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hero:ivy [2025/03/18 10:44] – created monster_domosedhero:ivy [2025/07/12 05:29] (current) – Fixed clip. compsoter
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 ====== Ivy  ====== ====== Ivy  ======
-<WRAP announcement grey left>{{ ::tengu_card_psd.png?100 }}</WRAP>+<WRAP box nobox> 
 +<WRAP announcement grey left>{{ icons:tengu_card_psd.png?100 }}</WRAP>
 ===== Air Drop ===== ===== Air Drop =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Air Drop//** </wrap>|| ^ <wrap centeralign> **//Air Drop//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:IvyAirDrop.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:IvyAirDrop.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | Universal Basics | ^ Difficulty                                            | Universal Basics |
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 </WRAP> </WRAP>
  
-//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 //Movement Slow// and (with the third and final upgrade) silence.
  
 //Air Drop// can be split into three phases: //Air Drop// can be split into three phases:
  
-  * __Charge__ +==== Charge ==== 
-    This phase consists of <ivy_mm**Ivy** flapping her wings, charging up //Air Drop//. You are unable to use other abilities or use active items that cannot [[universaltech:Heavy Melee Cancel]]+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:Heavy Melee Cancel]].
-    * When charging, you are able to slowly move at ''50 u/s (1.27 m/s)''. If not holding a movement key, you will launch straight upwards, then after a [insert tick] period, instantly start accelerating forwards. If holding a movement key, you will move in that direction while launching upwards. +
-    * When picking up an ally, there is a significantly shortened charge time. +
-    * This phase lasts ''78 ticks (1.3 seconds)''. The Charge phase is defined as the time from the activation of //Air Drop// to the channel bar disappearing. +
-  * __Launch__ +
-    * This phase consists of <ivy_mm> **Ivy** launching upwards into the air. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel. +
-    * This phase lasts ''71 (1.18 seconds) ticks''. Launch phase is defined as the channel bar disappearing to the tick before you can drop someone. +
-  * __Fly__ +
-    * This phase consists of <ivy_mm> **Ivy** flying forwards. This is the first phase where you are actionable and able to use other abilities, active items. You are not able to [[universaltech:dash]], [[universaltech:dash|downdash]] or [[universaltech:air jump]]. +
-    * 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.+
  
-<ivy_mm> **Ivy** flies at a base speed of ''461 u/s (11.7 m/s)''. By accelerating (by default, W), you accelerate over a period of a second to a base speed of ''735 u/s (18.67 m/s)''. This speed can be increased by buying items with either the //+Move Speed// stat or the //+Sprint Speed// stat.+When charging, you are able to slowly move at ''50'' u/s (''1.27'' m/s). If not holding a movement key, you will launch straight upwards. If holding a movement key, you will move in that direction while launching upwards. 
 + 
 +This phase lasts ''82'' ticks (''1.28'' seconds). The Charge phase is defined as the time from the activation of //Air Drop// to the first tick where you have vertical velocity. 
 + 
 +When picking up an ally, there is a significantly shortened charge time. This can be used for quick escapes. 
 + 
 +==== Launch ==== 
 +This phase consists of <ivy_sm> Ivy launching upwards into the air. You are unable to use other abilities or use active items that cannot [[universaltech:heavymeleecancel|Heavy Melee Cancel]]. This phase lasts ''82'' ticks (''1.23'' seconds). Launch phase is defined as the channel bar disappearing to the tick before you can drop someone. 
 + 
 +==== Fly ==== 
 +This phase consists of <ivy_sm> Ivy flying forwards. This is the first phase where you are actionable and able to use other abilities or active items. You are not able to [[universaltech:dash]], [[universaltech:dash|downdash]] or [[universaltech:air jump]]. 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. 
 + 
 +<ivy_mm> Ivy flies at a base speed of ''461'' u/s (''11.7'' m/s). By accelerating((by default, W)), you accelerate over a period of a second to a base speed of ''735'' u/s (''18.67'' m/s). This speed can be increased by buying items with either the //+Move Speed// stat or the //+Sprint Speed// stat.
  
