User Tools

Site Tools


hero:viscous

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
hero:viscous [2025/05/27 19:23] – Removed vague wording of a downward rope boost & replaced it with confirmation. acurrzhero:viscous [2025/06/29 02:11] (current) – Added htmlmetatags. compsoter
Line 1: Line 1:
 +/* !! These are the htmlmetatags for Discord */
 +/* !! Edit to page contents */
 +{{htmlmetatags>
 +metatag-keywords=(deadlock,movement,wiki,viscous,visc,puddle,punch,goo,ball,cube) 
 + 
 +metatag-media-og:image=(icons:viscous_card_psd.png)
 +metatag-media-og:image-type=(image/png)
 + 
 +metatag-og:title=(Viscous)
 +metatag-og:site_name=(Deadlock Movement Wiki)
 + 
 +metatag-og:locale=(en_GB)
 +metatag-og:locale:alternate=(ru)
 + 
 +metatag:color=(#ffefd7)
 +metatag-og:color=(#ffefd7)
 + 
 +metatag-og:description=(Viscous has a litany of abilities that can aid in his movement. Excepting his first ability, Splatter, all of his abilities can directly move him, allies or enemies or have some interaction that can move him. Viscous' various movement techniques can be comboed into each other, and sometimes sequences do not have names, and are instead referred to as the combination of the movement techniques seen below. When viewing a clip, please keep in mind that we do not aim to directly name every interaction and movement combination available.)
 +}}
 +
 +
 ====== Viscous  ====== ====== Viscous  ======
 <WRAP announcement grey left>{{ icons:viscous_card_psd.png?100 }}</WRAP> <WRAP announcement grey left>{{ icons:viscous_card_psd.png?100 }}</WRAP>
  
-===== Puddle Punch Boosting   =====+<viscous_mm> Viscous has a litany of abilities that can aid in his movement. Excepting his first ability, //Splatter//, all of his abilities can directly move him, allies or enemies or have some interaction that can move him. 
 + 
 +<viscous_mm> Viscous' various movement techniques can be comboed into each other, and sometimes sequences do not have names, and are instead referred to as the combination of the movement techniques seen below. When viewing a clip, please keep in mind that we do not aim to directly name every interaction and movement combination available. 
 + 
 +===== Puddle Punch ===== 
 + 
 +<WRAP half right infobox> 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 +^ <wrap centeralign> **//Puddle Punch//** </wrap>|| 
 +^ <wrap centeralign>{{ ::charactertech:ViscousPuddlePunch.mp4?500}}</wrap>|| 
 +</WRAP> 
 + 
 +//Puddle Punch// is <viscous_mm> Viscous' third ability, in which he materialises a goo fist that deals Light Melee damage. //Puddle Punch// is one of the few abilities in the game to directly displace you and enemies with velocity; in this regard, it can be considered similar to the Soldier's rockets in Team Fortress 2. 
 + 
 +When enemies parry //Puddle Punch//, damage and knockback is negated. This also counts as a parry against <viscous_mm> Viscous; items such as the <vitality> <color #7CB125> Vitality</color> item <item_rebuttal> Rebuttal procs on a successful parry on //Puddle Punch//. 
 + 
 +When casting there is a short delay before the fist comes out, in which the fist has not materialised and is a goo puddle. This gives an audio cue, which can allow the enemy to parry //Puddle Punch//.  
 + 
 +The knockback that //Puddle Punch// gives varies based on the distance from the centre of the fist; the closer you are to the centre, the more velocity you will have afterwards and your resulting trajectory will align with the direction of the fist. When hit towards the edges, your trajectory may vary from side to side, and velocity might be transferred from forwards velocity to sidewards velocity. 
 + 
 +//Puddle Punch// affects <viscous_mm> Viscous, his allies and the opposing team; this can be used for advantageous movement for him and his team or to directly displace his enemies. 
 + 
 +//Puddle Punch// can be cast on any surface in the game. This includes the skybox and incredibly small pieces of geometry, such as the curbs on the sides of lanes. //Puddle Punch// will always materialise perpendicular to the targeted surface.  
 + 
 +<WRAP box nobox> 
 +==== Puddle Punch Boosting ====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Puddle Punch Boosting //** </wrap>|| ^ <wrap centeralign> **//Puddle Punch Boosting //** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:ViscousPuddlePunchBoosting.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:ViscousPuddlePunchBoosting.mp4?500}}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
Line 14: Line 60:
 </WRAP> </WRAP>
  
