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	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-16T05:17:48Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Zipping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Hitboxes and Hurtboxes==&lt;br /&gt;
&lt;br /&gt;
Hitboxes and hurtboxes work in weird ways, and an attempt to explain them will be below.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemies have 3 states for their hurtboxes, and 3 potential different hitboxes:&lt;br /&gt;
&lt;br /&gt;
'''''Hurtboxes:'''''&lt;br /&gt;
::Hurtboxes refer to the areas that a target can take damage. For instance Robo-Panther's only hurtbox is its head. There are three separate states that hurtboxes may be in with regards to enemies taking damage.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::This is the neutral state of most enemies. In this state the enemy is able to be readily damaged. This will be the most familiar state.&lt;br /&gt;
&lt;br /&gt;
:'''Intangible:'''&lt;br /&gt;
::This usually occurs when damage thresholds are in effect. When an enemy is flashing after taking a hit and is unable to take damage, this is referred to as Intangible. Attempting to hit a hurtbox in this state will do nothing and waiting until the hurtbox is back to normal is the only option.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::The state in which a hurtbox can not take damage, but can still be hit. Attacking one of these hurtboxes produces a distinct clanking noise, and cause a substanialy amount of hitlag during which the character appears to slow down. Attacking one of these boxes also puts the character into a &amp;quot;clanking&amp;quot; state themselves which will be explained later. An example of this type of hurtbox would be Mantalith's head when the eyes are yellow.&lt;br /&gt;
&lt;br /&gt;
'''''Hitboxes:'''''&lt;br /&gt;
::Hitboxes are the attacks an enemy puts out and how they interact upon encountering the character in the various states they may be in. There are also 3 types of hurtboxes that act differently.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The most common hitbox by far, and likely the most familiar one. These hitboxes hit the character as long as the character is in a normal state, but will not hit a character in the hitstun, invincible or clanking states.&lt;br /&gt;
&lt;br /&gt;
:'''Combo:'''&lt;br /&gt;
::These hitboxes are different in that they will hit a character directly out of hitstun being able to preform a chainstun of sorts. The perfect example of these are the DNA cannon shots, although those are unique in that they won't hit a character in hitstun if the character has no health remaining. These attacks cannot affect a character in the clanking state or invincible state&lt;br /&gt;
&lt;br /&gt;
:'''Transcendent:'''&lt;br /&gt;
::This style of hitbox can hit the character even in the clanking state, but still will not hit the character if they are invincible. These hitboxes are extremely rare, occurring perhaps only five times in the game. Those times are: Trap Hideout lasers, Trap Hideout's first miniboss, Serpentine's purple lasers (as they head upwards), fd4 laser, and Brevon's throw. Brevon's throw is unique in that is will hit directly through invincibility. This hitboxes are only a problem for Carol, as Lilac and Milla will never meet one that she can be in the clanking state for that doesn't also pierce invincibility.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The character can be in four states at any given moment in regards to their hurtbox:&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The natural hitbox, occurs anytime that another state is not happening. In this state colliding with a hitbox of any kind will cause the character to take damage and be placed in the hitstun state.&lt;br /&gt;
&lt;br /&gt;
:'''Hitstun:'''&lt;br /&gt;
::After being hit the character plays a sound and an animation. During this state normal hitboxes cannot effect the character, and the state last for a short time after the animation is finished. This state is the reason that things such as spikes don't instantly stunlock a player to death. Combo hitboxes and transcendent hitboxes can still effect the character in this state. After a short time in this state the character will return to the normal state.&lt;br /&gt;
::Being thrown by Brevon places the character in an odd state where they are essentially in a hitstun state regardless of what state they were in. It plays the animation for being in hitstun and if the character was in a clanking or invincible state it will disable it.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::This state occurs either by breaking an invincibility crystal, or preforming Lilac's Dragon Boost. In this state the character can collide with any hitbox except Brevon's throw without being affected.&lt;br /&gt;
&lt;br /&gt;
:'''Clanking:'''&lt;br /&gt;
::This state is somewhat of an oddity and may perhaps only be a theory. When a character attacks an invincible hitbox they are placed briefly in this state. While in this state The character can only be hit by transcendent hitboxes. The state tends to last an extremely short amount of time, the only ways make normal clanking useful is with cyclone or rolling.  This is only useful on a select few enemies such as the spiky hardhats, and the mines in battle glacier&lt;br /&gt;
&lt;br /&gt;
::There are however two ways to enter this state for an extended period. &lt;br /&gt;
::First is Carol's kicks. Carol's kicks place her directly into this state for as long as she is kicking, essentially making her invincible while kicking except for a few exceptions. This leads to some confusion about the kicks being called I-frames, but the transcendent hitboxes will still hit Carol as she kicks. Those hitboxes are very rare however, and using the kicks to block attacks is extremely powerful.&lt;br /&gt;
::Second is with Brevon. His knife has a very odd property where certain attacks can hit it as if it were an invulnerable hurtbox. If the knife is hit properly though it places the character into the clanking state for an extended period of time. This state will not end by naturally placing the character back into the normal state, instead the character must be forced into another state. The most common ways for this to happen is either Dragon Boosting or being grabbed by Brevon. While in this state Brevon functionally cannot hurt the player.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
When a character is inside a wall the game tries to eject the character by pushing them up. This is really noticeable on the disappearing blocks in Pangu Lagoon or Final Dreadnought 4, and the fire pillars in Thermal Base. Now where this can be really useful is when the character can get inside a wall they shouldn't be in that also ends at the top at a useful place. There are a couple of places that this can be done, which will be discussed in the individual characters.&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T19:25:24Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Hitboxes and Hurtboxes==&lt;br /&gt;
&lt;br /&gt;
Hitboxes and hurtboxes work in weird ways, and an attempt to explain them will be below.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemies have 3 states for their hurtboxes, and 3 potential different hitboxes:&lt;br /&gt;
&lt;br /&gt;
'''''Hurtboxes:'''''&lt;br /&gt;
::Hurtboxes refer to the areas that a target can take damage. For instance Robo-Panther's only hurtbox is its head. There are three separate states that hurtboxes may be in with regards to enemies taking damage.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::This is the neutral state of most enemies. In this state the enemy is able to be readily damaged. This will be the most familiar state.&lt;br /&gt;
&lt;br /&gt;
:'''Intangible:'''&lt;br /&gt;
::This usually occurs when damage thresholds are in effect. When an enemy is flashing after taking a hit and is unable to take damage, this is referred to as Intangible. Attempting to hit a hurtbox in this state will do nothing and waiting until the hurtbox is back to normal is the only option.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::The state in which a hurtbox can not take damage, but can still be hit. Attacking one of these hurtboxes produces a distinct clanking noise, and cause a substanialy amount of hitlag during which the character appears to slow down. Attacking one of these boxes also puts the character into a &amp;quot;clanking&amp;quot; state themselves which will be explained later. An example of this type of hurtbox would be Mantalith's head when the eyes are yellow.&lt;br /&gt;
&lt;br /&gt;
'''''Hitboxes:'''''&lt;br /&gt;
::Hitboxes are the attacks an enemy puts out and how they interact upon encountering the character in the various states they may be in. There are also 3 types of hurtboxes that act differently.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The most common hitbox by far, and likely the most familiar one. These hitboxes hit the character as long as the character is in a normal state, but will not hit a character in the hitstun, invincible or clanking states.&lt;br /&gt;
&lt;br /&gt;
:'''Combo:'''&lt;br /&gt;
::These hitboxes are different in that they will hit a character directly out of hitstun being able to preform a chainstun of sorts. The perfect example of these are the DNA cannon shots, although those are unique in that they won't hit a character in hitstun if the character has no health remaining. These attacks cannot affect a character in the clanking state or invincible state&lt;br /&gt;
&lt;br /&gt;
:'''Transcendent:'''&lt;br /&gt;
::This style of hitbox can hit the character even in the clanking state, but still will not hit the character if they are invincible. These hitboxes are extremely rare, occurring perhaps only five times in the game. Those times are: Trap Hideout lasers, Trap Hideout's first miniboss, Serpentine's purple lasers (as they head upwards), fd4 laser, and Brevon's throw. Brevon's throw is unique in that is will hit directly through invincibility. This hitboxes are only a problem for Carol, as Lilac and Milla will never meet one that she can be in the clanking state for that doesn't also pierce invincibility.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The character can be in four states at any given moment in regards to their hurtbox:&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The natural hitbox, occurs anytime that another state is not happening. In this state colliding with a hitbox of any kind will cause the character to take damage and be placed in the hitstun state.&lt;br /&gt;
