hero:ivy
Differences
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hero:ivy [2025/03/18 10:44] – created monster_domosed | hero:ivy [2025/07/12 05:29] (current) – Fixed clip. compsoter | ||
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====== Ivy ====== | ====== Ivy ====== | ||
- | <WRAP announcement grey left> | + | <WRAP box nobox> |
+ | <WRAP announcement grey left> | ||
===== Air Drop ===== | ===== Air Drop ===== | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
Line 12: | Line 13: | ||
</ | </ | ||
- | //Air Drop// is <ivy_mm> **Ivy**’s fourth and ultimate ability. In it, she (after a short wind up) launches into the air with a bomb and enters a flying state where she is constantly propelled forwards in the air. While flying, you can ascend, descend and accelerate. At any time, you can drop the bomb to inflict Movement Slow and (with the third and final upgrade) silence. | + | //Air Drop// is <ivy_sm> Ivy’s fourth and ultimate ability. In it, she (after a short wind up) launches into the air with a bomb and enters a flying state where she is constantly propelled forwards in the air. While flying, you can ascend, descend and accelerate. At any time, you can drop the bomb to inflict |
//Air Drop// can be split into three phases: | //Air Drop// can be split into three phases: | ||
- | * __Charge__ | + | ==== Charge ==== |
- | | + | This phase consists of <ivy_sm> Ivy flapping her wings, charging up //Air Drop//. You are unable to use other abilities or use active items that cannot [[universaltech: |
- | * When charging, you are able to slowly move at '' | + | |
- | * When picking up an ally, there is a significantly shortened charge time. | + | |
- | * This phase lasts '' | + | |
- | * __Launch__ | + | |
- | * This phase consists of < | + | |
- | * This phase lasts '' | + | |
- | * __Fly__ | + | |
- | * This phase consists of < | + | |
- | * This phase starts the tick you are able to drop someone. The duration of the fly phase can be extended with items with the //+Ability Duration// stat. | + | |
- | < | + | When charging, you are able to slowly move at '' |
+ | |||
+ | This phase lasts '' | ||
+ | |||
+ | When picking up an ally, there is a significantly shortened charge time. This can be used for quick escapes. | ||
+ | |||
+ | ==== Launch ==== | ||
+ | This phase consists of < | ||
+ | |||
+ | ==== Fly ==== | ||
+ | This phase consists of < | ||
+ | |||
+ | < | ||
==== Flying Trajectories ==== | ==== Flying Trajectories ==== | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Inputs | ^ Inputs | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
+ | ^ <wrap centeralign> | ||
^ Inputs | ^ Inputs | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
+ | ^ <wrap centeralign> | ||
^ Inputs | ^ Inputs | ||
</ | </ | ||
Certain actions can influence the trajectory in which you fly in: | Certain actions can influence the trajectory in which you fly in: | ||
+ | === Default Trajectory === | ||
+ | This is while not holding any inputs. This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment. | ||
+ | === Forward Trajectory === | ||
+ | This is the most common trajectory. This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away. To execute, hold forwards. | ||
+ | === Low Trajectory === | ||
+ | This trajectory puts you closer to the ground. | ||
+ | === IAD Trajectory === | ||
+ | This trajectory puts you as close as you can get to the ground. This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments. | ||
+ | === Backwards Loop=== | ||
+ | This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards. For the most part, this is a novelty. Uses include messing with opponents and trolling. | ||
+ | </ | ||
+ | |||
+ | <WRAP box nobox> | ||
+ | ===== Solo Urn ===== | ||
+ | <WRAP half right infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Tech Type | Character Tech | | ||
+ | ^ Difficulty | ||
+ | ^ Character Dependent | ||
+ | ^ Inputs | ||
+ | </ | ||
+ | |||
+ | With special timing, you are able to use //Air Drop// and carry the Soul Urn at the same time, allowing for extremely fast and efficient urn deliveries. | ||
+ | |||
+ | While holding the urn and flying, the speed at which you are flying is directly set to '' | ||
+ | |||
+ | Items with //+Sprint Speed// allow you to fly faster, and contribute to your flying speed while carrying the urn. Items with //+Move Speed// do not contribute to flying speed while flying with the urn. | ||
+ | |||
+ | To Solo Urn with < | ||
+ | - Open the //Air Drop// cast window. | ||
+ | - Walk onto the urn and wait '' | ||
+ | - Self cast //Air Drop//. If done correctly, you should pick up the urn and fly at the same time. | ||
+ | </ | ||
+ | |||
+ | ===== Zipline Momentum Conservation ===== | ||
+ | <color grey> | ||
+ | <WRAP half right infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Tech Type | Character Tech | | ||
+ | ^ Difficulty | ||
+ | ^ Character Dependent | ||
+ | ^ Inputs | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | |||
+ | After a short cast time, //Air Drop// pops < | ||
+ | |||
+ | This can be used to make < | ||
- | * __Default Trajectory (no inputs)__ | + | To execute, |
- | * This is while not holding any inputs. | + | |
- | * This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment. | + | |
- | * __Forward Trajectory__ | + | |
- | * This is the most common trajectory. | + | |
- | * This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away. | + | |
- | * To execute, | + | |
- | * __Low Trajectory__ | + | |
- | * This trajectory puts you closer to the ground. | + | |
- | * This can be executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments | + | |
- | * __[[universaltech: | + | |
- | * This trajectory puts you as close as you can get to the ground. | + | |
- | * This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments. | + | |
- | * __Backwards Loop__ | + | |
- | * This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. __This can only be done near the skybox.__ | + | |
- | * This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards. | + | |
- | * This is (for the most part) a novelty. Uses include messing with opponents and trolling. | + | |
hero/ivy.1742294689.txt.gz · Last modified: 2025/03/22 10:03 (external edit)