To achieve S-Rank in all Sonic Frontiers Cyberspace levels, players must complete each stage within a specific time limit, utilizing speed-focused techniques such as constant boosting, avoiding unnecessary jumps and homing attacks, and skillful platforming. The required S-Rank times vary by stage, ranging from 00:43.00 for Cyber Space Portal 1-1 to 01:40.00 for Cyber Space Portal 2-1.
General S-Rank Strategy Overview
Achieving an S-Rank in Sonic Frontiers’ Cyberspace stages primarily revolves around maximizing speed and minimizing time-wasting actions. A core strategy is to tap the boost button constantly when running on the ground or grindrails, leveraging the initial speed burst it provides. Avoiding jumps, springs, and using homing attacks to destroy enemies is crucial, as these actions typically kill momentum. Instead, running off ledges is often quicker than jumping or using a spring, and in many stages, enemies can be avoided entirely.
Sonic can perform an air boost once per jump, which resets only after his feet land on a ground surface or rail. This air boost provides a slight vertical lift, which can be strategically used to skip platforms without needing a full jump. Players should be mindful of boost management, especially when chaining homing attacks or double jumps, as these can interfere with boost reset timing. For stages with many enemies or obstacles, identifying an “upper path” can often lead to faster clear times. The “Perfect Run” achievement is unlocked by completing all missions in one Cyberspace area, and “Superior Ranking” is awarded for achieving an S-Rank time for the first time in a Cyberspace area.
Kronos Island Cyberspace S-Ranks
Kronos Island features several Cyberspace portals, each with unique S-Rank time requirements and specific challenges. Mastering these stages involves understanding their layout and applying general speed-running principles.
| Cyber Space Portal | S-Rank Time | A-Rank Time | B-Rank Time | C-Rank Time | Inspiration | How to Clear (S-Rank Focus) |
|---|---|---|---|---|---|---|
| 1-1 (Green Hill – Daytime) | 00:43.00 | 00:48.00 | 01:00.00 | 01:30.00 | Windmill Isle Daytime Act 1 (Sonic Unleashed) | Tutorial stage; focus on learning controls and maintaining speed. |
| 1-2 (Sky Sanctuary – Daytime) | 00:55.00 | 01:00.00 | 01:10.00 | 01:20.00 | Windmill Isle Daytime Act 2 (Sonic Unleashed, 3D) | Avoid thorns near the goal to prevent losing coins and time. |
| 1-3 (City – Sunset) | 01:00.00 | 01:05.00 | 01:15.00 | 01:25.00 | N/A | Side-scrolling; aim for Red Star Rings and anticipate obstacles. |
| 1-4 (Green Hill – Sunset) | 01:15.00 | 01:20.00 | 01:30.00 | 01:40.00 | Green Hill Act 2 (Sonic Generations, 3D) | Few special gimmicks; avoid veering off course or slowing down. |
| 1-5 (Chemical Plant) | 01:15.00 | 01:20.00 | 01:30.00 | 01:40.00 | Chemical Plant Act 2 (Sonic Generations, 3D) | Utilize acceleration and grindrails; avoid enemies. |
| 1-6 (Green Hill – Daytime) | 01:15.00 | 01:20.00 | 01:30.00 | 01:40.00 | Green Hill Act 1 (Sonic Generations) | Many enemies and thorns; prioritize the upper path for S-Rank. |
| 1-7 (City – Nighttime) | 01:25.00 | 01:30.00 | 01:40.00 | 01:50.00 | City Escape (Sonic Adventure 2) | Relatively easy S-Rank; be careful of falling. |
Each of these levels requires a slightly different approach, but the underlying principles of maintaining speed and efficient movement remain constant. For instance, in Cyber Space 1-3, the side-scrolling perspective can make anticipating obstacles difficult, so familiarity with the layout through multiple attempts is beneficial. Cyber Space 1-6 explicitly suggests taking an “upper path” to bypass numerous enemies and thorns, a common strategy for S-Ranks in obstacle-heavy levels.