&lt;br /&gt;
:'''Hitstun:'''&lt;br /&gt;
::After being hit the character plays a sound and an animation. During this state normal hitboxes cannot effect the character, and the state last for a short time after the animation is finished. This state is the reason that things such as spikes don't instantly stunlock a player to death. Combo hitboxes and transcendent hitboxes can still effect the character in this state. After a short time in this state the character will return to the normal state.&lt;br /&gt;
::Being thrown by Brevon places the character in an odd state where they are essentially in a hitstun state regardless of what state they were in. It plays the animation for being in hitstun and if the character was in a clanking or invincible state it will disable it.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::This state occurs either by breaking an invincibility crystal, or preforming Lilac's Dragon Boost. In this state the character can collide with any hitbox except Brevon's throw without being affected.&lt;br /&gt;
&lt;br /&gt;
:'''Clanking:'''&lt;br /&gt;
::This state is somewhat of an oddity and may perhaps only be a theory. When a character attacks an invincible hitbox they are placed briefly in this state. While in this state The character can only be hit by transcendent hitboxes. The state tends to last an extremely short amount of time, the only ways make normal clanking useful is with cyclone or rolling.  This is only useful on a select few enemies such as the spiky hardhats, and the mines in battle glacier&lt;br /&gt;
&lt;br /&gt;
::There are however two ways to enter this state for an extended period. &lt;br /&gt;
::First is Carol's kicks. Carol's kicks place her directly into this state for as long as she is kicking, essentially making her invincible while kicking except for a few exceptions. This leads to some confusion about the kicks being called I-frames, but the transcendent hitboxes will still hit Carol as she kicks. Those hitboxes are very rare however, and using the kicks to block attacks is extremely powerful.&lt;br /&gt;
::Second is with Brevon. His knife has a very odd property where certain attacks can hit it as if it were an invulnerable hurtbox. If the knife is hit properly though it places the character into the clanking state for an extended period of time. This state will not end by naturally placing the character back into the normal state, instead the character must be forced into another state. The most common ways for this to happen is either Dragon Boosting or being grabbed by Brevon. While in this state Brevon functionally cannot hurt the player.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T19:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Hitboxes and Hurtboxes==&lt;br /&gt;
&lt;br /&gt;
Hitboxes and hurtboxes work in weird ways, and an attempt to explain them will be below.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemies have 3 states for their hurtboxes, and 3 potential different hitboxes:&lt;br /&gt;
&lt;br /&gt;
'''''Hurtboxes:'''''&lt;br /&gt;
::Hurtboxes refer to the areas that a target can take damage. For instance Robo-Panther's only hurtbox is its head. There are three separate states that hurtboxes may be in with regards to enemies taking damage.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::This is the neutral state of most enemies. In this state the enemy is able to be readily damaged. This will be the most familiar state.&lt;br /&gt;
&lt;br /&gt;
:'''Intangible:'''&lt;br /&gt;
::This usually occurs when damage thresholds are in effect. When an enemy is flashing after taking a hit and is unable to take damage, this is referred to as Intangible. Attempting to hit a hurtbox in this state will do nothing and waiting until the hurtbox is back to normal is the only option.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::The state in which a hurtbox can not take damage, but can still be hit. Attacking one of these hurtboxes produces a distinct clanking noise, and cause a substanialy amount of hitlag during which the character appears to slow down. Attacking one of these boxes also puts the character into a &amp;quot;clanking&amp;quot; state themselves which will be explained later. An example of this type of hurtbox would be Mantalith's head when the eyes are yellow.&lt;br /&gt;
&lt;br /&gt;
'''''Hitboxes:'''''&lt;br /&gt;
::Hitboxes are the attacks an enemy puts out and how they interact upon encountering the character in the various states they may be in. There are also 3 types of hurtboxes that act differently.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The most common hitbox by far, and likely the most familiar one. These hitboxes hit the character as long as the character is in a normal state, but will not hit a character in the hitstun, invincible or clanking states.&lt;br /&gt;
&lt;br /&gt;
:'''Combo:'''&lt;br /&gt;
::These hitboxes are different in that they will hit a character directly out of hitstun being able to preform a chainstun of sorts. The perfect example of these are the DNA cannon shots, although those are unique in that they won't hit a character in hitstun if the character has no health remaining. These attacks cannot affect a character in the clanking state or invincible state&lt;br /&gt;
&lt;br /&gt;
:'''Transcendent:'''&lt;br /&gt;
::This style of hitbox can hit the character even in the clanking state, but still will not hit the character if they are invincible. These hitboxes are extremely rare, occurring perhaps only five times in the game. Those times are: Trap Hideout lasers, Trap Hideout's first miniboss, Serpentine's purple lasers (as they head upwards), fd4 laser, and Brevon's throw. Brevon's throw is unique in that is will hit directly through invincibility. This hitboxes are only a problem for Carol, as Lilac and Milla will never meet one that she can be in the clanking state for that doesn't also pierce invincibility.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The character can be in four states at any given moment in regards to their hurtbox:&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The natural hitbox, occurs anytime that another state is not happening. In this state colliding with a hitbox of any kind will cause the character to take damage and be placed in the hitstun state.&lt;br /&gt;
&lt;br /&gt;
:'''Hitstun:'''&lt;br /&gt;
::After being hit the character plays a sound and an animation. During this state normal hitboxes cannot effect the character, and the state last for a short time after the animation is finished. This state is the reason that things such as spikes don't instantly stunlock a player to death. Combo hitboxes and transcendent hitboxes can still effect the character in this state. After a short time in this state the character will return to the normal state.&lt;br /&gt;
::Being thrown by Brevon places the character in an odd state where they are essentially in a hitstun state regardless of what state they were in. It plays the animation for being in hitstun and if the character was in a clanking or invincible state it will disable it.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::This state occurs either by breaking an invincibility crystal, or preforming Lilac's Dragon Boost. In this state the character can collide with any hitbox except Brevon's throw without being affected.&lt;br /&gt;
&lt;br /&gt;
:'''Clanking:'''&lt;br /&gt;
::This state is somewhat of an oddity and may perhaps only be a theory. When a character attacks an invincible hitbox they are placed briefly in this state. While in this state The character can only be hit by transcendent hitboxes. The state tends to last an extremely short amount of time, the only ways make normal clanking useful is with cyclone or rolling. There are however two ways to enter this state for an extended period. &lt;br /&gt;
::First is Carol's kicks. Carol's kicks place her directly into this state for as long as she is kicking, essentially making her invincible while kicking except for a few exceptions. This leads to some confusion about the kicks being called I-frames, but the transcendent hitboxes will still hit Carol as she kicks. Those hitboxes are very rare however, and using the kicks to block attacks is extremely powerful.&lt;br /&gt;
::Second is with Brevon. His knife has a very odd property where certain attacks can hit it as if it were an invulnerable hurtbox. If the knife is hit properly though it places the character into the clanking state for an extended period of time. This state will not end by naturally placing the character back into the normal state, instead the character must be forced into another state. The most common ways for this to happen is either Dragon Boosting or being grabbed by Brevon. While in this state Brevon functionally cannot hurt the player.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T19:18:53Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Clanking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Hitboxes and Hurtboxes==&lt;br /&gt;
&lt;br /&gt;
Hitboxes and hurtboxes work in weird ways, and an attempt to explain them will be below.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemies have 3 states for their hurtboxes, and 3 potential different hitboxes:&lt;br /&gt;
&lt;br /&gt;
'''''Hurtboxes:'''''&lt;br /&gt;
::Hurtboxes refer to the areas that a target can take damage. For instance Robo-Panther's only hurtbox is its head. There are three separate states that hurtboxes may be in with regards to enemies taking damage.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::This is the neutral state of most enemies. In this state the enemy is able to be readily damaged. This will be the most familiar state.&lt;br /&gt;
&lt;br /&gt;
