Trick Point FAQ by A. C. Grecor

Version: 1.2 | Updated: 02/05/03 | Printable Version

Tony Hawk's Pro Skater 4 Trick Point FAQ
Version 1.2 - For Playstation 2 platform
Author: A. C. Grecor -- Started 10/28/02

Table of Contents
1. Revision History
2. Summary
3. Disclaimer
4. Copyright, Latest Version, & Contact Info
5. General Tips
5.1. Special Tips
6. Point Values for Tricks
6.1. Flip Tricks
6.2. Grab Tricks
6.3. Lip Tricks
6.4. Manual/Flatland Tricks
6.5. Special Air Tricks
6.6. Special Grab Tricks
6.7. Special Lip Tricks
6.8. Special Manual Tricks
6.9. Special Grind Tricks
7. Addendum/Notes/Credits

1. Revision History
1.0 - Initial Release 10/28/2002
1.1 - Minor updates 1/26/2003
1.2 - Minor updates 2/4/2003

2. Summary
This guide is not intended to be a complete walkthrough of Tony Hawk's Pro Skater 4.
My goal in writing this FAQ is to provide a list of tricks and their point values so
others don't have to spend hours going through all the tricks like I have for THPS3
(for both PS1 & PS2) and now THPS4.  I'll also try to provide some brief strategies
for getting big combos that I've found so far.

3. Disclaimer
While I would call myself a "decent" player at THPS3, THPS4 had come out only 4 days
before I started writing this FAQ.  I've now made it through the game, but I'm sure
there are others out there that are much better than I.  I started this FAQ, in part,
because I'd become stuck on the last half-dozen or so goals -- most of which needed
BIG combos/scores in tough places and I needed to work out the point values to modify
my tricks & maximize my chances of beating those remaining goals.  These point values
are accurate to the best of my ability, but some tricks (grinds and manuals) start
accumulating additional points immediately and therefore those points are basically a
"best guess" value and may be off.

4. Copyright, Latest Version, & Contact Info
This FAQ is copyright 2002 & 2003 by A. C. Grecor (a nom de guerre).  You may reprint
this FAQ only for your personal use & may redistribute this FAQ only if the following
conditions are met:
  1. The FAQ must be distributed in its entirety (including this notice)
  2. You may not materially profit from the distribution of this FAQ (you may recover
     up to 25 cents U.S. per copy to offset copy costs)
  3. You may not redistribute this FAQ in an electronic media form without permission
  4. You must get permission from the author to use any portion of this FAQ elsewhere

Permission to use/redistribute this FAQ or any portion of it may be obtained by E-mail
sent to the E-mail address at the bottom of this FAQ.  All correspondance/submissions
become the property of A. C. Grecor and may be included or referenced in future
versions of this FAQ.  Submitting information to the below E-mail address constitutes
a waiver of all rights (including copyrights) on said information.

I can't (and won't) answer all E-mail submissions -- particularly not ones asking
stupid questions or questions irrelevant to the general topics covered by this FAQ.

The latest version of this FAQ can be found at

5. General Tips
1.  Use reverts (R2) followed immediately by a manual (up-down or down-up) to exit/land
    every down-ramp trick (flips, grabs, & lip tricks) and to keep your combo alive.
    I'm told (haven't tried this) that you can revert, then ollie, THEN manual to
    conserve your speed more than just the revert then manual does.
2.  Reverting a landing makes awkward/sloppy landings less likely to bail.
3.  Each revert and manual adds a multiplier to your trick combo.
4.  Pivot (R2 during a manual) to get more multipliers.
5.  Spin/rotate during air tricks to add multipliers to the BASE SCORE for that trick.
    (NOTE: Learn to do this!  It will HUGELY increase your trick scores!  I've been told
     the trick has to finish before the rotations start counting, though.)
6.  Spine transfer (R2 while in the air) to hurdle ramps or bowls placed back-to-back.
7.  Spine transfer to land right-side up when you're going to miss a down-ramp landing.
8.  Each time you repeat a trick, the point value of the trick decreases.
9.  Do a revert (R2) to "switch" between normal and goofy (left-footed) stances.
10. Tricks done while switched are worth 20% more points and decrease independently of
    the non-switched point value (they're effectively a different trick).
11. While you can use a nollie (L2) stance from "normal" stance and a "fakie" (L2 while
    switched) stance for variety, there is no advantage to doing so.  They aren't worth
    more points and they don't count down independent of their "normal" counterparts.
12. When doing an ollie, use a no comply (press UP just before releasing "X") to jump a
    little higher/farther than a normal ollie.
13. Use a fastplant/beanplant/boneless (press UP-UP just before releasing "X") to jump
    a little higher/farther than the no comply.

