Difference between revisions of "Freedom Planet/Mechanics and Bugs/Carol"

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(Techniques)
(Techniques)
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:'''Double Jump Cancel'''
 
:'''Double Jump Cancel'''
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::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. 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.
  
  

Revision as of 02:17, 11 February 2015

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

Bike claw small.png 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. 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 Jumping

Boost jump small.pngDone on a slope yields amazing vertical height.


Edge Boost


Wall Launching


Roof riding


Boost-Turnaround


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
Personal tools