:'''Intangible:'''&lt;br /&gt;
::This usually occurs when damage thresholds are in effect. When an enemy is flashing after taking a hit and is unable to take damage, this is referred to as Intangible. Attempting to hit a hurtbox in this state will do nothing and waiting until the hurtbox is back to normal is the only option.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::The state in which a hurtbox can not take damage, but can still be hit. Attacking one of these hurtboxes produces a distinct clanking noise, and cause a substanialy amount of hitlag during which the character appears to slow down. Attacking one of these boxes also puts the character into a &amp;quot;clanking&amp;quot; state themselves which will be explained later. An example of this type of hurtbox would be Mantalith's head when the eyes are yellow.&lt;br /&gt;
&lt;br /&gt;
'''''Hitboxes:'''''&lt;br /&gt;
::Hitboxes are the attacks an enemy puts out and how they interact upon encountering the character in the various states they may be in. There are also 3 types of hurtboxes that act differently.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The most common hitbox by far, and likely the most familiar one. These hitboxes hit the character as long as the character is in a normal state, but will not hit a character in the hitstun, invincible or clanking states.&lt;br /&gt;
&lt;br /&gt;
:'''Combo:'''&lt;br /&gt;
::These hitboxes are different in that they will hit a character directly out of hitstun being able to preform a chainstun of sorts. The perfect example of these are the DNA cannon shots, although those are unique in that they won't hit a character in hitstun if the character has no health remaining. These attacks cannot affect a character in the clanking state or invincible state&lt;br /&gt;
&lt;br /&gt;
:'''Transcendent:'''&lt;br /&gt;
::This style of hitbox can hit the character even in the clanking state, but still will not hit the character if they are invincible. These hitboxes are extremely rare, occurring perhaps only five times in the game. Those times are: Trap Hideout lasers, Trap Hideout's first miniboss, Serpentine's purple lasers (as they head upwards), fd4 laser, and Brevon's throw. Brevon's throw is unique in that is will hit directly through invincibility. This hitboxes are only a problem for Carol, as Lilac and Milla will never meet one that she can be in the clanking state for that doesn't also pierce invincibility.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The character can be in four states at any given moment in regards to their hurtbox:&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The natural hitbox, occurs anytime that another state is not happening. In this state colliding with a hitbox of any kind will cause the character to take damage and be placed in the hitstun state.&lt;br /&gt;
&lt;br /&gt;
:'''Hitstun:'''&lt;br /&gt;
::After being hit the character plays a sound and an animation. During this state normal hitboxes cannot effect the character, and the state last for a short time after the animation is finished. This state is the reason that things such as spikes don't instantly stunlock a player to death. Combo hitboxes and transcendent hitboxes can still effect the character in this state. After a short time in this state the character will return to the normal state.&lt;br /&gt;
::Being thrown by Brevon places the character in an odd state where they are essentially in a hitstun state regardless of what state they were in. It plays the animation for being in hitstun and if the character was in a clanking or invincible state it will disable it.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::This state occurs either by breaking an invincibility crystal, or preforming Lilac's Dragon Boost. In this state the character can collide with any hitbox except Brevon's throw without being affected.&lt;br /&gt;
&lt;br /&gt;
:'''Clanking:'''&lt;br /&gt;
::This state is somewhat of an oddity and may perhaps only be a theory. When a character attacks an invincible hitbox they are placed briefly in this state. While in this state The character can only be hit by transcendent hitboxes. The state tends to last an extremely short amount of time, the only ways make normal clanking useful is with cyclone or rolling. There are however twoways to enter this state for an extended period. &lt;br /&gt;
::First is Carol's kicks. Carol's kicks place her directly into this state for as long as she is kicking, essentially making her invincible while kicking except for a few exceptions. This leads to some confusion about the kicks being called I-frames, but the transcendent hitboxes will still hit Carol as she kicks. Those hitboxes are very rare however, and using the kicks to block attacks is extremely powerful.&lt;br /&gt;
::Second is with Brevon. His knife has a very odd property where certain attacks can hit it as if it were an invulnerable hurtbox. If the knife is hit properly though it places the character into the clanking state for an extended period of time. This state will not end by naturally placing the character back into the normal state, instead the character must be forced into another state. The most common ways for this to happen is either Dragon Boosting or being grabbed by Brevon. While in this state Brevon functionally cannot hurt the player.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T19:18:38Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Clanking==&lt;br /&gt;
&lt;br /&gt;
Hitboxes and hurtboxes work in weird ways, and an attempt to explain them will be below.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemies have 3 states for their hurtboxes, and 3 potential different hitboxes:&lt;br /&gt;
&lt;br /&gt;
'''''Hurtboxes:'''''&lt;br /&gt;
::Hurtboxes refer to the areas that a target can take damage. For instance Robo-Panther's only hurtbox is its head. There are three separate states that hurtboxes may be in with regards to enemies taking damage.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::This is the neutral state of most enemies. In this state the enemy is able to be readily damaged. This will be the most familiar state.&lt;br /&gt;
&lt;br /&gt;
:'''Intangible:'''&lt;br /&gt;
::This usually occurs when damage thresholds are in effect. When an enemy is flashing after taking a hit and is unable to take damage, this is referred to as Intangible. Attempting to hit a hurtbox in this state will do nothing and waiting until the hurtbox is back to normal is the only option.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::The state in which a hurtbox can not take damage, but can still be hit. Attacking one of these hurtboxes produces a distinct clanking noise, and cause a substanialy amount of hitlag during which the character appears to slow down. Attacking one of these boxes also puts the character into a &amp;quot;clanking&amp;quot; state themselves which will be explained later. An example of this type of hurtbox would be Mantalith's head when the eyes are yellow.&lt;br /&gt;
&lt;br /&gt;
'''''Hitboxes:'''''&lt;br /&gt;
::Hitboxes are the attacks an enemy puts out and how they interact upon encountering the character in the various states they may be in. There are also 3 types of hurtboxes that act differently.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The most common hitbox by far, and likely the most familiar one. These hitboxes hit the character as long as the character is in a normal state, but will not hit a character in the hitstun, invincible or clanking states.&lt;br /&gt;
&lt;br /&gt;
:'''Combo:'''&lt;br /&gt;
::These hitboxes are different in that they will hit a character directly out of hitstun being able to preform a chainstun of sorts. The perfect example of these are the DNA cannon shots, although those are unique in that they won't hit a character in hitstun if the character has no health remaining. These attacks cannot affect a character in the clanking state or invincible state&lt;br /&gt;
&lt;br /&gt;
:'''Transcendent:'''&lt;br /&gt;
::This style of hitbox can hit the character even in the clanking state, but still will not hit the character if they are invincible. These hitboxes are extremely rare, occurring perhaps only five times in the game. Those times are: Trap Hideout lasers, Trap Hideout's first miniboss, Serpentine's purple lasers (as they head upwards), fd4 laser, and Brevon's throw. Brevon's throw is unique in that is will hit directly through invincibility. This hitboxes are only a problem for Carol, as Lilac and Milla will never meet one that she can be in the clanking state for that doesn't also pierce invincibility.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The character can be in four states at any given moment in regards to their hurtbox:&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The natural hitbox, occurs anytime that another state is not happening. In this state colliding with a hitbox of any kind will cause the character to take damage and be placed in the hitstun state.&lt;br /&gt;
&lt;br /&gt;
:'''Hitstun:'''&lt;br /&gt;
::After being hit the character plays a sound and an animation. During this state normal hitboxes cannot effect the character, and the state last for a short time after the animation is finished. This state is the reason that things such as spikes don't instantly stunlock a player to death. Combo hitboxes and transcendent hitboxes can still effect the character in this state. After a short time in this state the character will return to the normal state.&lt;br /&gt;
::Being thrown by Brevon places the character in an odd state where they are essentially in a hitstun state regardless of what state they were in. It plays the animation for being in hitstun and if the character was in a clanking or invincible state it will disable it.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::This state occurs either by breaking an invincibility crystal, or preforming Lilac's Dragon Boost. In this state the character can collide with any hitbox except Brevon's throw without being affected.&lt;br /&gt;
&lt;br /&gt;
:'''Clanking:'''&lt;br /&gt;