5.1. Special Tips
People seem to get stuck in a few spots more often than the rest.  Here are some special
tips for those areas that I seem to get asked about most frequently.
1. The Zoo -- You get inside the aquarium building by making Stompy angry.  Make
   Stompy angry by trying to land on or grind his back/head.
2. Rune's Pro Challenge -- Eggplant the roof edge.  Assign eggplant to Up-Triangle, get
   special, line up a little left of the board the skaters shoved out, then fastplant
   (or beanplant/boneless--see general tip 13) to get high enough for the eggplant.
3. Rune's Pro Challenge -- one foot blunt the grommet.  Firstly, "grommet" (or "grom")
   is a term borrowed from surfing.  It means a young surfer (or skater in this case).
   The grommet is the kid holding the skateboard over his head on top of the water tower.
   One of the things you COULDN'T do in THPS3 that you CAN in THPS4 is ollie HIGHER to
   another lip.  I did this one by doing one foot blunt to the high lip, then doing
   another ollie from there to a quick lip trick on the grommet's board.
4. The Alcatraz Switchback Manual -- I've never been able to beat this one without
   cheating (slo-mo).  I have received tips saying that the best way to beat this one is
   to use the flatland tricks to help.  One suggestion was to switch to a casper, do
   casper spins (R2) around the corners (which apparently helps balance), then ollie
   back to a manual for the speed.  The other suggestion was to use a handstand, or
   a flatland trick that drags the board to keep your speed down through the run.  If
   you use a pogo, make sure you get out of it before you slow down too much!

6. Point Values for Tricks

6.1. Flip Tricks (performed using square button in air)
 (Note, if 2 tricks are listed, the 2nd is performed by pressing the square button
  twice.  If 3 are listed, press square 3 times to perform the third trick)

150/500  Back Foot Heelflip/Double Back Foot Flip
150/500  Back Foot Kickflip/Double Back Foot Flip

100/500/1000  Pop Shove-It/360 Shove-It/540 Shove-It
100/500/1000  FS Shove-It/360 Shove-It/540 Shove-It
100/500/1000  Impossible/Double Impossible/Triple Impossible
100/500/1000  Heelflip/Double Heelflip/Triple Heelflip
100/500/1000  Kickflip/Double Kickflip/Triple Kickflip

300/500  Hardflip/360 Hardflip
300/500  Varial Heelflip/360 Heelflip
300/500  Varial Kickflip/360 Flip

350/500  Inward Heelflip/360 Inward Heelflip

400/800  Front Foot Impossible/Double Front Foot Impossible

500/1000  Ollie Airwalk/Ollie Airwalk Late Shove-It
500/1000  Ollie North/Ollie North Back Foot Flip

700/1000  Fingerflip/Double Fingerflip
700/1000  180 Varial/360 Varial

800  Heelflip Varial Lien

900/1000  Sal Flip/360 Sal Flip

6.2. Grab Tricks (performed using circle button in air)
 (Base points -- you can hold circle to increase the point values of these tricks.)
250/500  Cannonball/Fingerflip Cannonball

300/400  Melon/Method
300/400  Nosegrab/Rocket Air

300/500  Tailgrab/One Foot Tailgrab
300/500  Indy/Stiffy

300/1500  Benihana/Sacktap (1500 NOT a typo!)

350/400  Crail Grab/Tuckknee
350/400  Crossbone/Crooked Cop
350/400  Stalefish/Stalefish Tweak
350/400  Indy Nosebone/Del Mar Indy

350/500  Mute/Seatbelt Air

350/800  Japan/One Foot Japan

400/500  Airwalk/Christ Air

450/600  Wrap Around/Body wrap

500/500  FS Shifty/BS Shifty

600/800  Madonna/Judo

6.3. Lip Tricks (performed using triangle button on top of a ramp)
 (Base points -- hold the trick longer to increase the point value.)
400  Axle Stall

450  Varial Invert to Fakie

500  One Foot Invert
500  Rock to Fakie
500  Invert
500  Blunt to Fakie

550  FS Noseblunt
550  FS Nosepick
550  Boneless
550  Andrecht Invert
550  Eggplant

575  Gymnast Plant

600  Disaster
600  The Switcheroo

6.4. Manual/Flatland Tricks (performed while in a manual)
I'd love to tell you what the point values for these are, but I can't think of a good
way to determine it as you have to start these from a manual and it's basically a
combo then.  Not to mention that some of these have to be done from other flatland
tricks themselves.  If someone thinks of a good way, let me know.  I WILL tell you
what the tricks are, though.