Ares Island Cyberspace S-Ranks
Ares Island introduces new Cyberspace challenges. Currently, only one portal from Ares Island has detailed S-Rank information available, but it follows similar principles to Kronos Island stages.
| Cyber Space Portal | S-Rank Time | A-Rank Time | B-Rank Time | C-Rank Time | How to Clear (S-Rank Focus) |
|---|---|---|---|---|---|
| 2-1 (Green Hill – Sunset) | 01:40.00 | 01:45.00 | 01:55.00 | 02:05.00 | Utilize rails to dash through the course; navigate the narrow platform near the goal carefully. |
As of June 22, 2026, details for other Ares Island portals are not yet confirmed in the provided sources. However, the existing information for 2-1 suggests that rail usage and precise navigation will be key for S-Rank achievements on this island.
Cyberspace 1-2 Detailed Walkthrough
Cyberspace 1-2 (Sky Sanctuary – Daytime) is notoriously difficult to S-Rank, requiring completion in under 55 seconds. The following steps outline a strategy that incorporates general speed-running tips to achieve this time.
- Intro Sequence (00:01): Hold forward and continuously tap Boost.
- Initial Platform (00:09): Sidestep the spring. Time this precisely to run straight off the edge of the platform. Stepping too early will hit a post, too late will engage the spring.
- First Air Boost (00:12): Boost constantly along this platform. As you fall off, perform an air boost. If executed correctly, you will clear the second platform entirely.
- Speed Pads and Loop (00:14): Hit both speed pads on the ramp. Square up for the loop, tapping boost along the platform. The air boost should land you near the end of the second platform with enough momentum to homing attack directly onto the handle.
- Avoiding Egg Robos (00:20): Boost left to avoid the Egg Robos, then grab the handle. If this goes awry, recover quickly.
- Landing and Rails (00:24): Stomp upon landing after the balloons to save time. Mount one of the outer rails and immediately flip to the center rail once the rings appear. Avoid springs.
- Center Rail Boost (00:28): Boost along the center rail. As Sonic automatically flips to the right-hand rail on the bend, immediately sidestep back to the center rail and continue boosting.
- Second Air Boost and Loop (00:34): Use an air boost to quickly hit the loop. When reaching the subsequent rails, jumping followed by an immediate air boost is preferable, though hitting the spring can also work with minimal time loss.
- Stepping Between Rails (00:36): Catching the air loops in this section is not necessary. Focus on stepping between rails as needed and continuously tapping boost.
- Final Air Boost (00:44): Jump and perform an immediate air boost as close to the end of the rail as possible. Avoid using the handle or a double jump here.
- Red Star Ring and Exit (00:50): Allow Sonic to land on the Red Star Ring. This ensures the boost recharges. Immediately jump when hitting the ground and homing attack onto the springs. Perform an air boost as soon as you clear the ledge to instantly reach the exit.
This detailed sequence, while challenging, allows for an S-Rank in Cyberspace 1-2 even with minor mistakes, as demonstrated by a 52-second clear time with some recovery actions.
FAQ
What is the general strategy for S-Ranking Cyberspace levels in Sonic Frontiers? The general strategy is to prioritize speed by constantly tapping boost on ground and rails, avoiding jumps, springs, and homing attacks on enemies whenever possible, and utilizing air boosts to skip platforms.
What is the S-Rank time requirement for Cyberspace 1-2 (Sky Sanctuary – Daytime)? The S-Rank time requirement for Cyberspace 1-2 is 00:55.00.
Are there specific actions to avoid to maintain speed for an S-Rank? Yes, avoid jumping, using springs, and employing homing attacks to destroy enemies, as these actions typically cause a loss of speed. Running off ledges is often faster than jumping.
How does an air boost work and how can it be used for S-Ranks? Sonic can perform one air boost per jump, which resets once his feet land on a ground surface or rail. An air boost provides a slight vertical lift, allowing Sonic to skip between platforms without needing a full jump, which can save time.
Which Cyberspace level has the lowest S-Rank time requirement? Cyber Space Portal 1-1 (Green Hill – Daytime) has the lowest S-Rank time requirement at 00:43.00.