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The player grinding on a rail in Skate
EA

What’s the Difference Between Skate and Tony Hawk’s Pro Skater?

Jorge AguilarBy Jorge Aguilar9 Mins Read Guides September 15, 2025
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When you look at Tony Hawk’s Pro Skater and Skate, you’re really looking at two completely different ideas about what a skateboarding game should be. You wouldn’t know this just by looking at them, but they are vastly different games.

You likely have gone from Tony Hawk and thought Skate would be the same, but that’s like comparing Call of Duty to Fortnite. There are so many differences that make the games more appealing to different kinds of players. Luckily, the game didn’t follow that 2026 rumor, so we can get it now.

What Are the Major Differences Between Tony Hawk Pro Skate and Skate?

Two skaters riding down a road in front of a car, with on sitting on the board in Skate
EA

Tony Hawk’s is all about that arcade feel, and the crazy, over-the-top combos, exaggerated physics, and just going for a ridiculously high score. The gameplay is super fast, and you’re constantly trying to link together these impossibly long lines of grinds, manuals, and air tricks with perfect timing.

The levels are usually these intricate, small skate parks packed with obstacles and secret spots that are just begging for you to find the perfect combo line. The game’s early access really showed off how all this worked.

The whole vibe is frantic and energetic, backed by this killer punk and hip-hop soundtrack. You’re trying to nail challenges in a short time limit, and honestly, bailing isn’t a big deal—you just reset and get right back to it.

On the other hand, Skate is a totally different beast. It’s a grounded, physics-based simulation that’s all about making you feel like you’re actually on a skateboard. The core of this is the “Flick-it” control system. Instead of mashing buttons, you use the right analog stick to mimic the foot movements of a real skater.

To do an ollie, you pull the stick back and flick it forward, and you feel like you’re actually putting effort into the trick. It’s got a much steeper learning curve, but when you finally nail a complicated line, it feels so much more rewarding.

The maps are these huge, open-world environments that look like real-life skate spots, which encourages you to explore and get creative with how you use the environment. You can even get off your board and walk around to set up a specific trick or move stuff out of your way. The tone is way more laid-back and authentic, and challenges are more about getting the perfect photo or filming a cool line instead of just racking up points.

Bailing is a regular part of the game, a consequence of the realistic physics, and it’s even celebrated with the “Hall of Meat” feature that tracks your most epic wipeouts. While Tony Hawk’s gives you that immediate, wild, arcade fun, Skate offers a deeper, more challenging, and ultimately more authentic take on the sport that really speaks to people who want a more genuine connection to skateboarding.

Are Tricks Easier or Harder to Perform With Flick-It vs. Buttons?

The feet of a skater on a board in Skate
EA

Honestly, whether a trick is easier or harder with a Flick-it system versus button controls really just comes down to the trick itself and what you’re used to. On one hand, Flick-it, like in the Skate series, feels way more natural for certain tricks.

You can get so much more stylistic expression and nuance from it. For example, doing a “pretty slow” kickflip for style is totally doable, but you can also flick the stick faster to get a quick flip for speed. It’s that kind of control that makes a huge difference. You can even make minor mid-air adjustments to land rotations perfectly or even intentionally under-rotate for a cool look. Pop shove-its are another great example; the scooping motion on the stick just feels so intuitive.

Let’s not forget about manuals; the balancing act with the analog stick makes them feel so authentic and skill-based compared to the automatic feel of button-based ones. Also, tricks like no-complys feel much more natural because the controls are designed around realistic foot placement.

That same precision can be a nightmare for more complex tricks. Stuff like tre-flips and other intricate spins are much harder and less consistent with Flick-it. I can’t tell you how many times I’ve tried to do a tre-flip and accidentally ended up with a shove-it or a heelflip because my thumb wasn’t perfect.

Pulling off tricks from nollie or fakie stances can feel pretty awkward because you have to use different stick inputs, unlike button-based games where the commands stay the same no matter what. Sometimes, a simple button press is just easier for those specialty tricks that rely on perfect timing. Even manuals are harder to hold perfectly since you’re constantly balancing, while other games have a more forgiving meter.

On the flip side, button controls, like in the Tony Hawk’s Pro Skater games, are all about consistency. Once you fill your special meter, those tricks are always the same button combos, which makes them super predictable, especially in high-pressure situations. They’re also way more reliable for chaining together fast, repetitive tricks for combos because you’re way less likely to mess up or bail.

