Freedom Planet/Mechanics and Bugs/Milla

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Mechanics

Shield

The shield reflects projectile attacks and can be held in one of six directions. Releasing the shield fires a small burst of energy that deals minor damage. If a shield is used while Milla is holding a phantom block, the result will be a super shield. Releasing a super shield fires a larger burst and pushes Milla in the opposite direction.

Phantom Block

The phantom block is Milla's projectile attack. When B is pressed and held down, a light will appear above Milla's head, which turns into a block after ~ ⅔ of a second. Once formed, the block can be thrown in the direction Milla is facing. Momentum of a thrown phantom block stacks with Milla's velocity. Like the shield, the phantom block also reflects projectile attacks. There is a limit of one phantom block at any given time. So, if a phantom block is thrown and another one is summoned, it will not appear until the previous phantom block hits an object or terrain. This also prevents a super shield from becoming active.

Item Block

When standing on top of an item container or shield crystal, pressing B will immediately pick up the item. If Milla is holding a phantom block or is summoning a phantom block, Milla can substitute the phantom block with an item by running into or falling onto the item. The process of substitution takes longer as the item has to be lifted to the phantom blocks height before Milla can hold the item. If Milla is moving fast enough, items will not have enough time to be lifted all the way so those items will effectively be moved out of the way. An exception to this is that once an item has been lifted, it cannot be lifted again so an item with this status would be immediately grabbed by running into or falling onto it. Milla can damage enemies by throwing items.

Flutter

When Milla is airborne, pressing A will cause Milla to flutter. This move will cause Milla to gain height slowly unless Milla is falling, in which case, it slows Milla fall without affecting horizontal speed. The duration of a flutter is controlled by holding down A. Intermittently tapping A while falling is useful for preserving horizontal speed while minimizing the distance Milla falls. The move has a limited duration of use and when the flutter has become completely expended, Milla must land or super shield burst in order to flutter again.

Digging

Milla can dig in various places to find items by holding ↓ and repeatedly pressing B. These locations are indicated by "↑ + B" flashing at the top of the screen. This move is useful for grabbing crystal shields, particularly in Battle Glacier.

Damage

Techniques

Super Shield Burst

The super shield burst is the primary means of Milla gaining lots of speed. This happens by stacking the recoil of releasing a super shield burst with Milla's movement.

  • Upward
This super shield burst is performed by jumping with forward momentum and then super shield bursting in the down rear direction. The earlier in the jump the super shield burst is released, the greater Milla's velocity will be. This works best if a ceiling caps Milla's ascent or when Milla is traveling at minimum running speed or greater. Releasing the jump button A will limit Milla's ascent after the super shield burst recoil is complete.
  • Horizontal
This super shield burst is performed by doing a full jump with forward momentum and then super shield bursting in the rear horizontal direction after reaching the peak of the jump. Releasing earlier will result in a significant loss of speed to drag and releasing too late will lose speed when Milla hits the ground while still under the effect of the recoil. This works well to build speed when Milla's speed is less than running speed and there is not a ceiling within reach. This is also used to reach a fast horizontal speed while falling when the recoil can finish prior to hitting the ground.
  • Downward
This super shield burst is generally used for gaining speed by bursting onto a downward slope. The super shield burst is released in the rear upward direction and immediately stops any upward movement of Milla so drag does not have an affect after that moment.
  • Braking
When a super shield burst is released in the same direction that Milla is moving, Milla's horizontal speed will decrease significantly. This technique is most effective when a significant change in height is required and losing all horizontal speed to a wall is not desired.

Super Shield Burst Cancel

A super shield burst cancel allows Milla to resume full control of movement or attack without waiting for the recoil of a super shield burst to finish. This is performed by pushing B immediately after releasing a super shield burst. This is best utilized by following it with summoning a phantom block to damage a boss or build speed more rapidly, or follow it with a flutter to clip through floors.

Flutterblock

A flutterblock is a move where Milla will flutter and generate a block simultaneously. This move requires being airborne and releasing any form of shield without landing. With those two conditions met, pressing A and B simultaneously will flutterblock. This process can be repeated indefinitely by super shield bursting downward once the block is created.

Clipping

Clipping is the process of falling through a solid floor by fluttering through it. When Milla is fluttering, collision detection for Milla to land is ignored. This can be used to flutter through a floor by falling to the floor and then fluttering just before landing. In several locations where this technique is used, the floor is too thick to clip through by falling. In these cases, clipping is performed by the following sequence: Milla gets to the state of falling toward the floor while summoning a super shield, downward super shield burst by holding ↑ and releasing C, press B on the next frame to cancel the super shield burst, and then push A to flutter just before hitting the floor. Cancelling a super shield burst by pressing A and B simultaneously will result in flutterblocking, which also works for clipping.

Item Zip

An item zip is initiated by lifting an item while not grabbing it and then releasing B which drops the item. When done correctly, Milla and the item will occupy the same space and begin zipping. This is possible by falling onto the item while summoning a phantom block or by running at the item while summoning a phantom block. The zip will not work if approaching the item at less than running speed or on shield crystals unless there is a low ceiling or a nearby wall. The zip will also not work on items which have already been lifted.

Collision Glitch

The collision glitch occurs when Milla attempts to flutter on the same frame as landing on the ground or an object. Upon fluttering, the game assumes that down is in the same direction as an imaginary line that is perpendicular to the slope that Milla would have landed on and travel in any other direction is shifted by the same angle that down was shifted. When Milla stops fluttering against a vertical wall, the game assumes Milla lands on a floor and can resume fluttering. In the specific case where the collision glitch is initiated from a 45° angle, Milla will zip vertically if fluttering into the corner of a ceiling and a wall.

There is another method of using the collision glitch. When Milla attempts to item zip on an item that is a specifically close distance to a wall, Milla can zip vertically through a wall. This occurs when Milla is performing the item zip on the edge of the item closest to the wall. As the item zip starts, Milla lands on the corner of the item at a diagonal angle and is pinched in the wall. This angle that Milla lands on causes up, the direction of zips, to be at a diagonal angle.

Major Tricks

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