-<viscous_mm> Viscous’s third ability, //Puddle Punch//((by default, 3)), spawns a giant goo circle that after a short pause, will spawn a goo fist that damages enemy characters and can boost yourself. By upgrading once, you can unlock a second charge of //Puddle Punch//.+Intentionally being hit by //Puddle Punch// to displace yourself is called **//Puddle Punch// Boosting**. //Puddle Punch// Boosting is a broad term meant to describe the act of displacing yourself, and encompasses a litany of smaller, more refined techniques.
  
-**Puddle Punch Boosting** is the act of using //Puddle Punch// on yourself to boost your speed. Speeds vary on player position relative to the fist, and can range from ''~700—1000'' u/s. Try to put yourself where the very edge of the fist will be, as that results in the most horizontal distance and speed. While boosted, you can [[universaltech:bunnyhopping|bunnyhop]] to conserve some of the momentum from //Puddle Punch//, or [[universaltech:jump|Air Jump]] to gain more height.+The basic //Puddle Punch// Boost is timing your //Puddle Punch// so that it hits you when you are airborne; by casting on a vertical wall then jumping, you can gain significant velocity; depending on your positioning relative to the fist, this can be upwards velocity or forwards velocity
  
-Air Jumping overwrites vertical speed to ''525'' u/s; for this reasonAir Jumping beforehand is advised.+//Puddle Punch// Boosting can be executed while in //Goo Ball// form. When this happensthis is called //Goo Ball// Punching.
  
-**Puddle Punch Boosting** can be useful for boosting to a higher place (such as a rooftop) or to quickly move away from a fight without using [[universaltech:stamina]]. It can also be used to conserve momentum from a [[hero:viscous#Wall Punch Dash|Wall Punch Dash]]. +</WRAP>
- +
-To execute, jump, then cast //Puddle Punch// either under or facing you.+
  
-===== Goo Ball Punching =====+<WRAP box nobox> 
 +==== Wall Punch Dashing ====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Goo Ball Punching //** </wrap>|| +^ <wrap centeralign> **//Wall Punch Dashing //** </wrap>|| 
-^ <wrap centeralign>{{ ::universaltech:ViscousGooBallPunch.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:ViscousWallPunchDashing.mp4?500}}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
 ^ Stamina                                               | 0 | ^ Stamina                                               | 0 |
 ^ Character Dependent                                   | Yes                                       | ^ Character Dependent                                   | Yes                                       |
-^ Inputs                                                | //Goo Ball// → Jump/fall off → //Puddle Punch// | +^ Inputs                                                | Dash → //Puddle Punch// | 
-</WRAP>+</WRAP>  
  
-<viscous_mm> Viscous’s fourth and ultimate ability//Goo Ball//((by default, 4)), encases you in the titular //Goo Ball// and allows you to move around as ballwhich can rebound off vertical surfaces. By upgrading //Goo Ball// to the final upgrade, you can cast items and other abilities while in the ball.+When [[universaltech:dashing|Dashing]]your velocity is intended to be set to a set sequence; this means that normallyDashing disregards all previous momentum; this makes it a generally bad option for moving fast around the map in all situations.
  
-**Goo Ball Punching** is the act of being in //Goo Ball// and using //Puddle Punch// to boost yourself. One //Puddle Punch// can boost you to speeds of ''~1000'' u/s, while second can boost you to ''~1400'' u/s. While boosted, you can [[universaltech:bunnyhopping|bunnyhop]] to conserve some of the momentum from //Puddle Punch//.+When being boosted by //Puddle Punch// while Dashing, your //Puddle Punch// will "stack" velocity with (i.e. add to) the velocity of the Dash. This results in consistent forward velocity of ''1430±10'' u/s.
  
-To execute, cast //Goo Ball//, jumpthen cast //Puddle Punch// either under or facing you.+Since //Puddle Punch// affects your teammatesother players on your team can also use Dash //Puddle Punch//; this can set up gank parties and large escapes. Howeveryour enemies can also use Dash //Puddle Punch// for their own movement (they do still take the regular damage).
  
