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

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(Mechanics: -- This is supposed to be the basics of how they work. Will add variations and uses later. Probably too detailed, might reduce to very basic summaries.)
m (Uppercut)
 
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= Mechanics =
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= Basic Mechanics =
Lilac's mechanics, on the whole, give her an incredible amount of control over her aerial movement and a wide array of combat options. Her running speed is also the highest. Together, this makes Lilac by far the fastest character in the game.
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:Lilac's mechanics, on the whole, give her an incredible amount of control over her aerial movement and a wide array of combat options.
While fast, however, she cannot simply ''run'' to her top speed, therefore much of her playstyle revolves around using her abilities and the environment to gain and maintain momentum.
+
:Like the others, she cannot simply ''run'' to her top speed, therefore much of her playstyle revolves around using her abilities and the environment to gain and maintain momentum.
 +
:For the sake of keeping this page readable, it will be assumed that you have at least knowledge on the basics of how these moves work. Also, controls will be simplified to A = Jump, B = Attack, C = Special(dragon boost).
  
;Dragon Boost
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== Dragon Boost ==
Performed by pressing the Special button and then pressing or holding a direction. Can only be used when the boost meter is completely full and completely consumes it.
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'''(C)'''
After a brief charge-up, fires Lilac at high speed in a straight line one of 6 basic directions; left, right, or any of the basic diagonals.
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:Your primary way of gaining speed; Note that it doesn't bring you to top speed, just adds a large amount to your current speed.
If Lilac was moving across the ground while charging up, she will slide across the ground in the direction of travel while charging. If used while in the air or while running up a vertical wall, Lilac will freeze in place while charging.
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:A large portion of Lilac's routing involves squeezing in as many boosts as you can, but reckless use can screw you over if your meter doesn't recharge by the time you get to an area where you really need it.
While boosting, Lilac is invincible and will cause damage to any enemies she collides with ''per frame''.
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:If you boost upwards, you'll be subject to air-friction when you come out of it. You can mitigate that by dive-kicking as soon as the boost ends, but you're guaranteed to lose at least ''some'' speed.
Boosting straight horizontally into a wall will cause her to bounce upwards and away from the wall, interrupting the boost.
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Boosting diagonally into a wall or ceiling will cause Lilac to ricochet off the wall without interrupting the boost. There is no limit to the number of possible ricochets.
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Boosting diagonally onto a floor(or ceiling slopes) will cause Lilac to simply follow the surface with her boost.
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The boost adds a significant amount to Lilac's speed, though does not necessarily bring her to her top speed.
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If Lilac end the boost in mid-air while ascending, she will lose some of her speed to air friction over time. If she was moving horizontally, downwards, or diagonally downwards, air friction will not apply.
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;Dive-kick
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== Dive-kick ==
Performed by pressing ↓ + Attack while in the air.
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'''(↓+B while in air)'''
Lilac will perform a short animation of her flipping over, before extending her foot and throwing herself downwards.
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:You'll spend huge amount of your airtime divekicking, mostly because it negates air-friction entirely. In other cases, you're just falling and want to fall faster. Can do counter-intuitive things to your height and jump arc(see: Float-Kick, below).
This ability does not fire you straight down , rather simply increases your downwards velocity while maintaining your current horizontal velocity. As such, Lilac completely ignores air-friction while Dive-Kicking.
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:It is very much worth getting the hang of sliding your thumb from A to B so that you can turn a jump into a dive-kick as quickly as possible.
Lilac is considered constantly attacking while in this state.
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Dive-kicks can be spammed while in the air-flows in Sky Battalion.
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;Cyclone
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== Cyclone ==
Performed by pressing Jump while in mid-air.
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'''(A while in air)'''
Using cyclone will consume your boost meter slowly over the duration, but ''does not actually require meter to use''.
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:Cyclone is great; You can gain extra height on your jump anywhere, and you can manipulate its arc by holding ↑ or ↓.
Lilac spins around, her hair/tentacles acting like a helicopter, gaining height and lightly damaging nearby enemies per frame.
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:Worth noting, that while using cyclone consumes your meter, it ''does not actually require meter to use''. Basically, it will take meter if it can, but it'll work just fine even if the boost meter is completely empty.
While Cyclone-ing, you can exert limited control over Lilac's height by holding ↑ or ↓.
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:If you want to cancel your cyclone early(and in 90% of cases you do), just Kick out of it.
Holding ↓ as you begin a cyclone will instantly set Lilac's vertical speed to 0(but wont affect her horizontal speed).
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:Cancelling your cyclones lets you get to the ground faster, preserve your meter, and due to the speed your meter recharges, it lets you actually boost right after having used a cyclone to extend your jump.
You can only use a cyclone once before landing, and it has a limited duration.
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;Ground Cyclone
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== Ground Cyclone ==
Performed by pressing ↓ + Attack while running. You can jump while in use to convert it into a normal Cyclone.
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'''(↓+B while running)'''
Ground cyclones are exactly what they sound like and work just like normal cyclones unless otherwise stated.
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:They work exactly like normal cyclones, except it's easier to ignore air friction with it because unless you try to jump while doing it, it wont increase your height.
They differ functionally from air cyclones in that if you perform one and 'run' off of an edge, you will ignore air friction. Can be used to hover over gaps in areas where jumping is not feasible.
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:Ironically, if you're actually using this to travel across the ground, you're doing it wrong.
However, using a ground cyclone and staying on the ground seems to apply a speed cap to Lilac.
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:Unconfirmed, but slopes ''seem'' to have a bigger impact on your speed if you cyclone up/down them.
This speed cap is ''not'' applied, however, if Lilac lands while using a normal cyclone.
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;Uppercut
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== Uppercut ==
Performed by pressing ↑ + Attack
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'''(↑+B while grounded)'''
After a brief delay, Lilac rises upwards in an unusual arc, damaging enemies along the way.
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:Mainly used as an alternative to jumping in certain places, because it has a weird arc and a delay.
Lilac will perform the uppercut no matter what, even if you run/fall off a ledge before the animation goes off. The delay before the attack actually goes off can be used in specific places to keep speed where the ceiling would otherwise get in the way, or where the normal jump arc, for whatever reason, wouldn't work.
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:The uppercut has a delay on it, which can be abused by inputting the command just before running off the edge of something; Lilac will fall momentarily, and then use her mighty fist to fling herself upwards from in mid-air. This is great for making jumps where low ceilings are in the way.
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:Note that Uppercut will ''always'' try to push Lilac directly upwards, even if she's running vertically or upside-down.
  
