SONIC RIVALS 2 STRATEGY GUIDE
Sonic Rivals 2, despite being a clunky game, has a fair share of movement tech and strats used for speedrunning, This little guide will get you to know more about this game's movement tech and some strategies I use for speedrunning to hopefully help improve your times!
MOVEMENT TECH
Animation Speed
The way this game's speed tech (which I like to call "Jostle Speed") works is whenever a character's animation plays, the speed they travel in is maintained. So if lets say, Rouge plays her Signature Move right as she hits a Boost Pad, the speed is maintained from every frame of the animation until it is over. So by spamming O to jostle over a Boost Pad, you can essentially keep the speed until you come to a halt, the animation ends, or falling off a ledge. You can also do this with Spin Dashes right as you release it, but it cannot be chained like Boost Pads. Keep note that Jostle Speed does alter physics a slight bit, but it can be used to your advantage.
Stationary Spindash
While the game allows you to rev up a Spin Dash before the countdown at a race, the speed you get out of it is slower than a regular Spin Dash. Instead of doing that, once "GO!" appears on screen, quickly perform a Spin Dash. You'll save a bit of time and get a head start outrunning the rival. You can also combine this with a Jostle as mentioned, but refrain doing outside of Time Attack since you'll auto-lock on the rival and lose precious time.
Slope Speed
Slopes in this game are a little weird, but did you know that they can be used to help speed? For certain slopes, if the player is airborne and is moving forward, the player can gain speed from the slope. A ton of speed can be obtained if the player is airborne much longer. Take this clip for example.
Rail Drop
This trick is very useful in Mystic Haunt 1 and Chaotic Inferno 1. Simply hold the Down Direction and press X to drop down a Rail.
Fast Lava Platform
Also in CI1 and CI3, these Lava Platforms are to be used to get to higher places, but if you fast enough mashing speed, you can scale these much more quickly. Here is me doing it with slow and normal mashing, and the other is fast mashing.
Dash Launch
Works on both Rivals games, but has less use on Rivals 2. Simply go on a Boost Pad and perform a quick Homing Attack as you gain speed, you'll be shot into the direction it takes you while being slightly airborne.
STRATEGIES AND SKIPS
Results Skip
After completing a stage, the game rewards you cards that get added to your overall card collection depending on what objectives you complete. During Story Mode, the player has to wait until they are rewarded all the cards for each stage in the game, which is around 24 total acts. However, upon the very first frame of completing the act's main objective (Touching the Goal Ring, Timer counting to 0 in Ring Battle, Capturing all Chao, Landing the final hit on a boss, etc.), the game considers the act completed and the player can simply exit the stage and head to the next stage on the World Map, skipping the need to see the results screen. Keep in mind that you will not have your time, score, or collected cards saved.
BLUE COAST 1
Barrel Skip
BC1 has two "mandatory" barrel sections that has the player be placed inside a barrel that takes them down a hill to eventually crash. This is slow and we don't want to lose time! Luckily there is a strat that allows us to skip those pesky barrels! Perform a Sonic Boom or a Homing Attack around where Sonic is positioned in the video to successfully perform Barrel Skip. The same set up is also used for the other barrel section.
BLUE COAST 3
Loop Launch
Before the spiral to the 1st Glider Section, you can skip the majority of it to save time. Jump around the area Sonic jumps to perform this Loop Launch.
Glider Jump
At the 2nd Glider section, you can maintain the speed from the Glider and carry it over to the final sections of the stage. It looks tricky at first, but is easy once you get it the positioning and timing done right. Here is an clip of it being performed and a more in-depth tutorial on how to perform it.
SUNSET FOREST 1
Vine Skip
By the giant tree, there are vines that pulls the player back and acts as an automated section, but you can skip this by performing a timed jump to avoid the springs after leaving the pipe.
SUNSET FOREST 3
Climb Skip (Tails Only!)
This level has two sections the player must go through to progress, which involves climbing walls. Only Tails can skip these walls. The first wall is simple enough.
But the 2nd one is much harder and will take a lot of practice. Best advice is to gain some height from the bar to make it a bit easier.
NEON PALACE 1
Slot Machines
There are a total of 4 slot machines in NP1, 3 of them are faster to win and take the upper routes, but the last one is actually faster to lose to take the bottom path to avoid a slow Dice path.
NEON PALACE 3
Pipe Boost
Upon reaching the section in the clip, you can perform a well timed Sonic Boom so that Sonic can avoid hitting the spring and gain speed.
Spiral Skip
After entering the pipe, you can do a homing attack to avoid having to run down the spiral. Combine this with Slope Speed and you'll be sent flying!
FRONTIER CANYON 1
Loop Launch (again)
Just like BC1, you can perform another Loop Launch to land on top of another loop to grab a few rings to fill up your Signature Move meter.
Wall Launch
This section in FC1 can be sped up a bit by performing this jump around the first ring is located. Make sure you jump before you collect it. This will skip a small portion and save very little time but it's still worth going for.
Bridge Jump
Around the broken bridge, you can perform a jump to skip it. While hitting the wall after landing is the easy way to do it, performing a very precise jump allows you to barely miss the wall and maintain some speed. Jump around where Sonic is visually in the left of the "DANGER" sign.
Spiral Wall Launch (FC1 Variant)
A Spiral Wall Launch is exactly how it sounds. Some spirals are on walls and some can be skipped entirely to save a good amount of time. On FC1, you have to take this Spiral, however, if you do a full jump around where the ring is, you can land on the other side. Combine this with a Sonic Boom to regain all your speed. All characters can perform this skip.
FRONTIER CANYON 3
Optimized Ending
Fill up your meter and perform a Spin Dash, then jump and use Sonic Boom.
MYSTIC HAUNT 1
Another Spiral Skip
The easiest one by far, simply land on the Boost Pad and perform a short jump. Don't make any inputs until you touch the ground.
Warp Skip
Warp Skip can be done by all characters, but Sonic and Tails are the easiest to do. For Sonic, when you land on the platform before the Warp Room, perform a Spin Dash, do a full jump, homing attack mid-air and Sonic Boom to the other side.
For Tails, you can simply fly over.
The other characters on the other hand is harder, but it can be done.
MYSTIC HAUNT 3
Spiral Wall Launch
Around the curve, perform a full jump to make it to the other side of the spiral and perform a Sonic Boom to regain all your speed.
CHAOTIC INFERNO 1
Another Spiral Skip!!!
This skip is much more clunky due to the physics. Jump and position yourself to the middle of the lava to avoid getting caught by the spiral.
CHAOTIC INFERNO 3
Fast Cannon
CI3 has 4 cannons, 2 of these are used to gain a ton of speed. To perform, pay attention to when the cannon begins to change positions. Before it does, that is when you press X to shoot yourself out of it. If done correctly, you'll gain a ton of speed from it. Refer to NeonPalace's guide to get a better understanding on this trick.
Rocket Section
During the level, you'll eventually come across a section where you have to use these rockets to reach the top.
Here's how to do it as Sonic.
And here's how to do it as Tails
And that is basically it for the major strats used for speedruns of this game. Hope you find this useful!