::This state is somewhat of an oddity and may perhaps only be a theory. When a character attacks an invincible hitbox they are placed briefly in this state. While in this state The character can only be hit by transcendent hitboxes. The state tends to last an extremely short amount of time, the only ways make normal clanking useful is with cyclone or rolling. There are however twoways to enter this state for an extended period. &lt;br /&gt;
::First is Carol's kicks. Carol's kicks place her directly into this state for as long as she is kicking, essentially making her invincible while kicking except for a few exceptions. This leads to some confusion about the kicks being called I-frames, but the transcendent hitboxes will still hit Carol as she kicks. Those hitboxes are very rare however, and using the kicks to block attacks is extremely powerful.&lt;br /&gt;
::Second is with Brevon. His knife has a very odd property where certain attacks can hit it as if it were an invulnerable hurtbox. If the knife is hit properly though it places the character into the clanking state for an extended period of time. This state will not end by naturally placing the character back into the normal state, instead the character must be forced into another state. The most common ways for this to happen is either Dragon Boosting or being grabbed by Brevon. While in this state Brevon functionally cannot hurt the player.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T19:18:09Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Clanking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Clanking==&lt;br /&gt;
&lt;br /&gt;
Hitboxes and hurtboxes work in weird ways, and an attempt to explain them will be below.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemies have 3 states for their hurtboxes, and 3 potential different hitboxes:&lt;br /&gt;
&lt;br /&gt;
'''''Hurtboxes:'''''&lt;br /&gt;
::Hurtboxes refer to the areas that a target can take damage. For instance Robo-Panther's only hurtbox is its head. There are three separate states that hurtboxes may be in with regards to enemies taking damage.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::This is the neutral state of most enemies. In this state the enemy is able to be readily damaged. This will be the most familiar state.&lt;br /&gt;
&lt;br /&gt;
:'''Intangible:'''&lt;br /&gt;
::This usually occurs when damage thresholds are in effect. When an enemy is flashing after taking a hit and is unable to take damage, this is referred to as Intangible. Attempting to hit a hurtbox in this state will do nothing and waiting until the hurtbox is back to normal is the only option.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::The state in which a hurtbox can not take damage, but can still be hit. Attacking one of these hurtboxes produces a distinct clanking noise, and cause a substanialy amount of hitlag during which the character appears to slow down. Attacking one of these boxes also puts the character into a &amp;quot;clanking&amp;quot; state themselves which will be explained later. An example of this type of hurtbox would be Mantalith's head when the eyes are yellow.&lt;br /&gt;
&lt;br /&gt;
'''''Hitboxes:'''''&lt;br /&gt;
::Hitboxes are the attacks an enemy puts out and how they interact upon encountering the character in the various states they may be in. There are also 3 types of hurtboxes that act differently.&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The most common hitbox by far, and likely the most familiar one. These hitboxes hit the character as long as the character is in a normal state, but will not hit a character in the hitstun, invincible or clanking states.&lt;br /&gt;
&lt;br /&gt;
:'''Combo:'''&lt;br /&gt;
::These hitboxes are different in that they will hit a character directly out of hitstun being able to preform a chainstun of sorts. The perfect example of these are the DNA cannon shots, although those are unique in that they won't hit a character in hitstun if the character has no health remaining. These attacks cannot affect a character in the clanking state or invincible state&lt;br /&gt;
&lt;br /&gt;
:'''Transcendent:'''&lt;br /&gt;
::This style of hitbox can hit the character even in the clanking state, but still will not hit the character if they are invincible. These hitboxes are extremely rare, occurring perhaps only five times in the game. Those times are: Trap Hideout lasers, Trap Hideout's first miniboss, Serpentine's purple lasers (as they head upwards), fd4 laser, and Brevon's throw. Brevon's throw is unique in that is will hit directly through invincibility. This hitboxes are only a problem for Carol, as Lilac and Milla will never meet one that she can be in the clanking state for that doesn't also pierce invincibility.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The character can be in four states at any given moment in regards to their hurtbox:&lt;br /&gt;
&lt;br /&gt;
:'''Normal:'''&lt;br /&gt;
::The natural hitbox, occurs anytime that another state is not happening. In this state colliding with a hitbox of any kind will cause the character to take damage and be placed in the hitstun state.&lt;br /&gt;
&lt;br /&gt;
:'''Hitstun&amp;quot;'''&lt;br /&gt;
::After being hit the character plays a sound and an animation. During this state normal hitboxes cannot effect the character, and the state last for a short time after the animation is finished. This state is the reason that things such as spikes don't instantly stunlock a player to death. Combo hitboxes and transcendent hitboxes can still effect the character in this state. After a short time in this state the character will return to the normal state.&lt;br /&gt;
::Being thrown by Brevon places the character in an odd state where they are essentially in a hitstun state regardless of what state they were in. It plays the animation for being in hitstun and if the character was in a clanking or invincible state it will disable it.&lt;br /&gt;
&lt;br /&gt;
:'''Invincible:'''&lt;br /&gt;
::This state occurs either by breaking an invincibility crystal, or preforming Lilac's Dragon Boost. In this state the character can collide with any hitbox except Brevon's throw without being affected.&lt;br /&gt;
&lt;br /&gt;
:'''Clanking:'''&lt;br /&gt;
::This state is somewhat of an oddity and may perhaps only be a theory. When a character attacks an invincible hitbox they are placed briefly in this state. While in this state The character can only be hit by transcendent hitboxes. The state tends to last an extremely short amount of time, the only ways make normal clanking useful is with cyclone or rolling. There are however twoways to enter this state for an extended period. &lt;br /&gt;
::First is Carol's kicks. Carol's kicks place her directly into this state for as long as she is kicking, essentially making her invincible while kicking except for a few exceptions. This leads to some confusion about the kicks being called I-frames, but the transcendent hitboxes will still hit Carol as she kicks. Those hitboxes are very rare however, and using the kicks to block attacks is extremely powerful.&lt;br /&gt;
::Second is with Brevon. His knife has a very odd property where certain attacks can hit it as if it were an invulnerable hurtbox. If the knife is hit properly though it places the character into the clanking state for an extended period of time. This state will not end by naturally placing the character back into the normal state, instead the character must be forced into another state. The most common ways for this to happen is either Dragon Boosting or being grabbed by Brevon. While in this state Brevon functionally cannot hurt the player.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T18:40:14Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Roll Blocking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall (for safety's sake, done perfect however releasing the direction effectively makes no difference) and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your momentum from launching off the wall.&lt;br /&gt;
:Be aware however, that missed timing on this may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. There are very few times that it is better to not Boost Jump, especially since Carol will fly faster than doing a normal jump. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and some individual walls seem to send her at different angles. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing kicks in the air. In most situations it doesn't matter, but kicking does prevent carol from double jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boosts are why you will often see Carol runners spending their Special Bar extensively during the run with unneeded boosting.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Clanking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be ignored. Rolling can put out enough hits to essentially become invulnerable to certain hitboxes. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T15:02:13Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Propeller Kicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall (for safety's sake, done perfect however releasing the direction effectively makes no difference) and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your momentum from launching off the wall.&lt;br /&gt;
:Be aware however, that missed timing on this may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. There are very few times that it is better to not Boost Jump, especially since Carol will fly faster than doing a normal jump. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and some individual walls seem to send her at different angles. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing kicks in the air. In most situations it doesn't matter, but kicking does prevent carol from double jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boosts are why you will often see Carol runners spending their Special Bar extensively during the run with unneeded boosting.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T15:01:38Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Edge Boost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall (for safety's sake, done perfect however releasing the direction effectively makes no difference) and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your momentum from launching off the wall.&lt;br /&gt;