-===== Wall Punch Dash =====+**Wall Punch Dashing** is considered a staple of advanced <viscous_mm> Viscous movement, and usually sets up movement sequences. The technique is useful in all stages of the game; during laning phase you can effectively move around the map quicker for ganks; during mid-game this can lead to fast rotates and easy chases, and during late-game this can be used as an escape tool with your team. 
 +</WRAP> 
 + 
 +<WRAP box nobox> 
 +==== Air Vent Puddle Boost ====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Wall Punch Dash //** </wrap>|| +^ <wrap centeralign> **//Air Vent Puddle Boost//** </wrap>|| 
-^ <wrap centeralign>{{ ::universaltech:ViscousWallDash.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:ViscousSlopeStorage.mp4?500}}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
-^ Difficulty                                            | <color orange>Advanced</color> Easy +^ Difficulty                                            | <color orange>Advanced</color> Hard
-^ Stamina                                               |+^ Stamina                                               |
 ^ Character Dependent                                   | Yes                                       | ^ Character Dependent                                   | Yes                                       |
-^ Inputs                                                | //Puddle Punch// → Dash |+^ Inputs                                                | //The Cube// |
 </WRAP> </WRAP>
 +By timing //Puddle Punch// as to boost you when you walk onto an Air Vent, you can stack the momentum from both to gain massive vertical momentum and travel long distances.
  
-//Puddle Punch// is able to be casted on nearly any surface. Surfaces that are able to be casted on include walls, the skybox and curb.+If you are in ball formyou travel further and faster. This can be done by either upgrading to the tier 3 upgrade and using Puddle Punch while in ball form, or timing Puddle Punch before activating Goo Ball.
  
-By casting //Puddle Punch// onto a wall then [[universaltech:dash|ground dashing]], you are able to boost yourself to a peak speed of ''~1400'' u/s. This is called a Wall Punch Dash.+**Air Vent Puddle Boosting**((AKA Jump Pad Puddle Boost)) can allow for large cross lane traversal. By chaining these boosts across multiple air vents, you can travel large swaths of distance, or even the entire map. 
 +</WRAP>
  
-Wall Punch Dashing costs one bar of [[universaltech:stamina]].+<WRAP box nobox> 
 +===== The Cube ===== 
 +<WRAP half right infobox> 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 +^ <wrap centeralign> **//The Cube //** </wrap>|| 
 +^ <wrap centeralign>{{ ::charactertech:ViscousTheCube.mp4?500}}</wrap>|| 
 +</WRAP>
  
-Wall Punch Dashes are possible wherever there is a sideways surfaceWhile normally done on walls, the Wall Punch Dash can also be executed on the side of the curb in lanes.+//The Cube// is <viscous_mm> Viscous’ second abilityUpon castingyou encase either you or a teammate in a healing goo cube. //The Cube// can be cancelled at any time by the person who is cubed. //The Cube// acts as a normal physics object; it can fall, maintain momentum and be moved like a normal prop. Teammates and opponents are able to move the cubed by using [[universaltech:heavy_melee|Heavy Melee]] on them. <viscous_mm> Viscous is able to move //The Cube// using //Puddle Punch//.
  
-To execute, cast //Puddle Punch// onto wall. Stand where the fist will beand just before the goo fist comes out, dash in the same direction as the casted //Puddle Punch//If done correctly, you will launch into the air at a horizontal trajectory at speeds of ''~1400'' u/s.+//The Cube// has lower friction coefficient while on the groundbeing ''0.8'' instead of ''4.0''. 
 +</WRAP>
  
