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hero:viscous [2025/06/28 23:34] – Rewrote the entirety of Visc page. compsoterhero:viscous [2025/06/29 02:11] (current) – Added htmlmetatags. compsoter
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 +/* !! 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>
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 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Puddle Punch Boosting //** </wrap>||+^ <wrap centeralign> **//Air Vent Puddle Boost//** </wrap>||
 ^ <wrap centeralign>{{ ::charactertech:ViscousSlopeStorage.mp4?500}}</wrap>|| ^ <wrap centeralign>{{ ::charactertech:ViscousSlopeStorage.mp4?500}}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
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 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**. 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**.
  
-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.+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.
  
 To execute, be airborne and have your last grounded surface be a slope or a ramp. While airborne, use //The Cube//. You should observe //The Cube// being pushed whilst in the air towards the normal of the surface. To execute, be airborne and have your last grounded surface be a slope or a ramp. While airborne, use //The Cube//. You should observe //The Cube// being pushed whilst in the air towards the normal of the surface.
  
-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). +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). 
  
 Slope Acceleration also works in //Goo Ball// form. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second.  Slope Acceleration also works in //Goo Ball// form. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second. 
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 {{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 |
hero/viscous.1751153648.txt.gz · Last modified: 2025/06/28 23:34 by compsoter