:Be aware however, that missed timing on this may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. There are very few times that it is better to not Boost Jump, especially since Carol will fly faster than doing a normal jump. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and some individual walls seem to send her at different angles. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing kicks in the air. In most situations it doesn't matter, but kicking does prevent carol from double jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boosts are why you will often see Carol runners spending their Special Bar extensively during the run with unneeded boosting.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:59:29Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Boost Jumping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall (for safety's sake, done perfect however releasing the direction effectively makes no difference) and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your momentum from launching off the wall.&lt;br /&gt;
:Be aware however, that missed timing on this may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. There are very few times that it is better to not Boost Jump, especially since Carol will fly faster than doing a normal jump. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Wall Launching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall (for safety's sake, done perfect however releasing the direction effectively makes no difference) and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your momentum from launching off the wall.&lt;br /&gt;
:Be aware however, that missed timing on this may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:57:43Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Wall Launching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall (for safety's sake, done perfect however releasing the direction effectively makes no difference) and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your momentum from launching off the wall.&lt;br /&gt;
:Be aware however, that missed timing on that one may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:56:04Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Boost-Turnaround */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposite direction slows down the bike. Doing a boost during this animation, Carol instantly gains all her momentum back. She can even do this in the backwards direction! When done really fast it looks like Carol just rockets herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your movement momentum.&lt;br /&gt;
:Be aware however, that missed timing on that one may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Wall Ride */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster without sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely. Mistakes will happen though, so make sure you are ready to push away to detach from the wall if you do get stuck.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefully. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposit direction slows down the bike. However by performing a boost while doing so, Carol instantly gains all her momentum back. When done really fast it looks like Carol just rocket herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost-Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your movement momentum.&lt;br /&gt;
:Be aware however, that missed timing on that one may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:52:12Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Double Jump Cancel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster w/o sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefuly. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of its momentum right at the beginning. This does not make difference in a long run, however by doing so you remove the energy cost of double jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel double jump other than habit, and in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposit direction slows down the bike. However by performing a boost while doing so, Carol instantly gains all her momentum back. When done really fast it looks like Carol just rocket herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost-Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your movement momentum.&lt;br /&gt;
:Be aware however, that missed timing on that one may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:50:52Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Roof Riding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster w/o sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefuly. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of it's momentum right at the beginning this does not make difference in a long run, however by doing so you remove the energy cost of Double Jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel Double Jump other than habit. And in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposit direction slows down the bike. However by performing a boost while doing so, Carol instantly gains all her momentum back. When done really fast it looks like Carol just rocket herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost-Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your movement momentum.&lt;br /&gt;
:Be aware however, that missed timing on that one may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley for example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface, in most cases it will require a double jump. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T14:47:49Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Double Jump Cancel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will stick to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up by moving to the direction of the wall or down if no directional buttons are pressed. To get down faster just move to the opposite direction and Carol's bike will fall down.&lt;br /&gt;
:While on the wall Carol can preform any actions that do not require her to be in the air, or turn around. This means things such as boosting and attacking will work.&lt;br /&gt;
:It is also important to be ready to avoid Wall Ride when necessary. There are parts of the levels where you need to get down faster w/o sticking to any surfaces. To do this just don't press any directional buttons and let Carol fall down freely.&lt;br /&gt;
:The wall doesn't have to be a flat surface and/or in front of Carol in order to her to stick to it. She can easily get a grip to surfaces above her head given high enough velocity. Most of the time it is undesirable and will send you in the opposite direction, so watch your movement carefuly. It is said that Carol's bike is made of glue for a reason.&lt;br /&gt;
:Wall Riding is the basis for many different tricks, and will be used extensively in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:After pressing a boost button, hit the attack button to make Carol do her Wild Claw attack.&lt;br /&gt;
:On a bike it is only possible to perform Wild Claw attack if boost was used in before.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:By jumping during the boost animation, Carol can use Wild Claw in midair. This can be combined with Double Jump to deliver the attack higher into the air.&lt;br /&gt;
:This move is not too useful however, as most bossfights are done on feet to avoid losing the bike, or because of excessive momentum you get from boosting.&lt;br /&gt;
:For some reason, this move does not work when jump-boosting off an upwards slope.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:Carol can cancel the double jump animation at any time by performing an attack. Because Double Jump gives most of it's momentum right at the beginning this does not make difference in a long run, however by doing so you remove the energy cost of Double Jump which drains your Special Bar as long as you are spinning in midair. In situations where Kicks Attack will be needed shortly, preserving energy in your Special Bar is vital.&lt;br /&gt;
:It is also worth noting that double jump spin deals less damage than any other of one Carol's attacks, so in most cases it is not worth spending energy on.&lt;br /&gt;
:Most of the time though, there is little to no reason to cancel Double Jump other than habit. And in fact sometimes you may want your Special Bar to be drained. Other than in fights, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick that makes Carol instantly go in other direction with full momentum.&lt;br /&gt;
:While driving forward, pressing the opposit direction slows down the bike. However by performing a boost while doing so, Carol instantly gains all her momentum back. When done really fast it looks like Carol just rocket herself in the opposite direction in a blink of an eye.&lt;br /&gt;
:In almost every situation where changing the direction of movement is necessary, Boost-Turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike by either holding Down button, or pressing the opposit direction until fully stopped, Carol can leave the bike behind. To do this, hold Down button and press Jump while bike is stationary. Carol then will pounce in the direction she's facing.&lt;br /&gt;
:Most bosses are substantially easier, safer, and faster to fight on foot rather than risking your bike to be destroyed, so being able to leave the bike fast is a valuable skill for speedruns.&lt;br /&gt;
:There are very few situations where you wish to use the bike in combat - when the enemy is ouf of reach of regular jump and there are little risk of losing the bike, or there are more bike powerups nearby (examples: Sky Battalion Metal Ship miniboss, Serpentine fight's second phase in Jade Creek).&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a Wall Ride there are several ways to leave the wall: to press the opposite direction to fall down, to reach an edge at the end of a wall, or to jump away from the wall. Wall Launching makes use of the latter.&lt;br /&gt;
