Best Place To Start A Combo In Each Level Of Tony Hawk’s Pro Skater 1+2

Both new and returning players alike are either discovering or rediscovering ways to pull off massive combos in Tony Hawk’s Pro Skater 1+2. Each level requires a different strategy, and it’s good to have the best tips for finding a great way to start off a combo in each level. These may not be the absolute best ways to start off a line, but they are all easy to accomplish by the average player.

Related: 10 Fixes Tony Hawk’s Pro Skater 1+2 Needs Immediately

Starting here is a surefire way to get at least a one million point combo. With a little more practice, however, these lines can end up netting the player anywhere between five and ten million points.

19 Warehouse

For newcomers, starting off in the half-pipe with a few 900s or Varial McTwists is a solid foundation in this iconic level from the first game. Then, press the spine transfer button to grind out the half-pipe and make it to the big red rail, where more experienced players can grind and manual around the edge of the area.

18 School

On the roof to the right of where the player starts is a perfect opportunity for some big air. Spine transfer from the roof’s ramp onto the ramp below, during which it is possible to do a 900 with several additional spins to increase the move’s score. After landing go off the other ramp and do another special. With the right moves, one’s base score can go up to sixty thousand with just these two ramps.

17 Mall

Considering the linear nature of the level, one is best advised to start their combo off at the very beginning ramps. Manualing down these slopes gives more than enough momentum to reach the rails, where one can easily grind and manual their way down towards the end.

16 Skate Park

Go into the half-pipe and pull off several special tricks, and then spine transfer out.

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From here it is easy to see a combo line with ramps and rails. Getting a hang of the Wallride and Wallieplant will help not overuse the manual and net some air where no ramps are around.

15 Minneapolis

Start a combo here on the roof, which can be accessed either by a path starting from a parked truck or by using a Wallieplant. There is a bowl up here with some great vert opportunities. Grind out of this and use the rails to jettison off the roof to the ground below.

14 Downhill Jam

It is easy to bail and fall out of bounds here. Start combos off in the half-pipe in the middle of the map. Afterwards, more ambitious players can continue comboing down the park. Upon reaching the end, jump and be in the air while teleported to the start to continue the combo into a manual.

13 Burnside

The best starting point here is the pool in the corner of the map. After some vert action, spine transfer out of it to take advantage of the rails and grinds laying around the park. The ramps are spread far apart here, so be careful not to wear out manual balance too quickly.

12 San Francisco

The beginning of the level has two ramps opposite each other. After some tricks here, manual off the ramp, netting some big air over the mini Lombard street. From here things get trickier, as objects are spread far apart, but already one should have a solid combo worth several hundred thousand points.

11 Roswell

The center of this alien-themed map is a great place for a combo. Go up one ramp, revert and manual to the two rails and make it to the other ramp. Rinse, wash, repeat several times to make a million points without breaking a sweat or thinking too hard.

10 The Hangar

Somewhat similar to the Warehouse, the half-pipe in the middle is a great starting point. Using a Wallieplant, it is possible to start off the combo with an Acid Drop into it.

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This is a more expert maneuver however, and simply starting in the half-pipe normally will suffice.

9 School II

To the left of the starting area are two ramps opposite each other. Trick off these and then manual to the rail going down the stairs. Jump off the rail mid-way for a boost of air, landing with enough momentum to make it to the picnic tables.

8 Marseille

The pool here can be hard to handle, but most combos start off good by using a spine transfers near the beginning ramps. At the end, press the spine transfer button again to grind the edge of the pool. From here there is a fairly obvious line of grinds going around the park.

7 New York

For anyone wishing to avoid taxis in New York, go to the area where the hidden tape lies. More daring players should go to the ramp on the far left corner of the map and start the combo there. Ride off the kicker after for another boost of big air into a rail. Just be weary of the taxi drivers.

6 Venice

Go to the left and use ramps for some starting points. Then grind along the wall and fence on the edge of the map. On the other end is yet another ramp. Going back and forth here a few times is enough to win many multiplayer rounds.

5 Skate Street

Use small half pipe in the corner of the map. The small space between them makes air tricks even more lucrative. Spine transfer out of these after a while to manual towards the nearest rails. A pool on an elevated platform is also decent way to start a combo here, too.

4 Philadelphia

By grinding the power line connected to the rail, another part of the park opens up. Here is a half-pipe and a more open area. The rest of the level is fairly spread out, making combos difficult, so stay here for a better time and more points.

3 Bullring

The level starts off in what appears to be the only half-pipe available, but a more hidden one is in the map to the side of the big half-pipe. Grinding along the ramp which circles the map is an easy way to get around and exploit every area of the level.

2 Chopper Drop

This simple map offers few alternatives to combos other than the giant half pipe. To keep momentum going, grind along the edge and jump off into a manual for some more speed. While it is one of the safer levels, it is also difficult to achieve more than a million points.

1 Skate Heaven

For starters, the half-pipe here provides enough for a couple of hundred thousand points. However, a long, winding half-pipe is even better for increased speed and grinding. This level is pretty tough, however, since the amalgam of skateparks lacks logic, making cohesive lines hard to see at first. God berating the skater for failing does not make bailing any easier, either.

Next: 6 Best Changes To Tony Hawk’s Pro Skater 1+2 Remake (And 5 Worst)

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