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Sonic Adventure 2/Character Actions

From SA Docs

The lists on this page denote the various actions that each of the character classes can perform in Sonic Adventure 2. While they all share actions denoted in the "Common Actions" section, not all characters can perform all actions through normal means.

Common Actions

All characters pull their actions from the entries in this list, though some of the actions are exclusive to speed-types.

ID Description Notes
0 None
1 Move
2 Unknown This action is used when running through the corkscrew section at the end of Radical Highway
3 Spin Dash charge
4 Spin Dash
5 Unknown
6 Jump
7 Spring
8 Spring Path Trajectory cannot be influenced until the path is finished
9 Launched by object This is used when the player lets go of the vines in Green Forest/White Jungle and the large missile in Metal Harbor
10 Midair Falling without using a jump and being caught in an updraft are examples of this action's usage
11 Ledge balance
12 Brake
13 Jump Dash
14 Push
15 Hurt
16 Wall bump
17 Skidding
18 Object Action This action is handled by the object's code. Some examples are the Goal Ring, the platforms that lock the mech characters in place, and the Mystic Melody portals
19 Pick up object
20 Put down object
21 Stand with object
22 Begin to grab large object
23 Grab tree This is also used after pushing/pulling a large object
24 Release object
25 Move with object
26 Throw object
27 Brake with object
28 Fall with object
29 Jump with object
30 Spring with object
31 Spring path with object Trajectory cannot be influenced until the path is finished
32 Pull
33 Throw object in midair
34 Shake tree
35 Shake object
36 Unknown
37 Unknown
38 Captured
39 Grab onto ledge
40 Ledge recover
41 Fail to pick up large object
42 Whistle
43 Pet
44 Throw Chao into machine
45 Mystic Melody
46 Mystic Melody fail This action is used on the first frame when the Mystic Melody is played again after a successful activation
47 Mystic Melody fail This action is used when the Mystic Melody is played again after its effect has been activated
48 Look at Mystic Melody Shrine This action is used when examining the Mystic Melody Shrine without the upgrade
49 Uproot
50 Look at Hint Monitor
51 Pulley
52 Sliding on water current
53 Disable controls Some examples of this action are interacting with the Mystic Melody shrines, being scared by Boos, putting on the Sunglasses upgrade, and breathing air bubbles
54 Event This action is used whenever a mini-event is running and during the 2P Intro sequences
55 Drown
56 Sinking in quicksand
57 Death
58 Debug This action cannot be activated with hunting-types

Speed-Type Actions

The following actions are exclusive to Sonic, Shadow, Amy and Metal Sonic, provided that they're allowed to perform said actions.

ID Description Notes
59 Light Dash
60 Light Attack
61 Somersault
62 Somersault (continuous)
63 Somersault slide
64 Somersault end
65 Somersault cancel
66 Somersault from a running start
67 Somersault from a running start (continuous)
68 Somersault punch
69 Bounce Attack
70 Bounce Attack rebound
71 Grind
72 Hold onto ceiling rail
73 Grind trick
74 Magic Hand
75 Ramp trick
76 Board
77 Unknown
78 Brake on board
79 Fall with board
80 Jump with board
81 Board trick
82 Wall bump with board
83 Activate Gravity Lever
84 2P Speed Up
85 2P Attack
86 2P Stop Time
87 Black Shield SA2B only

Hunting-Type Actions

The following actions are exclusive to Knuckles, Rouge, Tikal and Chaos Zero, provided that they're allowed to perform said actions.