:In most cases Wall Launching is used to instantly transition into moving away from the wall. To do this release the directional button that makes Carol go up the wall and instantly press Jump button. Then quickly switch to pressing the opposite direction to preserve your movement momentum.&lt;br /&gt;
:Be aware however, that missed timing on that one may result in Carol slowing down or falling off the wall.&lt;br /&gt;
&lt;br /&gt;
===Roof Riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. It can be useful in different levels where landscape allows to make use of this skill. For example, with current route there are three times when Roof Riding is needed in Dragon Valley.&lt;br /&gt;
:As we've mentioned before, Carol's bike is made of glue. She can grab surfaces that are above her. In Dragon Valley example they are rounded edges of landmasses as can be seen [https://kb.speeddemosarchive.com/images/1/15/Roof_Riding_example.png here]. Touching surfaces like this while pressing the directional button will cause Carol to stick to it in peculiar way depending on where she grabs it.&lt;br /&gt;
:It is useful to experiment will all such surfaces on your own to feel what parts of it gives better grip. Certain parts will cause Carol to get stuck, while others will allow her to boost and ride the entire curve which is the preferable option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To do a Roof Ride let Carol touch the surface with double-jump spin. After you stick to the surface, use boost to gain speed. If &amp;quot;the good&amp;quot; part of the surface is missed, Carol may gets stuck. You will have to jump off and double jump back onto the curve, but most of the time it won't give you Roof Ride anymore and instead you'll have to jump your way up to the top.&lt;br /&gt;
:This trick is difficult to grasp at first and the approach to each Roof Ride is unique due to different circumstances. But with practice comes understanding how it works. The general advice though - do not rush your double-jump and try to loose as much momentum as possible before hitting it and touching the needed surface. Examples of Roof Riding can be seen [http://www.twitch.tv/synnchrist/c/6057724 here].&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than just simply jumping at high speed. A very useful technique to build into being a second nature. An extra major benefit of Boost Jumping is that it takes little to no room to perform, allowing it to be used without a run-up.&lt;br /&gt;
:Examples of when it is useful are plenty: when approaching ships in Sky Battalion, to make long-distance jumps in Jade Creek or pretty much anywhere where you need to jump forward while preserving the maximum speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When Boost Jumping is done on a upward slope it yields amazing vertical height. This can allow Carol to reach places that would otherwise require a double jump, or even skip certain Wall Rides. And example of such jumps can be seen [http://www.youtube.com/watch?v=D2TclNgs1Ko here].&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:The way Edge Boost sometimes works is still a mystery. It is executed by pressing Boost button and holding it down as Carol reaches the edge of a wall she's riding. As she goes over the edge it converts most of her vertical momentum to horizontal allowing a faster transition between vertical and horizontal surfaces.&lt;br /&gt;
:This move is beneficial in nearly every situation, there are almost no places where Edge Boost isn't wanted when going over the edge of a wall.&lt;br /&gt;
:The confusion comes in with how Carol makes her transitions. Sometimes she goes nearly vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached and with individual walls that have different types of Edge Boost for some reason. Some walls have tendency to just flip Carol 90 degrees and place her in horizontal position instantly (it appears to be an issue when there is a jump pad or another interactive object near the edge of a wall). Further testing is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note that there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has enough energy left in her Special Bar an Edge Boost will result into transition to horizontal movement with Carol performing Kicks Attack in the air. In most situations it doesn't matter, but kicking does prevent carol from Double Jumping.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going over the edge without enough energy left to perform Kicks Attack, Carol will launch forward in a move similar to Jump Boost. The advantage of this type of Edge Boost is that Carol can then Double Jump to extend the length of her flight. Kickless Edge Boost is why you will often see Carol runners spending their Special Bar extensively during the run.&lt;br /&gt;
&lt;br /&gt;
===Propeller Kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:Name's to be reconsidered ;)&lt;br /&gt;
:This trick allows Carol to gain slight boost underwater.&lt;br /&gt;
:When you do Kicks Attack underwater it seems like it cancels water physics for a duration of the attack and Carol starts falling down. Then you press Jump to get vertical momentum. Overall it boosts Carol forward slightly.&lt;br /&gt;
:Not the most useful techniques to say the least because water levels are not common in the game. And even if you end up underwater, it is either choke full of enemies that you can accidentally hit with kicks and slow yourself down or you don't have energy left to perform the attack. The only place where it is absolutely safe to do is the submarine part in Jade Creek when water level rises. &lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the routes are constantly evolving and more uses for it may be found at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Lilac</id>
		<title>Freedom Planet/Mechanics and Bugs/Lilac</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Lilac"/>
				<updated>2015-02-12T02:05:01Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Dragon Boost&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Major Tricks =&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T01:34:04Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Damage Thresholds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Clanking==&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T01:33:47Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Damage Thresholds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
 This is the way most bosses work in regards to health. They take a specific amount of &amp;quot;damage&amp;quot; and when that amount of damage is done the boss takes a &amp;quot;hit&amp;quot; Some bosses also require parts to be broken that each have their own damage thresholds. &amp;quot;Damage&amp;quot; dealt by the player is determined by what moves they use to hit the boss, but going over the threshold will still deal a single hit. Many bosses have this threshold set to one, and any damage taken will deal a &amp;quot;hit&amp;quot;. In most cases upon passing a threshold a boss has a longer set of invincibility. Other bosses only require one threshold to be reached to be killed.&lt;br /&gt;
&lt;br /&gt;
Let's look at an example of Mantalith in Relic Maze as Carol to explain the thresholds. To complete one phase of the fight, both arms must be broken and then the eyes must be broken. This must occur 5 times, so we can say it takes 5 hits to beat Mantalith. The arms each have a set amount of damage they take before they break, which increases in the third phase. As soon as this threshold is reached, the arm will break off. When the head comes down it also requires a set amount of damage to break. Using Carol as an example the head takes either four hits from her kicks or a single Wild Claw. Going over the threshold on the head does not do additional damage and will always apply one &amp;quot;hit&amp;quot; to the 5 to kill Mantalith.&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs</id>
		<title>Freedom Planet/Mechanics and Bugs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs"/>
				<updated>2015-02-12T01:25:37Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Individual Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
==Slopes==&lt;br /&gt;
&lt;br /&gt;
==Damage Thresholds==&lt;br /&gt;
&lt;br /&gt;
==Zipping==&lt;br /&gt;
&lt;br /&gt;
= Individual Techniques = &lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Lilac|Lilac]]:Techniques Lilac uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Carol|Carol]]:Techniques Carol uses&lt;br /&gt;
&lt;br /&gt;
[[Freedom_Planet/Mechanics and Bugs/Milla|Milla]]:Techniques Milla uses&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T01:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Wall Jump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
:Use this to skip ladders no matter how small.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T01:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T01:09:28Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Pounce claw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
:During the first frames of the pounce claw, pressing the opposite direction will cause the claw to come out behind Carol. Fairly difficult to do and very situational, but it does have the potential to hit targets both in front and behind carol in the same motion.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T01:05:30Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Reverse Claw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T01:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Rapid Clawing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
:Rapid Clawing is simply putting out as many Wild Claws as you can in a short period of time. This is the single fastest way to do damage in the game except for perhaps a dragon boost from Lilac. It can be done two ways.&lt;br /&gt;
&lt;br /&gt;
:Pouncing: Remembering that pounces can be turned around in the air, Carol can put out rapid claws in mid air. This is quite hard to do properly and most runners prefer to kick directly out of a pounce claw, but done properly it will do higher damage. Even done somewhat improperly it can still provide an alternative for while the special bar is empty. Perhaps in the year 20XX Carol runners will do rapid reverse claws to do a ridiculous amount of damage to a focused point, but the amount of technical speed that would require is insane.&lt;br /&gt;
