Difference between revisions of "Freedom Planet/Mechanics and Bugs/Carol"
From SDA Knowledge Base
(→Boost Jumping) |
(→Boost Jumping) |
||
Line 44: | Line 44: | ||
===Boost Jumping=== | ===Boost Jumping=== | ||
− | [[File:Boost_jump_small.png| | + | [[File:Boost_jump_small.png|frame]] |
:Done on a slope yields amazing vertical height. | :Done on a slope yields amazing vertical height. | ||
Revision as of 12:01, 11 February 2015
Contents
Mechanics
- Kicks
- Wild Claw
- Damage
- Slopes
- Ladders
- Zipping
Techniques
Bike
Wall Ride
- 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.
Boost Claw
- 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.
Double Jump Claw / Jump claw
- 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
Double Jump Cancel
- 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.
Boost-Turnaround
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.Bike Dismount
- 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.
Wall Launching
Boost Jumping
- Done on a slope yields amazing vertical height.
Edge Boost
Roof riding
Propeller kicks
Foot
- Slope Pounce
- Slope Roll
- Pounce claw
- Roll Claw
- Rapid Clawing
- Reverse Claw
- Spring Pounce
- Pounce Turnaround
- Wall Jump
- Roll Blocking
- Pounce While Zipping
Major Skips
- Relic Maze Zip
- Thermal Base Box Zip
- Final Dreadnought 2 Zip
- Final Dreadnought 4 Zip