;Damage
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== Damage ==
Lilac's damage output is very simple: Cyclone is bad, everything else is good.
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:Lilac's damage output is very simple: Cyclone is bad, everything else is good.
As a general rule in regards to damage output, Dragon Boost > Kicks > everything else > cyclone
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:The reason being cyclone may hit more often, but only does half the damage per tick as anything else, and most of her attacks tend to 'tick' multiple times anyway, so literally anything else will get you more damage output. It's not useless though; it still hits all around you, and it's still a good way to increase height so you can get more attacks in during a single jump.
Cyclone hits more often, but only does half the damage per tick as anything else.
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:Dragon Boost will do the most damage by far, ''if you can place it right''. So if you can find a good opportunity to use it, do so, but don't bother if it'll only damage the enemy for a few frames.
A Dragon Boost will only do the most damage if you are colliding with an enemy for at least around half of it.
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:Other than that, all your attacks do basically the same damage, so it's up to where the target is in relation to you. Most of the time, that means kick them a lot.
After that, your basic ground combo is to simply spam normal kicks, and your basic air combo is 2 kicks→cyclone(for height)->3 kicks.
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Uppercuts and Divekicks do very similar damage to basic kicks, but they change your position and this makes them situational for attacking.
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= Techniques =
 
= Techniques =
 
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;Boost-slide
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(sliding across the floor while charging DBoost)
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;Long Dragon Boost
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(holding A)
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;Stuck-Boost
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(sticking to edge of screen to damage bosses better)
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;Bend-Boost
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(wonky directable boost from boosting up during forec-running sections)(no current use)
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;Brain Damage/Wall-Climb
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(dail2 tactics)
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;Superswim
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(swim fast)
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;Superswim-climb
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(swim ''up'' fast)
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;Upperkick
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(Gaining height via DK)
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;Float-Kick
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(DK without losing jump height/distance)
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;Dive-Kick Slide
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(use DK before landing -> 'run' off edge -> DK goes off after ledge because animation delay)
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;Long Uppercut
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(↑+A+B)
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;Stopclone
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(↓+A in air, kills vertical momentum)
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;Cyclone Slope-Jump
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(ground cyclone->jump while going uphill = super-high jump)
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;Spring Cyclone
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(cyclone off springs for height/distance)
  
 
= Major Tricks =
 
= Major Tricks =
 +
;Stairs Zip(Relic Maze)
 +
;Barrel Zip(Thermal Base)
 +
;Box Zip(Thermal Base)
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;Water Skip(Thermal Base)
 +
;Lift Zip(FD2)
 +
;Blocks Zip(FD4)
 +
;The Most Bad-Ass Damage-Boost(FD4)

Latest revision as of 12:03, 18 March 2015

Basic Mechanics

Lilac's mechanics, on the whole, give her an incredible amount of control over her aerial movement and a wide array of combat options.
Like the others, she cannot simply run to her top speed, therefore much of her playstyle revolves around using her abilities and the environment to gain and maintain momentum.
For the sake of keeping this page readable, it will be assumed that you have at least knowledge on the basics of how these moves work. Also, controls will be simplified to A = Jump, B = Attack, C = Special(dragon boost).