&lt;br /&gt;
:Rolling: Carol can begin a roll as soon as the claw animation is done. This can pump out a massive amount of claws while being able to do it almost stationary. An amazing way to destroy everything close to the ground. Master this and things like the Bone Golem will go down in no time flat!&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Roll Claw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
:[[File:Roll claw small.png|right|frame]]&lt;br /&gt;
:The second way Carol can preform a Wild Claw. By attacking out of a roll at any point Carol will transitions directly into clawing. Doing it this way has the benefits of being able to hit with the roll before clawing on an target, and being able to claw from a nearly stationary position. It is also excellent for hitting targets low to the ground.&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Roll_claw_small.png</id>
		<title>File:Roll claw small.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Roll_claw_small.png"/>
				<updated>2015-02-12T00:55:09Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: Carol preforming a roll claw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carol preforming a roll claw&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:51:09Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Pounce claw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
:One of the two ways Carol can preform Wild Claw. Simply attack out of a pounce to do it. The has the benefit of reaching high and ease to control, plus Carol can do it right out of climbing a wall! It will be one of the corner stones to fight bosses, along with Roll Claw. In many cases the two can be substituted depending on style.&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:41:44Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Roll Blocking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
:The way clanking works in this game allows many hitboxes to be cancelled out. The kicks are the perfect example of this. However rolling can also certain attacks such as the spikey thing that breaks the walls in relic maze. It has the advantage over kicks in certain situations due to having less hits so it causes less hitlag frames and is thus very slightly faster, plus it also saves some special meter.&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:38:51Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Slope Roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
:There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Slope Roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
[[File:Carol Rolling Small.png|right|frame]]&lt;br /&gt;
::There are three ways to god down slopes on foot. Simply run, roll, and pounce. Pouncing is the fastest, but when that's not available, or that's too fast rolling is nearly as good. It builds speed at a much faster rate than just running, and essentially any time you're not pouncing on a slope you should be rolling.&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Carol_Rolling_Small.png</id>
		<title>File:Carol Rolling Small.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Carol_Rolling_Small.png"/>
				<updated>2015-02-12T00:31:00Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: Carol preforming a roll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carol preforming a roll&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Spring Pounce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
:When being launched by a spring Carol can pounce immediately to travel in that direction instantaneously. Doing this can allow carol to reach places she wouldn't be able to reach simply by jumping off the spring even holding in that direction. It can be done off both blue and yellow springs.&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Pounce Turnaround */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
:The animation for a pounce can always be cancelled by pushing in the opposite direction, and Carol can always pounce in mid air if she is not in the animation already. This means she can pounce in midair to instantly reverse herself at full speed, even directly out of a pounce in the other direction!&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:23:51Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Slope Pounce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
[[File:Slope Pounce Small.png|right|frame]]&lt;br /&gt;
:Carol's pounce instantly puts her at her normal running speed in the direction you're facing. This makes is an amazing way to maneuver. If Carol preforms a pounce and lands on a slope however she gains a massive amount of speed in the direction she is heading. depending on the angle of the slope this speed can almost rival that of the bike. The mechanics of the pounce allows this to be done even on slopes such as those that would allow you to run up a wall.&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Wall Jump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
:Secretly Carol is zero... or at least she has very Megaman-esque wall jump. Carol can climb walls as if she game right out of Megaman x. This technique is simple, and can be used to help kill tall bosses at a much faster rate, and navigate levels when a bike isn't available. Learn to time the jumps rather than mash to get the best possible speed up walls.&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Slope_Pounce_Small.png</id>
		<title>File:Slope Pounce Small.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Slope_Pounce_Small.png"/>
				<updated>2015-02-12T00:10:02Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: Carol preforming a slope pounce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carol preforming a slope pounce&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-12T00:03:53Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Foot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
===Slope Pounce===&lt;br /&gt;
&lt;br /&gt;
===Pounce Turnaround===&lt;br /&gt;
&lt;br /&gt;
===Spring Pounce===&lt;br /&gt;
&lt;br /&gt;
===Slope Roll===&lt;br /&gt;
&lt;br /&gt;
===Roll Blocking===&lt;br /&gt;
&lt;br /&gt;
===Pounce claw===&lt;br /&gt;
&lt;br /&gt;
===Roll Claw===&lt;br /&gt;
&lt;br /&gt;
===Rapid Clawing===&lt;br /&gt;
&lt;br /&gt;
===Reverse Claw===&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Boost Jumping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. An extra major benefit of Boost Jumping is that it takes next to no room to preform, allowing it to be done without a run-up. This is especially usful when approaching ships in Sky Battalion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Boost Jumping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|right|frame]]&lt;br /&gt;
:By jumping immediately after boosting Carol can extend the length of her jump. Done frame perfectly this can launch Carol substantially further than simply jumping at speed. A very good technique to build into being second nature. The only times this technique is not useful is to conserve stamina, or when a shorter jump is required. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The trick does not increase height when launching from the ground, it actually increases the speed Carol leaves the ground at. Due to this it actually saves times to be boost jumping in situations where a normal jump would suffice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Done on a slope yields amazing vertical height. This can allow carol to reach places that would otherwise require a double jump, or even skip certain wall rides.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Propeller kicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:By jumping immediatly after boosting Carol can extend the length of her jump. Done frame perfectly&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
:when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Propeller kicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:By jumping immediatly after boosting Carol can extend the length of her jump. Done frame perfectly&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. Even in the one spot that some runners use it however, it is not much slower to simply ride normally and rise to the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:15:47Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Propeller kicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:By jumping immediatly after boosting Carol can extend the length of her jump. Done frame perfectly&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right|frame]]&lt;br /&gt;
when you kick you cancel water physics and start falling down. Then you press jump and get vertical momentum. Overall it boosts you forward slightly. Overall not the most useful techniques, the major place this was useful for is now no longer seen due to a route change in Jade Creek. It does have the benefit of being able to seemingly drag out a boost from a ledge underwater to carry the momentum for longer due to removing water physics. As is there is only a few times that Carol will be underwater, and in the majority of them riding the bottom is simply the better option. Of the two that this is potentially useful in Jade Creek, only one is commonly used after Neera is frozen, because in the other you may wish to conserve special for an upcoming fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Because of the aforementioned reasons this technique tends to be inconsequential and should not be a priority to learn. However the route is constantly evolving and more uses may be found at any point.&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:11:00Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Boost Jumping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:By jumping immediatly after boosting Carol can extend the length of her jump. Done frame perfectly&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Edge Boost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|right|frame]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T19:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Edge Boost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|left]]&lt;br /&gt;