360 Fingerflip (Square-Square from manual)
Half Cab Impossible (Square-Square from nose manual)
Casper (Square-Triangle)
Anti-Casper (Square-Circle)
(Anti-)Casper Flip (Square-Square from Casper/Anti-Casper)
Handstand (Circle-Circle)
Handflip (Square-Square from Handstand)
Pogo (Triangle-Triangle)
Truckstand (triangle-square)
Switch Foot Pogo (triangle-circle)
One Foot (Nose) Manual (Circle-Triangle from manual/nose manual)
To Rail (Circle-Square)

There might be others -- I'm not sure this is a complete list.

6.5. Special Air Tricks
1000  Kickflip Underflip
1050  Nollie Flip Underflip
1100  Double Kickflip Varial Indy
1200  Heelflip Handflip
1200  Quad Heelflip
1400  1-2-3-4
1450  540 Flip
1450  Semi Flip
1500  Fingerflip Airwalk
1500  Hardflip Late Flip
1500  The Jackass
1750  Slamma Jamma
2000  540 Tailwhip
3000  Kickflip Backflip
3500  Gazelle Underflip
3500  360 Ghetto Bird
4500  Bodywrap 540
4500  FS 540
4500  FS 540 Heelflip
4500  Stalefish Backflip
4500  Stalefish Frontflip
5000  360 Varial McTwist
5000  Barrel Roll
5000  McTwist
5000  Misty Flip
9000  The 900
11000  Indy 900

6.6. Special Grab Tricks
1000  Assume the Position II
1000  Chomp on This
1000  Flamingo
1000  Stage Dive
1100  Kickflip One Foot Tail
1200  Backfoot Flip Nosegrab
1200  Grapple Grab
1200  Sit Down Air
1300  Bloody Eddie
1400  Samba Flip
1500  Kickflip Superman
1500  Bigspin Shifty
1600  Judo Madonna
1750  Double Kickflip Madonna
1750  Might as Well Jump
2500  Casper Flip 360 Flip

6.7. Special Lip Tricks
3000  BS Nose Comply
3000  Burntwist
3000  Dark Disaster
3000  One Foot Blunt
3000  Russian Boneless
3200  Heelflip FS Invert
3500  Bigspin Flip to Tail
3500  Ho Ho Sad Plant

6.8. Special Manual Tricks
 (Best guess at manual base value)
1200  Primo
1300  Reemo Slide
1400  Ahhh Yeahhh!
1400  Handstand 360 Handflip
1400  Handstand Double Flip
1400  One Wheel Nosemanual
1400  Rusty Slide Manual
1500  One Wheel Fireworks Show
1500  Ho Ho Street Plant
1500  No Comply 360 Shove-It
1500  Sproing
1800  Lazy Ass Manual

6.9. Special Grind Tricks
I took several long runs for each grind special at the stair rails leading to the
basketball court on the college level (using the big ramp opposite the courtyard
as a launching vehicle).  That's a pretty short grind.  It appears most of the 
grind specials hit 752 points on that short rail in that area.  Your mileage may
vary.  I used the short rail with long entry to minimize variance.  The results:

752  Most special grinds
652  Hurricane
616  Darkslide
305  Salad Grind

7. Addendum/Notes/Credits
Thanks to the following people:

Mike Anthony (Iamthewhiteguy) -- for reminding me about fakies and nollies and for
  suggesting I emphasize the rotation multipliers more than I had.
Joe Romano -- for the tip about doing the ollie between the revert and the manual.
HappyBuddha311 -- for reminding me to include flatland trick info.
ThreeForThird -- for the grommet ollie-up & an Alcatraz switchback tip.
Harry Samuel (CountIron) -- for the other Alcatraz switchback tip.
Chris Evans (PM5KDemon), Daniel Corks (themanpoop), and shadow_ashyr -- for 
  telling me about the 540 pop & FS shove-its.

Please E-mail corrections to (remove the ".NOSPAM")

Copyright 2002, 2003 All Rights Reserved.  See above for more copyright details.

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