-The position you are relative to the punch does not matter; all that matters is that you are within range to be “hit” by //Puddle Punch//. +<WRAP box nobox> 
- +==== Slope Acceleration====
-===== Puddle Punch Wall Boost ===== +
-<color grey>__Main article:__</color> [[universaltech:wallboost|Wall Boost]]+
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Puddle Punch Wall Boost//** </wrap>|| +^ <wrap centeralign> **//Slope Acceleration//** </wrap>|| 
-^ <wrap centeralign>{{ ::ViscousPuddlePunchWallBoost.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:ViscousSlopeAcceleration.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
-^ Difficulty                                            | <color orange>Advanced</color> Hard +^ Difficulty                                            | <color orange>Advanced</color> Easy 
-^ Stamina                                               |+^ Stamina                                               |
 ^ Character Dependent                                   | Yes                                       | ^ Character Dependent                                   | Yes                                       |
-^ Inputs                                                | //Puddle Punch// → Wall Boost |+^ Inputs                                                | //The Cube// |
 </WRAP> </WRAP>
 +While in //The Cube//, the normal of the last touched surface is stored; this is speculated to be for velocity calculations while on slopes and ramps. During normal use while on the ground, //The Cube// acts normally and slides down slopes and ramps. This stored normal is not cleared while in the air; this means that if the last touched ground surface was a ramp, that normal will be stored, and the game will assume that you are currently on a slope and thus give you velocity in the direction of the slope. This phenomenon is called **Slope Acceleration**.
  
-**Wall Boosting** allows you to [[universaltech:wall jump]] without massive air drag.+The stored normal will not update through abilities, [[universaltech:transit_lines|Transit Lines]], [[universaltech:jumping|jumps]] and [[universaltech:dashing|air dashes]]. Upon touching the ground, the normal will be updated and acceleration reset.
  
-By combining **Wall Boosting** with //Puddle Punch//you can traverse large horizontal and vertical distances. **Puddle Punch Wall Boost** launches you at max of ''500'' units, at peak speed of ''~1400'' u/s. The total distance travelled is comparable to a [[hero:viscous#Wall Punch Dash|Wall Punch Dash]].+To executebe airborne and have your last grounded surface be slope or ramp. While airborne, use //The Cube//. You should observe //The Cube// being pushed whilst in the air towards the normal of the surface.
  
-**Puddle Punch Wall Boost** costs one bar of [[universaltech:stamina]].+The velocity is constantly stacked on while in the air; while using Slope Acceleration and given enough time, you will accelerate to extremely high velocities (maximum ~''2000'' u/s)
  
-To execute, first place //Puddle Punch// onto wall[[universaltech:Jump]] and then [[universaltech:Wall Boost]]If timed correctlyyou will first Wall Boost then get hit by //Puddle Punch//, flinging you far and high.+Slope Acceleration also works in //Goo Ball// form. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for brief second 
 + 
 +Slope Acceleration can be useful in conjunction with pre-defined rollouts; Slope Acceleration can allow for extremely fast traversal and rotations to predefined locations on the mapHoweverthe usage of //The Cube// (an extremely powerful support ability) can limit the usefulness of this technique. 
 + 
 +</WRAP>
  
-===== Puddle Punch Rope Climb ===== +<WRAP box nobox> 
-<color grey>__Main article:__</color> [[universaltech:ropes|Ropes]]+===== Goo Ball =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Puddle Punch Rope Climb//** </wrap>|| +^ <wrap centeralign> **//Goo Ball//** </wrap>|| 
-^ <wrap centeralign>{{ ::ViscousFastClimb.mp4 }}</wrap>|+^ <wrap centeralign>{{ ::charactertech:ViscousGooBall.mp4?500 }}</wrap>||
-^ Tech Type             | Character Tech            | +
-^ Difficulty            | <color orange>Advanced</color> Easy | +
-^ Stamina               | 0                        | +
-^ Character Dependent   | Yes                      | +
-^ Inputs                | //Puddle Punch// → (grab rope) → (forward) | +
-^ Contributed by        | sicko egg                |+
 </WRAP> </WRAP>
  
-By being hit by //Puddle Punch// then hopping on the [[universaltech:ropes|rope]], you can carry over the momentum into the rope climb. It will constantly apply momentum in the direction you are punchedwhich can stack with climbing in the same directionThis can allow for extremely fast rope climbs, or descents.+//Goo Ball// is <viscous_mm> Viscous’ fourth and ultimate ability. Upon activation, you inflate into a large ball and move forwards at a constant velocity((Note that strafing does not increase velocity like normal movement; you will **always** move at this velocity)). //Goo Ball// has a radius of ''1.4'' mor ''55'' units((‘’abilities.vdata’’, ‘’viscous_goo_bowling_ball’’, ‘’BallRadius’’)) and an hurtbox of ''1.8'' m, or ''70.9'' units((‘’abilities.vdata’’, ‘’viscous_goo_bowling_ball’’, ‘’BallHitRadius’’)). The radius increases with //+Ability Range//.
  
