Both new and returning players alike are either discovering or rediscovering ways to pull off massive combos inTony Hawk’s Pro Skater 1+2.Each level requires a different strategy, and it’s good to have the best tips for findinga 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.
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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.
19Warehouse
For newcomers, starting off in the half-pipe with a few 900s or Varial McTwists is a solid foundation inthis 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.
18School
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.
17Mall
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.
16Skate 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.
15Minneapolis
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.
14Downhill 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.
13Burnside
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.
12San 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.
11Roswell
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.
10The 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.







