Flowmotion: Difference between revisions

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Flowmotion is activated by pressing {{button|DSY}} to [[Dodge Roll]] or [[Air Slide]] into a wall or other interactive object, or by landing on certain environmental features, such as rails or fountains. Sora or Riku will perform a context-sensitive action, such as briefly sticking to and jumping off of a wall or spinning around a pole after Air Sliding into it.
Flowmotion is activated by pressing {{button|DSY}} to [[Dodge Roll]] or [[Air Slide]] into a wall or other interactive object, or by landing on certain environmental features, such as rails or fountains. Sora or Riku will perform a context-sensitive action, such as briefly sticking to and jumping off of a wall or spinning around a pole after Air Sliding into it.


Once a Flowmotion is activated, it can be chained together with additional actions. The player may press {{button|DSY}} to use a [[Burst of Speed]] to travel long distances or transition to another Flowmotion-compatible surface, {{button|DSB}} to perform a [[Super Jump]] that boosts the user to a great height, or {{button|DSA}} to use a {{nihongo|'''Flowmotion Attack'''|フリーフローアタック|Furīfurō Atakku|lit. "Freeflow Attack"}}, which depends on the Flowmotion action the player is using. When you finish a boss, a portal, etc, using Kick Dive before you begin to do the shockwave will make the finish quickly vanish.
Once a Flowmotion is activated, it can be chained together with additional actions. The player may press {{button|DSY}} to use a [[Super Slide]] to travel long distances or transition to another Flowmotion-compatible surface, {{button|DSB}} to perform a [[Super Jump]] that boosts the user to a great height, or {{button|DSA}} to use a {{nihongo|'''Flowmotion Attack'''|フリーフローアタック|Furīfurō Atakku|lit. "Freeflow Attack"}}, which depends on the Flowmotion action the player is using. When you finish a boss, a portal, etc, using Kick Dive before you begin to do the shockwave will make the finish quickly vanish.


Air Sliding tends to allow for an instant transition into Flowmotion, while any Dodge Roll-type command only allows so during the final few frames of the command's recovery; in short, activating Flowmotion is faster with an Air Slide than with a Dodge Roll command, and also works as fast with both [[Sonic Impact]] and [[Double Impact]] alike.
Air Sliding tends to allow for an instant transition into Flowmotion, while any Dodge Roll-type command only allows so during the final few frames of the command's recovery; in short, activating Flowmotion is faster with an Air Slide than with a Dodge Roll command, and also works as fast with both [[Sonic Impact]] and [[Double Impact]] alike.


Any form of Flowmotion also prevents the user from being knocked out of it, allowing for easy interceptions in the style of Super Armor in terms of being immune to flinching; but due to this rule, they still take the usual amount of damage or status effects during Flowmotion regardless, which can lead to untimely deaths during it.
Any form of Flowmotion also prevents the user from being knocked out of it, allowing for easy interceptions in the style of Super Armor in terms of being immune to flinching; but due to this rule, they still take the usual amount of damage or status effects during Flowmotion regardless, which can lead to untimely deaths during it.
==List of Flowmotion commands==
==List of Flowmotion commands==
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