-The constant speed on the rope variesbut is typically around ''~620'' u/s.+Upon activation, you will start accelerating to ''445±1'' u/s over the course of a second. While in //Goo Ball// formyou have limited turning controls and are forced to always move forwards. You are able to accelerate to ''792.50'' u/s over the course of three seconds by holding (by default) M1, sacrificing turning control for speed. Upon hitting a wall, you pause for a split second then rebound off; if you were accelerating beforehand, you will have to accelerate back up to peak speeds from your base speed.
  
-To execute a **Puddle Punch Rope Climb**place a //Puddle Punch// on a floor or ceiling, then grab onto the rope. You should see yourself move upwards without pressing any movement keys.+While in ball formyou are able to [[universaltech:jumping|jump]]. You are also able to Air Jump without using [[universaltech:stamina|stamina]].
  
-===== Air Vent Puddle Boost ===== +Upon upgrading //Goo Ball// to its third AP upgrade, you unlock the use of other abilities and items in ball form. This allows for more complex movement techniques. 
-<color grey>__Main article:__</color> [[universaltech:jump_pads|Vents]]+ 
 +</WRAP> 
 + 
 +<WRAP box nobox> 
 +==== Cube Turnaround ====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Air Vent Puddle Boost//** </wrap>|| +^ <wrap centeralign> **//Cube Turnaround//** </wrap>|| 
-^ <wrap centeralign>{{::ViscousPuddleVent.mp4}}</wrap>|| +^ <wrap centeralign>{{ ::charactertech:ViscousCubeTurnaround.mp4?500}}</wrap>|| 
-^ Tech Type             | Character Tech            +^ Tech Type                                             | Character Tech                            
-^ Difficulty            | <color orange>Advanced</color> Hard +^ Difficulty                                            | <color orange>Advanced</color> Easy 
-^ Stamina               | 0                        +^ Stamina                                               | 0 | 
-^ Character Dependent   | Yes                      +^ Character Dependent                                   | Yes                                       
-^ Inputs                | //Goo Ball// (Optional) → //Puddle Punch// +^ Inputs                                                | //Goo Ball// → //The Cube// |
-^ Contributed by        | Acurrz                   |+
 </WRAP> </WRAP>
  
-<viscous_mm> Viscous's third ability, //Puddle Punch//, spawns a giant goo circle that after a short pause, will spawn a goo fist that damages enemy characters and can boost yourself. By upgrading once, you can unlock a second charge of //Puddle Punch//.+Upon upgrading //Goo Ball// to its third AP upgrade, you unlock the use of other abilities and items in ball form.
  
-By timing the //Puddle Punch// to boost you when you walk onto a //Air Vent//, you can stack the momentum from both to gain massive vertical momentum and travel long distances.+By using //The Cube// while in //Goo Ball//, then cancelling, your previous momentum will be reversed (e.g. if you are moving forwards, then use //The Cube//, afterwards you will move backwards).
  
-If you are in ball form, you travel further and faster. This can be done by either upgrading to the tier 3 upgrade and using //Puddle Punch// while in ball form, or timing //Puddle Punch// before activating //Goo Ball//.+This can be useful for chain-stunning opponents or for routing. 
 +</WRAP>
  
