universaltech:cornerboosting
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====== Corner Boosting ====== | ====== Corner Boosting ====== | ||
+ | ---- | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
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- | ^ Tech Type | + | ^ Tech Type | Universal |
- | ^ Difficulty | + | ^ Difficulty |
- | ^ Character Dependent | + | ^ Character Dependent |
- | ^ Thanks to | noct | | + | ^ Inputs |
+ | ^ Credits | ||
</ | </ | ||
- | **Corner Boosting** is an advanced movement technique | + | **Corner Boosting** is an exploit |
+ | When you attempt to Wall Jump, the game will check the closest point on the wall from your collision capsule to determine your launch angle and vector. When near the edge of a horizontal and vertical surface or on a curved surface, the resulting angle, and therefore vector, can become incredibly steep, and (after addition with other vectors) result in an incredibly steep resulting vector. This is further helped with the shape of the collision capsule and its rounded shape, allowing for even higher angles. This results in a Wall Jump with near to no horizontal velocity (depending on the surface) and incredibly high vertical velocity. | ||
- | A detailed analysis by **twiikuu** explains the mechanics behind Corner Boosting: | + | <WRAP box 100%> |
- | < | + | < |
- | - The game sets the character' | + | <WRAP column third centeralign> |
- | - The collision capsule' | + | <WRAP column third centeralign> |
- | - Due to the capsule' | + | <WRAP column third centeralign> |
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+ | This is a illustrative diagram that shows the game calculations behind the behaviour of Corner Boosting. | ||
+ | * //fig. 1.// shows a __normal Wall Jump__. Since the surface is a normal vertical wall, the push vector is angled 90°. Combined with the other set vectors (a set sideways vector and a set upwards vector, which normally make you ascend in a normal Wall Jump), this creates a slightly upward angled final vector, in which you travel in. | ||
+ | * //fig. 2.// shows a __Corner Boost__. Since the surface being Wall Jumped off is angled upwards, the resulting angle and therefore vector is angled accordingly. This vector is added to other set vectors to create a steep final vector, in which you travel in. | ||
+ | </ | ||
</ | </ | ||
+ | < | ||
Corner Boosting has several practical uses: | Corner Boosting has several practical uses: | ||
- | * **Height Advantage** – Gain elevation to access | + | * It grants extremely |
- | * **Vision Control** – Peek over obstacles (e.g., bridges, barrels) for better sightlines. | + | * An example scenario is Corner Boosting off a fence railing and using [[universaltech: |
- | * **Ability Synergy** – Chain with abilities that benefit | + | * Corner Boosting can provide an advantage in combat. This is especially useful for < |
+ | | ||
+ | * Certain characters who have abilities that require sightlines to properly work benefit | ||
+ | </ | ||
+ | Corner Boosting works on all surfaces to varying extents; edges of a horizontal and vertical plane are best and provide the most vertical distance, but curved surfaces (e.g. Midboss Roof, Golden Idol statues, Hotdog Stand) can provide a near optimal Corner Boost as well. | ||
+ | |||
+ | ===== Methods to execute a Corner Boost ===== | ||
+ | There are various methods and setups to execute a Corner Boost, varying in difficulty, consistency and applicability. All methods give the same result; whatever method you choose is up to personal preference and the situation at hand. | ||
+ | |||
+ | < | ||
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+ | ==== Regular Method ==== | ||
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+ | The **Regular Method** is the least complicated method to Corner Boost off objects. To execute a Regular Method Corner Boost, simply jump towards an object (e.g. stone fencing) and Wall Jump off the side. This can be harder than other methods due to the variability in jump velocity and initial standing position. | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== Dropdown Method ==== | ||
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+ | The **Dropdown Method** is a method to Corner Boost off objects with a thin ledge by [[universaltech: | ||
+ | - Mantle onto the signpost then drop down. Depending on the width of the object you might not have to input additional movement keys to drop down. | ||
+ | - When you are near the edge of the object, press the jump key to Corner Boost. If you are struggling to get the input down, look down towards the edge to better gauge when to press jump. | ||
+ | This method is especially useful in lane; Corner Boosting off signposts near building rooftops can allow for surprise attacks on opponents farming or characters that like to camp on the rooftop early on (such as < | ||
+ | </ | ||
+ | </ | ||
+ | |||
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+ | ==== Light Melee Mantle Method ==== | ||
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+ | By running towards a short mantleable ledge, using Light Melee then mantling, you can setup a consistent Corner Boost using the **Light Melee Mantle Method**((AKA Melee Mantle)). This method is near exclusively done on small stone fencing found near the river of the map. This method abuses a property where Light Melee reduces momentum, allowing a player to be closer to the fencing. | ||
+ | To execute this method: | ||
+ | - Sprint towards the object you want to mantle on. | ||
+ | - When you are in mantle range, Light Melee and hold the jump key to buffer a mantle. | ||
+ | - If done correctly, your character will appear to be using a Light Melee while floating up the ledge. | ||
+ | - After this, press jump to Corner Boost. | ||
+ | This method is useful because it is extremely consistent, reliable and applicable. The method nearly always allows for a Corner Boost and the stone fencing usually Corner Boosted off is found throughout the map in various locations. | ||
+ | </ | ||
+ | </ | ||
+ | |||
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+ | ==== Dash Jump Method ==== | ||
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+ | The **Dash Jump** Method is one of the harder methods to execute a Corner Boost. It consists of precisely [[universaltech: | ||
+ | To execute: | ||
+ | - Dash Jump towards the object you want to Corner Boost off. The initial point at which you start the Dash Jump matters; try to be ~14—15 metres away from the object. | ||
+ | - When sufficiently near the objects edge/ | ||
+ | This method is useful in the jungle, where there are lots of objects that can be Dash Jump Corner Boosted off (e.g. the hotdog stand). | ||
+ | </ | ||
+ | </ | ||
+ | |||
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+ | ==== Downdash Method ==== | ||
+ | <WRAP third right infobox> | ||
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+ | ^ Credits | **Murphy** for discovering and popularising | | ||
+ | </ | ||
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+ | The **Downdash method** is one of the hardest methods to execute a Corner Boost. In this method, you jump off the side of an edge then [[universaltech: | ||
+ | To execute Downdash Method: | ||
+ | - Run backwards towards an edge and jump. Make sure that when you jump, you are near the ledge. | ||
+ | - Once over the edge, Downdash. Make sure that you are very slightly over the ledge, so that you are in a position to jump off of it later. | ||
+ | - When sufficiently near the ledge, jump. | ||
+ | This method is near impractical due to its difficulty and variability. However, if you can execute it consistently, | ||
+ | </ | ||
+ | |||
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+ | </ | ||
+ | </ | ||
- | While Corner Boosting works on most edges, curved surfaces provide the most consistent results. Some notable objects include: | ||
- | * Golden Idol Statue | ||
- | * Stone Fencing | ||
- | * Hotdog Stand | ||
- | * Hogsworth’s Truck | ||
- | There are some setups to get consistent Corner Boosts at certain spots. They are not mandatory; you can do corner boosts on any curved surface. |
universaltech/cornerboosting.1743503646.txt.gz · Last modified: 2025/04/01 10:34 by monster_domosed