Dragon Boost

(C)

Your primary way of gaining speed; Note that it doesn't bring you to top speed, just adds a large amount to your current speed.
A large portion of Lilac's routing involves squeezing in as many boosts as you can, but reckless use can screw you over if your meter doesn't recharge by the time you get to an area where you really need it.
If you boost upwards, you'll be subject to air-friction when you come out of it. You can mitigate that by dive-kicking as soon as the boost ends, but you're guaranteed to lose at least some speed.

Dive-kick

(↓+B while in air)

You'll spend huge amount of your airtime divekicking, mostly because it negates air-friction entirely. In other cases, you're just falling and want to fall faster. Can do counter-intuitive things to your height and jump arc(see: Float-Kick, below).
It is very much worth getting the hang of sliding your thumb from A to B so that you can turn a jump into a dive-kick as quickly as possible.

Cyclone

(A while in air)

Cyclone is great; You can gain extra height on your jump anywhere, and you can manipulate its arc by holding ↑ or ↓.
Worth noting, that while using cyclone consumes your meter, it does not actually require meter to use. Basically, it will take meter if it can, but it'll work just fine even if the boost meter is completely empty.
If you want to cancel your cyclone early(and in 90% of cases you do), just Kick out of it.
Cancelling your cyclones lets you get to the ground faster, preserve your meter, and due to the speed your meter recharges, it lets you actually boost right after having used a cyclone to extend your jump.

Ground Cyclone

(↓+B while running)

They work exactly like normal cyclones, except it's easier to ignore air friction with it because unless you try to jump while doing it, it wont increase your height.
Ironically, if you're actually using this to travel across the ground, you're doing it wrong.
Unconfirmed, but slopes seem to have a bigger impact on your speed if you cyclone up/down them.

Uppercut

(↑+B while grounded)

Mainly used as an alternative to jumping in certain places, because it has a weird arc and a delay.
The uppercut has a delay on it, which can be abused by inputting the command just before running off the edge of something; Lilac will fall momentarily, and then use her mighty fist to fling herself upwards from in mid-air. This is great for making jumps where low ceilings are in the way.
Note that Uppercut will always try to push Lilac directly upwards, even if she's running vertically or upside-down.

Damage

Lilac's damage output is very simple: Cyclone is bad, everything else is good.
The reason being cyclone may hit more often, but only does half the damage per tick as anything else, and most of her attacks tend to 'tick' multiple times anyway, so literally anything else will get you more damage output. It's not useless though; it still hits all around you, and it's still a good way to increase height so you can get more attacks in during a single jump.
Dragon Boost will do the most damage by far, if you can place it right. So if you can find a good opportunity to use it, do so, but don't bother if it'll only damage the enemy for a few frames.
Other than that, all your attacks do basically the same damage, so it's up to where the target is in relation to you. Most of the time, that means kick them a lot.

Techniques

Boost-slide

(sliding across the floor while charging DBoost)

Long Dragon Boost

(holding A)

Stuck-Boost

(sticking to edge of screen to damage bosses better)

Bend-Boost

(wonky directable boost from boosting up during forec-running sections)(no current use)

Brain Damage/Wall-Climb

(dail2 tactics)

Superswim

(swim fast)

Superswim-climb

(swim up fast)

Upperkick

(Gaining height via DK)

Float-Kick

(DK without losing jump height/distance)

Dive-Kick Slide

(use DK before landing -> 'run' off edge -> DK goes off after ledge because animation delay)

Long Uppercut

(↑+A+B)

Stopclone

(↓+A in air, kills vertical momentum)

Cyclone Slope-Jump

(ground cyclone->jump while going uphill = super-high jump)

Spring Cyclone

(cyclone off springs for height/distance)

Major Tricks

Stairs Zip(Relic Maze)
Barrel Zip(Thermal Base)
Box Zip(Thermal Base)
Water Skip(Thermal Base)
Lift Zip(FD2)
Blocks Zip(FD4)
The Most Bad-Ass Damage-Boost(FD4)
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