-**Air Vent Puddle Boosting**((AKA Jump Pad Puddle Boost)) can allow for large cross lane traversal. By chaining these boosts across multiple air vents, you can travel large swaths of distance, or even the entire map. +<WRAP box nobox> 
-{{tablelayout?rowsHeaderSource=Auto}} +==== Frogpunch ====
-^ Without //Goo Ball//                                                   ^ With //Goo Ball//                                                      ^ +
-| To execute:                                                            | To execute:                                                            | +
-| 1. Cast Puddle Punch onto or facing the air vent.                      | 1. Cast Puddle Punch onto or facing the air vent.                      | +
-| 2. When Puddle Punch is about to materialise, walk onto the air vent.  | 2. Quickly cast //Goo Ball//                                         | +
-| :::                                                                    | 3. When Puddle Punch is about to materialise, roll onto the air vent.  | +
-| **Result:**                                                                                                                                    || +
-| You should be launched high into the air.                              | You should be launched high and far.                                   | +
- +
-===== Frogpunch ====+
-<color grey>__Main article:__</color> [[itemtech:Majestic Leap]]+
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Frogpunch//** </wrap>|| ^ <wrap centeralign> **//Frogpunch//** </wrap>||
-^ <wrap centeralign>{{::ViscousFrogpunch.mp4}}</wrap>|| +^ <wrap centeralign>{{ ::charactertech:ViscousFrogpunch.mp4?500}}</wrap>|| 
-^ Tech Type             | Character Tech            +^ Tech Type                                             | Character Tech                            
-^ Difficulty            | <color orange>Advanced</color> Hard | +^ Difficulty                                            | <color orange>Advanced</color> Hard | 
-^ Stamina               | 0                        +^ Stamina                                               | 0 | 
-^ Character Dependent   | Yes                      +^ Character Dependent                                   | Yes                                       
-^ Inputs                | //Goo Ball// → (Cast) //Puddle Punch// → (Bounce off wall) → //Majestic Leap// → (Get hit by) //Puddle Punch// | +^ Inputs                                                | //Goo Ball// → //Puddle Punch// → Bounce → <majestic_leap_item> //Majestic Leap//|
-^ Thanks to             | Timu                     |+
 </WRAP> </WRAP>
 +<item_majestic_leap> //Majestic Leap// (<color #ABFFE3><soul>3,200</color>) is a <vitality> <color #7CB125> Vitality</color> item. The active ability of this item allows you to leap into the air, then quickly descend.
  
-//[[itemtech:Majestic Leap]]// is a <vitality<color #7CB125> Vitality</color> item that costs <color #ABFFE3><soul>3,000</color>. The active ability of this item allows you to leap into the air in unique statethen quickly descend while in this state.+By rolling in //Goo Ball//, casting //Puddle Punch// onto wall, bouncing off the wall then quickly using <item_majestic_leap> //Majestic Leap//, you can leap much further into the air than normal. This is called **Frogpunch**. To execute thisyou need to upgrade //Goo Ball// to its third upgrade, which allows you to use other abilities and items while in ball form.
  
-By rolling in //Goo Ball//, casting //Puddle Punch// onto a wall, bouncing off the wall then quickly using //Majestic Leap//, you can leap much further into the air than normalThis is called a **Frogpunch**.+To execute, cast //Goo Ball//, and start accelerating. Be near a wall and cast //Puddle Punch// on it in preparation. Bounce off the wall, use <item_majestic_leap> //Majestic Leap//, then get punched by //Puddle Punch//. The timing for the Frogpunch is tight. You have to bounce off the wall, cast <item_majestic_leap> //Majestic Leap//((Majestic Leap should be timed to match the moment of bouncing off the wall.)) and then get hit by Puddle Punch, in that order.
  
-In order to execute a **Frogpunch**, you need to have //Goo Ball// levelled up to the maximum level. This is to allow casting while in the ball. +This can be useful for traversing large distances or rotating; you can travel nearly half of the map using a single Frogpunch. 
- +</WRAP>
-The timing for the **Frogpunch** is tight. You have to bounce off the wall, cast //Majestic Leap//((The Majestic Leap should be timed to match the moment of bouncing off the wall.)) and then get hit by //Puddle Punch//. +
- +
-This can be useful for traversing large distances or rotating; you can travel nearly half of the map using a single **Frogpunch**+
- +
-To execute; +
-  * Cast Goo Ball, and use M1((Left Mouse Button)) to start accelerating, +
-  * Be near a wall and cast //Puddle Punch// on it in preparation. It is important that you first bounce off the wall then get punched. +
-  * Bounce off the wall, +
-  * Use //Majestic Leap//, +
-  * Get punched.+
  
