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SA2 terminology
This is a list of terms that help speedrunners in Sonic Adventure 2.
Doublespeed Duration: This is a made-up alliterative term to describe a bug whereby a player that gets a second Speed Shoe power-up while the first is still in effect will have a Speed Shoe boost that lasts permanently, not just for the normal 15 seconds. It lasts even after dying, until the level is exited (by completion, running out of lives, or by the choice of Exit from the pause menu), and can be used multiple times in a row for a stacked effect. This tactic is banned from the main competition and relegated to a side competition. More information is available at [1].
Ledge jump: When you're climbing a wall and get to the top, an annoyingly long animation--almost a full second--plays to show you using the edge to lift yourself up to the top. If you jump just before that point, you can get enough height to glide forward and land at the top, without playing the animation.
Quick climb: Normally when you start climbing a wall, there's a delay of about 0.4 seconds before you can start moving. However, if you release A to stop gliding just as you would connect with the wall, that delay is skipped. Use it whenever possible.
Rapid pause: This is simply the act of pausing and unpausing the game very quickly. Some players find it useful for things such as simulating slow motion, getting more time to react fast to minor errors in their running line, and (as Knuckles and Rouge) cycling through the action list to get to Sunglasses/Treasure Scope with repetitive START-Y-START faster (by the game clock) than they would be able to press Y alone the requisite four times.
Super Bounce Attack: If you spindash into a wall as Sonic from right next to it, then immediately bounce, you'll occasionally be able to get a far higher bounce than normal. This can be used to make large ascents quickly.
TODO: add more terms