Grinds and lip tricks are much more forgiving, too; the game often just “locks” you onto the rail, which is a big contrast to the manual, high-risk approach of Skate. The trade-off, though, is that every kickflip is basically the same, with no control over speed or style. And while manuals are easy to activate, they just don’t have that satisfying, tactile feeling of balancing you get with Flick-it.

What Are the Hardest Tricks to Perform With Flick-It?

Some skaters riding down a slope in Skate
EA

Tre-flips, or 360 flips, are some of the hardest tricks to pull off consistently with Flick-it. The system needs a super precise, curved motion on the analog stick to get the trick to work right. If you’re even a little bit off, you can end up with an accidental shove-it or heelflip, or just bail out completely.

This makes landing tre-flips a huge challenge because the margin for error is so incredibly small. It can be really frustrating when you’re trying to nail these highly rotational tricks in a combo or a line.

It’s not just the big spins, either. Tricks you do from nollie and fakie stances have their own set of problems with Flick-it. Riding nollie (forward but with the nose as the popping point) or fakie (backward with the nose as the tail) makes flip tricks feel totally awkward and unnatural. While the game tries to copy real-world foot movements, the inverted relationship between your stick input and your skater’s direction can feel completely counter-intuitive.

If you’re used to the standard ollie motion, it’s tough to adapt your muscle memory for nollie and fakie flips, which often leads to more bails and a slower learning curve. The precise stick movements, combined with the changed balance and weight shift, just make it even harder.

Then there are those very specific, one-off tricks that can be a real pain with the analog stick. Some moves need incredibly precise timing and motion that, honestly, would be way easier with just a simple button press. For example, there are some achievement challenges that require really specific body flips or trick combos within a bigger move, and those become a huge test of your patience because of the exact stick input you need.

While Flick-it gives you crazy control over a trick’s style, that same precision can be a nightmare for these specific multi-part tricks, making them feel way less forgiving. Plus, even holding a perfect manual is harder because you have to constantly balance the stick, instead of just using a more forgiving button-based meter.

What Are the Hardest Tricks to Perform With Buttons?

Some players skating in a mall in Skate
EA

When you’re dealing with button-based controls, like the ones in Tony Hawk’s Pro Skater, the idea of a “hardest trick” changes a lot. It’s not about how hard the physical input is, but more about how challenging the trick is to execute within the game’s mechanics.

Unlike something like the Flick-it system that needs you to do precise analog stick movements, button inputs are more straightforward and consistent. Because of this, the difficulty usually comes down to things like timing, the complexity of the combo, or what the game’s combo system demands, rather than the input of the trick itself.

I’ve found that one area where button controls can actually make things surprisingly hard is when you’re trying to pull off subtle variations or specific styles. Since a kickflip is typically just a single button press, every kickflip pretty much looks and feels the same. There’s no way to control how fast the board spins, how high it pops, or the angle you catch it at.

So, while doing a kickflip is super easy, trying to do a “pretty slow” one for style, or a lightning-fast one for a tight landing, is just impossible. The game’s pre-programmed animation takes over, and you lose all that fine-tuned control that really adds to the aesthetic of a trick.

It’s the same thing with certain manual-based tricks or complex manual combos. They become harder not because the manual input is difficult, but because the button-based system makes balancing feel so abstract. A button press starts the manual, but then you’re relying on a separate, usually forgiving, balancing meter.

This means those unique manual tricks that should feel like a precise and continuous connection to the board end up feeling kind of clunky and unintuitive with simple button inputs. You just don’t get the direct feedback and subtle adjustments you can get with an analog stick for balance. It makes advanced manual play less about delicate control and more about perfectly timing your button presses and managing that meter.

On top of all that, tricks that are supposed to have a lot of player expression, like certain “no-comply” variations or nuanced body adjustments, just lose their flavor with button controls. Since board control and body control are mostly separate, with tricks triggered by specific button combos, you lose the ability to seamlessly integrate body shifts or unique foot placements.

This makes tricks that need you to control the whole skater’s body feel less authentic, and in a way, harder to execute expressively compared to systems that give you more granular control. The rigidity of button inputs, while consistent, sacrifices the organic variations that really define a trick’s difficulty and mastery in a more simulation-style game. So, Skate is very different from Tony Hawk’s Pro Skater.

Skate
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Jorge A. Aguilar, also known as Aggy, is the current Consulting Editor. Throughout his time in the industry, he's trained over 100 writers, written thousands of articles on multiple sites, written more reviews than he cares to count, and edited tens of thousands of articles. He has also written some games published by Tales, some books, and a comic sold to Telus International.

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