ID Description Notes
59 Glide
60 Bounds glide Used when hitting the death zone boundaries while gliding, causing an automatic U-turn to occur
61 Dig into ground
62 Jump out of dig
63 Unknown
64 Failed ground digging
65 Dig into wall
66 Dig out of wall
67 Unknown
68 Failed wall digging
69 Climbing wall
70 Climb up wall ledge
71 First standing punch/kick
72 Second standing punch/kick
73 Third standing punch/kick
74 First running punch/kick
75 Second running punch/kick
76 Third running punch/kick
77 Spiral Upper/Screw Kick
78 Drill Claw/Dive
79 Float in water
80 Swim
81 Dive underwater
82 Sunglasses
83 2P Earthquake
84 2P Attack
85 2P Stop Opponent
86 Turtle dive
87 Hold underwater turtle

Mech-Type Actions

The following actions are exclusive to Mech Tails, Mech Eggman, Chao Walker and Dark Chao Walker, provided that they're allowed to perform said actions.

ID Description Notes
59 Unknown
60 Hover
61 Boxing Glove
62 Propeller Punch
63 2P Missile Special
64 Rocket Launcher
65 Power Laser
66 Fire Homing Missile
67 Melee attack knockback

Tails Actions

ID Description Notes
59 Fly
60 Tail attack

Eggman Actions

ID Description Notes
59 Unknown
60 Swipe/kick attack

Super Sonic/Shadow Actions

The following actions are exclusive to Super Sonic and Super Shadow.

ID Description Notes
59 Float in place
60 Move
61 Dash up
62 Dash down
63 Dash diagonal up
64 Dash diagonal down
65 Unknown
66 Switch character
67 Homing dash

Transition Actions

The following actions are universally applied and will override the current action when certain criteria are met.

ID Description Notes
0 Null
1 Unknown Forces the "Special Path" action. Seemingly unused, as that action is automatically applied during its single use case.
2 Unknown Forces Action 5. Seemingly unused, as this action is only referenced for speed-type characters.
3 Propulsion Activated when touching dash panels, rebounding off of an Artificial Chaos' body, or dealing damage to Biolizard, forcing a locked temporary movement vector.
4 Spring Forces the Spring action
5 Launch Panel Activated when touching launch panels. Forces the Midair action
6 Spring Path Forces the Spring Path action
7 Object Launch Forces the Object Launch action, activated when being released from automated objects like the Green Forest vines and the Metal Harbor missile
8 Updraft Forces the Updraft action
9 Object Control Forces the Object Control action
10 Path Spin Activated during the warp tube sections in Crazy Gadget and the S-tube sections in Green Hill. This places the player in the 11th animation (Spin Dash Charge for speed-types) while moving along an automated path.
11 Unknown
12 Unknown
13 Unknown
14 Unknown
15 Object Control Release Activated when an object that uses the Object Control action re-enables regular controls.
16 Spring Spin Activated when touching wide springs. This places the player in the Spin Dash action while being propelled by the spring's power settings.
17 Unknown
18 Unknown
19 Unknown
20 Pulley Forces the Pulley action
21 Unknown
22 Captured Forces the Captured action
23 Captured Forces the Captured action. Identical to transition action 22, with the only difference being an altered voice ID.
24 Wall Bump Forces the Wall Bump action
25 Air Bubble Activated when breathing an air bubble. Resets the underwater timer and places the player in the Disable Controls action temporarily
26 Spawn Held Object Activated when using the Magic Hand ability. Forces the Held Stand action
27 Drown Forces the Drown action
28 Quicksand Sink Forces the Quicksand Sink action
29 Unknown
30 Unknown
31 Object Grind Activated when interacting with objects coded to behave like grind rails, not the ones that are part of the level geometry
32 Object Ceiling Rail Activated when interacting with objects coded to behave like ceiling rails, not the ones that are part of the level geometry
33 Scared Activated when being scared by Boos. Forces the Disable Controls action
34 Board Activated when passing through a board trigger. Forces the Board Fall action
35 Water Slide Forces the Sliding on Water Current action
36 Unknown
37 Death Forces the Death action
Sonic Adventure 2 Information
General Information File FormatsLevelsTexture FilesVoice ListMusic FilesGame Builds
Character Information Model DataAnimation FilesActionsAnimation Lists
Other CutscenesSound Effects