-===== Ball-less Frogpunch =====+<WRAP box nobox> 
 +=== Ball-less Frogpunch ===
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Ball-less Frogpunch//** </wrap>|| ^ <wrap centeralign> **//Ball-less Frogpunch//** </wrap>||
-^ <wrap centeralign>{{::ViscousBallLessFrogpunch.mp4}}</wrap>|| +^ <wrap centeralign>{{ ::charactertech:ViscousBallllessFrogpunch.mp4?500}}</wrap>|| 
-^ Tech Type             | Character Tech            +^ Tech Type                                             | Character Tech                            
-^ Difficulty            | <color orange>Advanced</color> Hard | +^ Difficulty                                            | <color orange>Advanced</color> Hard | 
-^ Stamina               | 0                        +^ Stamina                                               | 0 | 
-^ Character Dependent   | Yes                      +^ Character Dependent                                   | Yes                                       
-^ Inputs                | //Puddle Punch// → //Majestic Leap// |+^ Inputs                                                 //Puddle Punch// → Bounce → <majestic_leap_item> //Majestic Leap//|
 </WRAP> </WRAP>
 +Frogpunch is able to be executed without //Goo Ball//. However, the **Ball-less Frogpunch** does not go as far as a normal Frogpunch.
  
-The [[hero:viscous#Frogpunch|Frogpunch]] is able to be executed without //Goo Ball//. However, the **Ball-less Frogpunch** does not go as far as a normal Frogpunch.+The execution of the Ball-less Frogpunch is nearly the same as a normal Frogpunch, but without //Goo Ball.//
  
-**Ball-less Frogpunch** can be better if you do not have //Goo Ball// unlocked or if you want to simply save it for a later time. +To execute, be hit by //Puddle Punch// and then use <item_majestic_leap> //Majestic Leap//. If done correctly, you will go further than a regular <item_majestic_leap> //Majestic Leap// or a regular Puddle Punch Boost. 
- +</WRAP>
-The execution of the **Ball-less Frogpunch** is nearly the same as a normal Frogpunch, but without //Goo Ball//. +
- +
-To execute, be hit by //Puddle Punch// and then use //Majestic Leap//. If done correctly, you will go further than a regular //Majestic Leap// or a regular [[hero:viscous#Puddle Punch Boost|Puddle Punch Boost]].+
  
 +<WRAP box nobox>
 ===== Magic Carpet Goo Ball ===== ===== Magic Carpet Goo Ball =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Magic Carpet Goo Ball//** </wrap>|| ^ <wrap centeralign> **//Magic Carpet Goo Ball//** </wrap>||
-^ <wrap centeralign>{{::ViscousMagicCarpetGooBall.mp4}}</wrap>||+^ <wrap centeralign>{{::ViscousMagicCarpetGooBall.mp4?500}}</wrap>||
 ^ Tech Type             | Character Tech            | ^ Tech Type             | Character Tech            |
 ^ Difficulty            | <color orange>Advanced</color> Easy | ^ Difficulty            | <color orange>Advanced</color> Easy |
Line 200: Line 239:
 </WRAP> </WRAP>
  
-<viscous_mmViscous’s fourth and ultimate ability, //Goo Ball//, encases you in the titular “Goo Ball” and allows you to move around as ball, which can rebound off vertical surfaces. By upgrading //Goo Ball// to the final upgrade, you can cast items and other abilities while in the ball.+<item_magic_carpet> //Magic Carpet// (<color #ABFFE3><soul>6,400</color>) is a <spirit> <color #E1A0FF>Spirit</color> item that allows the user to cast magic carpet for 8 secondsallowing you to fly around the map
  
-//Magic Carpet// (<color #ABFFE3><soul>6,000</color>) is a <spirit> <color #E1A0FF>Spirit</color> Item that allows the user to cast a magic carpet for 10 secondsallowing you to fly around the map+Upon upgrading //Goo Ball// to its third AP upgradeyou unlock the use of other abilities and items in ball form. By casting <item_magic_carpet> //Magic Carpet// while in the ball, you are able to be in //Goo Ball// and ride the carpet at the same time
  
-When //Goo Ball//’s final upgrade has been reached, you can use active items while in goo form. By casting //Magic Carpet// while in the ball, you are able to be in //Goo Ball// and ride the carpet at the same time.  +Riding the <item_magic_carpet> //Magic Carpet// while in //Goo Ball// form does have some advantages:
- +
-Riding the //Magic Carpet// while in //Goo Ball// form does have some advantages:+
  
   * You still maintain the hitbox of the Goo Ball; this allows you to still do damage while flying around.   * You still maintain the hitbox of the Goo Ball; this allows you to still do damage while flying around.
   * You have full flying controls; you are able to make incredibly sharp turns while still damaging opponents.   * You have full flying controls; you are able to make incredibly sharp turns while still damaging opponents.
  
