Freedom Planet/Mechanics and Bugs/Milla

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Mechanics

Shield

The shield reflects projectile attacks and can be held in one of six directions. If a shield is used while Milla is holding a phantom block, the result will be a super shield. The super shield has the additional effect of bursting outward and pushes Milla in the opposite direction.

Phantom Block

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

Flutter

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

Damage

Techniques

Super Shield Burst

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

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

Super Shield Burst Cancel

A super shield burst cancel allows Milla to resume full control of movement or attack without waiting for the recoil of a super shield burst to finish. This is performed by pushing A or B immediately after releasing a super shield burst. Application of this technique allows for damaging a boss more rapidly, building speed more rapidly, and assists with clipping.

Flutterblock

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

Clipping

When Milla is fluttering, collision detection to cause Milla to land is ignored. This can be used to flutter through a floor if Milla has sufficient speed. Performing a downward super shield burst assists with achieving a faster falling speed and is usually combined with the cancel to permit fluttering in time to clip.

Item Zip

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

Collision Glitch

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

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

Major Tricks

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