  • REMOVED: Berserker effect

  • REMOVED: Cannot boost chain


Omnipotence

Omnipotence was generally the most powerful multitype gear in 1.3, making the dual type options obsolete at very high and very low levels of play. We’re giving it more air gain so it can be usable on more stages, while also giving it the negative modifiers dual types face to level the playing field.


  • Boost Speed: 200/230/250 -> 198/228/248

  • Shortcut Air Gain: 15% -> 45%

  • Acceleration moderately increased

  • Reduces Grind Rail Speed by 5% unless you are playing a Speed type

  • Reduces Fly Hoop Speed by 5% unless you are playing a Fly type

  • Hitting Power Objects grants +5 Speed if you are playing a Power type

  • Bugfix: Removed +10 Speed from Dash Panels


Opa Opa

Opa Opa was a bit weak, in both base stats and the strength of its attacks. These buffs are aimed at solving these issues while also giving an increase to the gear’s early game strength.


  • Top Speed: 162 -> 167

  • Boost Cost: 35/40/50 -> 30/40/50

  • Attack Stun: 210 frames -> 240 frames

  • Acceleration drastically increased


Power Gear

Last time, we introduced Power Gear as a boost chaining gear. We went a little too far in that direction. This version should keep that play style without breaking hands.


  • Top Speed: 162 -> 170

  • Boost Speed: 185/205/225 -> 200/230/250

  • Boost Cost: 2.4/3.6/4.8 Air -> 23/28/38 Air

  • Boost Duration: 20 frames, regardless of level or character -> 90 frames

  • Drift Cost: 9.4/14.4/19.38 air/sec -> 10/15/20 air/sec

  • Tornado Cost: 25/30/40 Air -> 23/28/38 Air

  • Acceleration slightly decreased

  • Air Cost Multiplier while Charging Jump: 10x -> 2x

  • NEW: Deceleration reduced by 25%


Powerful Gear


  • Acceleration increased dramatically.


Slide Booster

Simply put, Slide Booster was left behind in 1.3. We’re increasing its speed slightly to catch it up with the new powerhouses. The changes to slipstream should also give it the ability to catch up it desperately needs.


  • Drift Dash Speed: 20/25/30 -> 20/30/40

  • Drift Cap: 250 at all levels -> 240


Speed Balancer

Speed Balancer has always been a punishing gear. Despite its relative strength, its low turning ability pushed people away. We’re cautiously increasing its ability to make sharp corners while keeping it as the “going straight but with a different animation” gear.


  • Drift Cost (Air/Second): 9.4/14.4/19.4 -> 9/13.5/18

  • Increased bonus drift turning stats by 25%.

  • Decreased negative normal turning stats by 16.67%.

  • NEW: Loses no speed from hitting a wall.


Super Hang-On

Super Hang-On is a decent pick, but it’s limited by needing to get a lucky air box to keep up on some stages. We’re making it a little more air efficient to help with this.

  • Boost Cost: 30/37.5/45 Air -> 28/33/43 Air

  • Drift Cost: 8.2/13.2/18.2 -> 5/10/15

  • Tornado Cost: 25/30/35 Air -> 20/28/33 Air

  • Multiplier from Pit Air Gain: 3x -> 2.75x (With the increase to global Pit Air Gain, the rate it gains air is reduced overall by 0.7%.)


The Crazy

We're reducing The Crazy's boost speed to bring it in line on stages like Splash Canyon. We're also reducing ring costs on secondary actions to incentivize a more diverse gameplan than "press B".


  • Boost Speed: 285 -> 275

  • Drift Cost (Rings per sec): 0.3 -> 0.2

  • Tornado Cost: 10 Rings -> 5 Rings

  • Passive Ring Drain: 0.3 rings/sec -> 0.2 rings/sec

  • Acceleration reduced.

  • Boost Cost slightly reduced to avoid rounding errors.


Trap Gear

Overall Trap Gear is in a good spot. However, it’s hurt the most by the new Tornado Lockout Timer, so we’re increasing the speed of its tornado boosts to compensate.


  • Top Speed: 190 -> 195

  • Boost Speed: 220/250/270 -> 225/255/275


Turbo Star

Turbo Star was extremely dominant in competitive play due to being air efficient without major downsides on most stages. We’re toning it down overall while expanding on its gimmick by making level 4 a proper level up rather than just increasing boost speed.


  • Top Speed: 182 -> 177

  • Boost Speed: 200/225/245/265 -> 195/225/245/260

  • Drift Cost (Air/Second): 9.4/14/18.7 -> 10/15/20

  • Passive Air Drain: None -> Standard

  • NEW: Level 4 refills air, and increases boost duration, drift cap like normal level ups.