 ==== Flying Trajectories ==== ==== Flying Trajectories ====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Flying Trajectories//** </wrap>|| +^ <wrap centeralign> **//Low Trajectory//** </wrap>|| 
-^ <wrap centeralign>{{ ::charactertech:IvyAirDropLow.mp4 }} Low Trajectory</wrap>||+^ <wrap centeralign>{{ ::charactertech:ivylowtrajectory.mp4?500 }}</wrap>||
 ^ Inputs                             | Duck (hold) while in the charge phase of //Air Drop// | ^ Inputs                             | Duck (hold) while in the charge phase of //Air Drop// |
-^ <wrap centeralign>{{ ::charactertech:IvyAirDropIAD.mp4 }} IAD Trajectory</wrap>||+^ <wrap centeralign> **//IAD Trajectory//** </wrap>|| 
 +^ <wrap centeralign>{{ ::charactertech:ivyiadtrajectory.mp4?500 }}</wrap>||
 ^ Inputs                             | Dash after emerging from charge phase  | ^ Inputs                             | Dash after emerging from charge phase  |
-^ <wrap centeralign>{{ ::charactertech:IvyAirDropBackwardsLoop.mp4 }} Backwards Loop</wrap>||+^ <wrap centeralign> **//Backwards Loop Trajectory//** </wrap>|| 
 +^ <wrap centeralign>{{ ::charactertech:ivybackwardstrajectory.mp4?500 }}</wrap>||
 ^ Inputs                             | Buffer movement key while in charge phase | ^ Inputs                             | Buffer movement key while in charge phase |
 </WRAP> </WRAP>
  
 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.  This is executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments
 +=== 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>
 +
 +<WRAP box nobox>
 +===== Solo Urn =====
 +<WRAP half right infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Solo Urn//** </wrap>||
 +^ <wrap centeralign>{{ ::charactertech:IvySoloUrn.mp4?500 }}</wrap>||
 +^ Tech Type                                             | Character Tech                            |
 +^ Difficulty                                            | <color orange>Advanced</color> Easy |
 +^ Character Dependent                                   | Yes                                         |
 +^ Inputs                                                 | (Open) Air Drop → Wait 22 ticks → (Self-cast) Air Drop |
 +</WRAP>
 +
 +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 ''13'' m/s.
 +
 +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 <ivy_sm> Ivy:
 +  - Open the //Air Drop// cast window. 
 +  - Walk onto the urn and wait ''22 ticks'', or until the bar reaches the gap between the words “Picking” and “Up”. You have a ''9 tick'' window to do the next step; if you are too early, you will fly without the urn, wasting //Air Drop//. If you are late, you will not be able to cast //Air Drop//.
 +  - Self cast //Air Drop//. If done correctly, you should pick up the urn and fly at the same time.
 +</WRAP>
 +
 +===== Zipline Momentum Conservation =====
 +<color grey>__Main article:__</color> [[universaltech:ZMC]]
 +<WRAP half right infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Ivy Zipline Momentum Conservation//** </wrap>||
 +^ <wrap centeralign>{{ ::charactertech:IvyZMC.mp4?500 }}</wrap>||
 +^ Tech Type                                             | Character Tech                            |
 +^ Difficulty                                            | <color orange>Advanced</color> Easy |
 +^ Character Dependent                                   | Yes                                       |
 +^ Inputs                                                | (Be on transit line) → Duck (drop off the transit line) → //Air Drop// |
 +</WRAP>
 +
 +<ivy_sm> Ivy can use [[universaltech:Zipline Momentum Conservation]] with her fourth ability, //Air Drop//.
 +
 +After a short cast time, //Air Drop// pops <ivy_sm> Ivy and a teammate into the air, where she can fly and drop bombs that inflict [[statuseffects:Movement Slow]]. Using ZMC, <ivy_sm> Ivy can move forwards during the cast time, increasing distance.
 +
 +This can be used to make <ivy_sm> Ivy harder to hit or to quickly pick up a teammate that is in a fight.
  
-  * __Default Trajectory (no inputs)__ +To execute, drop off the [[universaltech:transit line]] and use //Air Drop//.
-    * 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.  +
-    * 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: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 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)