-These combined make <viscous_mmViscous a flying ball of stun.+When you hit an enemy opponent or minion while in carpet state, <item_magic_carpet//Magic Carpet// will disappear.
  
-When you hit an enemy opponent while in carpet state, //Magic Carpet// will disappearHowevercreeps/minions do not cause //Magic Carpet// to disappearThis can allow //Magic Carpet// //Goo Ball// to be an effective wave clearing tool.+To executecast //Goo Ball//. After ballooning to ball sizeuse <item_magic_carpet> //Magic Carpet//After the cast time of <item_magic_carpet> //Magic Carpet//, you should still be in ball form but be riding the carpet.
  
-To execute, cast //Goo Ball//. After ballooning to ball size, use //Magic Carpet//. After the cast time of //Magic Carpet//, you should still be in ball form but be riding the carpet. 
- 
-===== The Cube ===== 
-<WRAP half right infobox> 
-{{tablelayout?rowsHeaderSource=Auto}} 
-^ <wrap centeralign> **//The Cube//** </wrap>|| 
-^ <wrap centeralign>{{::ViscousCube.mp4}}</wrap>|| 
-^ Tech Type             | Character Tech            | 
-^ Difficulty            | Universal Basic | 
-^ Stamina               | 0                        | 
-^ Character Dependent   | Yes                      | 
-^ Inputs                | //The Cube// (2) | 
 </WRAP> </WRAP>
  
-The Cube((by default, 2)) is <viscous_mm> Viscous’ second ability. In it, they encase an ally in restorative goo that protects them from damage and increases health regen. While they are in the goo cube, they are unable to do anything other than cancel the cube using the jump key. You are able to self cast The Cube. 
- 
-The Cube itself is a solid object, and can push both allies and opponents. The Cube is able to be mantled onto and stood on top of.  
- 
-When entering the cube, you preserve all prior momentum. On the ground, friction is decreased((To a friction coefficient of 0.80)). In the air, standard air drag is applied((0.2)). This can enable characters to maintain their momentum from abilities or from prior movement. 
- 
-==== The Cube’s interaction with slopes ==== 
-<WRAP half right infobox> 
-{{tablelayout?rowsHeaderSource=Auto}} 
-^ <wrap centeralign> **//The Cube’s interaction with slopes//** </wrap>|| 
-^ <wrap centeralign>{{::ViscousCubeSlope.mp4}}</wrap>|| 
-^ Tech Type             | Character Tech            | 
-^ Difficulty            | <color orange>Advanced</color> Hard | 
-^ Stamina               | 0                        | 
-^ Character Dependent   | Yes                      | 
-^ Inputs                | //The Cube// (2) | 
-</WRAP> 
- 
-//The Cube// has some interesting interactions with ramps, slopes and curved surfaces. 
- 
-When you jump off a slope or curved surface and then get cubed, you will begin accelerating in the direction of the slope/curved surface. Being pushed while in the air is called slope state. 
- 
-Once you touch the ground, the acceleration will be reset and slope state will update back to normal. 
- 
-Slope state will not update through: 
- 
-  * Cancelling //The Cube//((You will not accelerate while not in the cube.)) 
-  * Abilities 
-  * Zipline 
-  * Jumps 
-  * Air Dashes 
  
-This speed can allow you to cross the map from high places, such as the mid building. It can also be applied to other characters, for unique interactions with certain abilities. 
  
-This state can also be attained in Viscous’ fourth and ultimate ability, //Goo Ball//. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second. 
hero/viscous.1748373801.txt.gz · Last modified: 2025/05/27 19:23 by acurrz