Roll: Difference between revisions

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(Created page with "== Location == Just before the first boss, Rogue, left of the checkpoint. == Properties == Allows Shin to roll to avoid damage, but pauses at the end of a roll to recover. During the roll, Shin is invulnerable to most sources of damage, though some, such as the floor fire in the Ancient Warrior fight, Samurai's spin attack, Acolyte and Rebirth's teleporting strike, and a few others cannot be avoided. As with many moves in Ato, roll...")
 
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Rolling can also be canceled with magic, such as the [[Throw Spell]]. Doing this will cause Shin to retain a huge amount of horizontal momentum without jumping in the air, allowing for super speedy travel over most areas, performing best in flatter ones.
Rolling can also be canceled with magic, such as the [[Throw Spell]]. Doing this will cause Shin to retain a huge amount of horizontal momentum without jumping in the air, allowing for super speedy travel over most areas, performing best in flatter ones.
[[Category:Abilities]]

Revision as of 15:05, 12 April 2023

Location

Just before the first boss, Rogue, left of the checkpoint.

Properties

Allows Shin to roll to avoid damage, but pauses at the end of a roll to recover. During the roll, Shin is invulnerable to most sources of damage, though some, such as the floor fire in the Ancient Warrior fight, Samurai's spin attack, Acolyte and Rebirth's teleporting strike, and a few others cannot be avoided.

As with many moves in Ato, roll can be canceled with other inputs to allow for quick flurries of strikes/movements. Jumping during a roll can have a couple outcomes depending on the timing of the jump. Jumping early (RJS) causes Shin to jump in the air as if they are on the ground, retaining the increased horizontal momentum from the roll longer and allowing a double jump (or another roll jump) before returning to the ground. Jumping later (RWJ) causes Shin to jump as if they are in the air already, using their double jump immediately or gaining no upwards height if double jump has not been collected yet. Each has it's own plusses and minuses for quick movement and each can be faster than running, but the benefit of the latter method over the former is less time to return to the ground, allowing faster travel over flatter surfaces.

Rolling can also be canceled with magic, such as the Throw Spell. Doing this will cause Shin to retain a huge amount of horizontal momentum without jumping in the air, allowing for super speedy travel over most areas, performing best in flatter ones.