:This technique is still not fully understood. It is executed by boosting as carol reaches the top of a wall, and as she goes off continue to hold boost. This will launch her forward off the wall rather than directly up. This is beneficial in nearly every situation, there is almost no places where an edge boost isn't anted while leaving the top of a wall. The confusion comes in with the angle that Carol leaves the wall at. Sometimes she nearly goes vertical, other times she can go at such a steep angle that she literally grabs the floor immediately. It appears to have something to do with how long the boost has been going until the top of the wall was reached, but further testing is still required. Note there are two major types of edge boosts:&lt;br /&gt;
&lt;br /&gt;
:'''Kicking:''' When carol has some remaining special bar and attempts to edge boost she will launch off the wall at incredible speeds directly into her kick attack. In most situations that's fine, but kicking does prevent carol from double jumping. It however possible to edge boost with special remaining and not kick, the reason why is not understood and is mainly done by feel currently.&lt;br /&gt;
&lt;br /&gt;
:'''Kickless:''' When going off a wall without special bar (or in some cases even with special) carol will launch forward in a state almost identical to jumping out of a boost. The advantage of this is that Carol can then double jump to extend the length of this boost and reach walls that the kicking boost may need to land and then jump for. This kickless boost is why you will often see carol runners spamming boost to keep their meter down. There are times however that carol will need to be able to kick and you must know when an area like that is coming up.&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T18:41:42Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Roof riding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right|frame]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|left]]&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T18:41:23Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Roof riding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right]]&lt;br /&gt;
:A situational technique. There are at least three times in dragon valley that this is used alone in the current route however. All three do is in separate ways. In all cases this is done on a roof that rounds up sort of like the bottom of a bowl. Landing on this roof will cause carol to stick to it in very peculiar ways depending on how she grabs. It will be useful to experiment will all cases on your own and see what parts of the roof seem to stick the best. Certain parts will cause Carol to simply get stuck, while others will allow her to boost and ride the entire curve which is the preferable option. Getting onto the round section on the same point a struggle on it's own in many situations. However with a bit of time spent practicing it is very possible.&lt;br /&gt;
&lt;br /&gt;
:The steps to doing a roof ride are simply to grab the rounded section of the roof, then boost. If Carol gets stuck she will have to jump off and double jump back onto the curve. The approach to each roof ride is unique due to the terrain, and it is best to treat each approach as part of the trick, learning them together.&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|left]]&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol</id>
		<title>Freedom Planet/Mechanics and Bugs/Carol</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Freedom_Planet/Mechanics_and_Bugs/Carol"/>
				<updated>2015-02-11T18:33:55Z</updated>
		
		<summary type="html">&lt;p&gt;ASynn: /* Wall Launching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mechanics =&lt;br /&gt;
&lt;br /&gt;
;Kicks&lt;br /&gt;
&lt;br /&gt;
;Wild Claw&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
;Slopes&lt;br /&gt;
&lt;br /&gt;
;Ladders&lt;br /&gt;
&lt;br /&gt;
;Zipping&lt;br /&gt;
&lt;br /&gt;
= Techniques =&lt;br /&gt;
&lt;br /&gt;
==Bike==&lt;br /&gt;
&lt;br /&gt;
===Wall Ride===&lt;br /&gt;
[[File:Wall Ride Small.png|right|frame]]&lt;br /&gt;
:Simply put when Carol's bike comes in contact with a wall it will cling to it like glue. This can be accomplished by hitting it in midair, or driving up a slope onto the wall. You can then drive up the wall but not down. To get quickly down from the wall simply pushing away will drop you from the wall. Pushing towards the wall will drive up the wall. While on the wall carol can preform any actions that do not require her to be in the air, or turn around. This means things such boosting and attacking work. This will be the basis for many different tricks, and will be used extensively in the speedrun. The only way to wall ride downwards is when a slope causes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It is also important to always be ready to avoid wall rides. There are times where Carol comes into a section and wishes to go downwards. However she may get stuck to a wall, she will only do this if you hold towards the wall. Simply by not holding a direction any issues can be avoided, but still be ready in these sections to press away to get off that wall if you do get stuck and resume falling to eliminate the loss of time. The wall doesn't have to be flat for Carol to be stuck to it either. She can easily get stuck to sections, and due to being at a high speed, get launched in the opposite direction than the goal you were heading to. Watch where the bike is going, it is said to be made of glue for a reason.&lt;br /&gt;
&lt;br /&gt;
===Boost Claw===&lt;br /&gt;
&lt;br /&gt;
[[File:Bike_claw_small.png|right|frame]] &lt;br /&gt;
:While preforming a boost, inputting an attack will execute a Wild Claw. it is not possible to preform a Wild Claw on the bike without first boosting.&lt;br /&gt;
&lt;br /&gt;
===Double Jump Claw / Jump claw=== &lt;br /&gt;
:Simply by jumping during the boost animation, Carol can use her wild claw in midair. This can be combined with a double jump to place the claw very high. Generally not too useful however as most fights are done off the bike, or the movement needed to boost gets in the way. Does not work when boost jumping off an upwards slope&lt;br /&gt;
&lt;br /&gt;
===Double Jump Cancel===&lt;br /&gt;
:By attacking while in the double jump animation, the double jump is immediately cancelled. However because the double jump gives most of it's momentum right at the start this does not make a difference in the long run. However by doing this you remove the cost of the double jump which drains your special bar as long as you are flipping. In situations where kicks on the bike will be needed shortly this can be vital to do. Also the double jump deals less damage than other forms of attack, so doing so in the few situations the bike is used for combot will increase the speed of those fights. In most situations though, there is little reason to cancel a double jump other than habit, and in fact sometimes you may want your special bar to be drained. Other than in a fight, or in particular situations, this technique tends to be inconsequential.&lt;br /&gt;
&lt;br /&gt;
===Boost-Turnaround===&lt;br /&gt;
[[File:Braking_on_Bike_Small.png|right|frame]] &lt;br /&gt;
:A simple trick. While driving in one direction pressing backwards simply slows down the bike. However by pressing boost while holding backwards will instantly turn around and be heading in full speed in this direction. In almost every situation that turns the bike around, a boost-turnaround is the most efficient and fastest way to do it.&lt;br /&gt;
&lt;br /&gt;
===Bike Dismount===&lt;br /&gt;
:By coming to a full stop on the bike either by holding down, or slowing down slowly, Carol can leave the bike behind. She does this by holding down and pressing jump while at a complete stop. This leaves the bike directly into a pounce. Most bosses are substantially easier, safer, and faster on foot so getting used to leaving the bike is needed. There are very few situations where you will wish to use the bike in combat, only when the enemy is high with no nearby walls, or fast enough to kill on the bike that it's irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Wall Launching===&lt;br /&gt;
:While preforming a wall ride there is a few ways to dismount it. You can press away to fall off, reach an edge at the top, or jump to boost away from the wall. Wall Launching makes use of the latter. In most cases Wall Launching is used to instantly transition into moving away from the wall that was being ridden. To do this hold towards the wall, jump, and then quickly switch to holding away from the wall. A proper launch with change all the momentum from the jump directly into heading in the desired direction. The only time that launching vertically is really used is in the few cases of roof riding.&lt;br /&gt;
&lt;br /&gt;
===Roof riding===&lt;br /&gt;
[[File:Roof Ride Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
===Boost Jumping===&lt;br /&gt;
[[File:Boost_jump_small.png|left]]&lt;br /&gt;
:Done on a slope yields amazing vertical height.&lt;br /&gt;
&lt;br /&gt;
===Edge Boost===&lt;br /&gt;
[[File:Edge_Boost_Small.png|left]]&lt;br /&gt;
&lt;br /&gt;
===Propeller kicks===&lt;br /&gt;
[[File:Water Kicks Small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Foot==&lt;br /&gt;
&lt;br /&gt;
:'''Slope Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Slope Roll'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Rapid Clawing'''&lt;br /&gt;
&lt;br /&gt;
:'''Reverse Claw'''&lt;br /&gt;
&lt;br /&gt;
:'''Spring Pounce'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce Turnaround'''&lt;br /&gt;
&lt;br /&gt;
:'''Wall Jump'''&lt;br /&gt;
&lt;br /&gt;
:'''Roll Blocking'''&lt;br /&gt;
&lt;br /&gt;
:'''Pounce While Zipping'''&lt;br /&gt;
&lt;br /&gt;
= Major Skips = &lt;br /&gt;
&lt;br /&gt;
;Relic Maze Zip&lt;br /&gt;
&lt;br /&gt;
;Thermal Base Box Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 2 Zip&lt;br /&gt;
&lt;br /&gt;
;Final Dreadnought 4 Zip&lt;/div&gt;</summary>
		<author><name>ASynn</name></author>	</entry>

	</feed>