Denshattack! Tricks and Scoring Guide
Denshattack! Tricks and Scoring Guide

Update Datetime: 2026-09-14 10:52
TRICK GUIDE
Denshattack! Tricks and Scoring Guide
How tricks, chains and combos work, why clean landings matter, and how to go after gold medals, dares and race wins.
Tricks on
Right stick
Top chain
5× in a jump
Top combo
50 tricks
Medals by
Time + score

Scores in Denshattack! come from style, but medals come from style plus speed plus completing the extra objectives. That combination is what makes gold hard. This guide explains the pieces and how they fit together. It draws on the store page, the official achievement list and reviews at Steam Deck HQ and GamingOnLinux. Exact point values are not published, so the focus is on what the game rewards rather than numbers.

1 How tricks are input

Steam Deck HQ explains that tricks come from the right stick. Moving it in a direction produces a trick, and extending the motion produces longer tricks: its example is that pushing down and then rotating 90 degrees to the right performs a Front 180, while longer sequences build into named moves such as a Front Cancel Kick Impossible.

Learn a few inputs well
A handful of reliable tricks you can land every time is worth more than a long list you fumble. Consistency keeps combos alive, and combos are where the score is.

2 Chains versus combos

The achievement list separates two ideas that are easy to confuse. A trick chain is several tricks inside a single jump. A combo is a sequence of tricks strung together across the run without breaking.

GoalAchievements
Chain in one jumpHat Trick Star (3×), Quint-Essential (5×)
Combo across the runThere's a Trick to It (10), Combo Wizard (25), Combo Master (50)

Chains need airtime, so look for the biggest ramps and drops. Combos need continuity, so the connecting moves between jumps matter as much as the jumps themselves.

3 Keeping a combo alive

Stages are full of things to link: tracks to switch to, rails to grind and obstacles to jump, as Steam Deck HQ puts it, along with wall runs. It also mentions manuals, whose duration some trains affect, and GamingOnLinux adds drifting around corners.

1
Jump and trick
Build the chain while airborne.
2
Land into a grind or wall run
Connect straight into the next surface rather than touching down on plain track.
3
Bridge the gaps
Use manuals, drifts and track switches between features to keep the sequence going.

4 Crashes cost more than you think

Steam Deck HQ notes that crashing reduces your score, and a crash also ends whatever combo you were building and loses time, which feeds into medals. The Not a Scratch achievement, for finishing a level without crashing, shows that a clean run is its own goal.

✕ Throws runs away
  • Starting a long trick too late in a jump
  • Chasing points on a stage you do not know
  • Ignoring the camera change before a jump
◯ Protects the run
  • Short tricks on small jumps
  • A first run to learn the route
  • Save big chains for known big air

5 How medals are decided

Steam Deck HQ explains that levels are ranked by how long you took, the score you reached and whether you completed the optional objectives. Gold therefore needs all three, which is why a slow, high scoring run or a fast, sloppy one both fall short. The achievements start with Shiny Start for your first gold and finish with Golden for every gold medal.

✓
Split the work Do one run for the optional objectives and route knowledge, then return for time and score once you know where the big trick opportunities are.

Trains matter too. Steam Deck HQ describes trains with upsides and downsides, such as extra combos and better traction in tunnels balanced against drawbacks like shorter manuals. Pick a train that suits the stage you are chasing gold on.

6 Races and rivals

Races pit you against rival trains. The achievements include Inch or a Mile for your first win, HSR Crusher for winning every race, and Destruction Derby for derailing 200 race rivals, which tells you that knocking rivals off the track is part of racing rather than a side effect. In a race, speed and route matter more than style, so take the fastest line and use derails to remove threats ahead of you.

7 Dares

Dares are optional challenges. Sidetracked unlocks at 10, Daredevil at 100 and Ultimate Challenger for completing them all. GamingOnLinux mentions score and completion challenges that add replay value, and dares are the most visible form of that. They also double as practice: each one isolates a skill you will need for gold medals later.

Summary

Tricks come from right stick motions, and longer motions make longer tricks. Chains are tricks within one jump, up to 5 for an achievement, while combos run across the stage, up to 50. Keep combos alive by landing into grinds and wall runs and bridging gaps with manuals, drifts and track switches. Crashes cut score and time, and medals judge time, score and optional objectives together, so learn a route before chasing gold and pick a train that suits it. Derail race rivals and use dares as practice.

Related Pages

Comment

No comments yet. Be the first to post one.


Note Do not post abuse, off-site solicitation or illegal information.
None
Attached image preview