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metatag-og:title=(Corner Boost)
metatag-og:site_name=(Deadlock Movement Wiki)
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metatag-og:description=(Corner Boosting is an exploit that is the result of a buggy interaction between Wall Jumps and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing. 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. )
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====== Corner Boosting ======
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^ **//Corner Boosting//** ||
^ {{ ::universaltech:regularcornerboost.mp4?500 }} ||
^ Tech Type | Universal |
^ Difficulty | Advanced Easy |
^ Character Dependent | No |
^ Inputs | Wall Jump on an edge, corner or curved surface |
^ Credits | **noct** for initial discovery\\ **twiikuu** for diagram inspiration\\ **monster_domosed** for current diagrams |
**Corner Boosting** is an exploit that is the result of a buggy interaction between [[universaltech:walljumping|Wall Jumps]] and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing.
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.
{{::universaltech:corner_boost_diagram_2.png?400|Corner Boost}}fig. 1
{{::universaltech:corner_boost_diagram_1.png?400|Normal Wall Jump}}fig. 2
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^ **Key** ||
| ■ Light Blue | Collision Capsule((Illustrative purposes, in game the Collision Capsule is spherical in shape)) |
| ■ Red | Absolute Velocity |
| ■ Green | Sideways Velocity |
| ■ Orange | Wall Push |
| ■ Purple | Final Velocity |
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:
* It grants extremely high height, which can be very useful for traversal around the map. Corner Boosts can be used to scale buildings or escape enemy pressure on the ground.
* An example scenario is Corner Boosting off a fence railing and using [[universaltech:heavymeleecancel|Heavy Melee Cancel]] to escape into a building roof.
* Corner Boosting can provide an advantage in combat. This is especially useful for Lash, whose //Ground Slam// gains damage depending on the height when used.
* The height gained from a Corner Boost can allow you to peek over obstacles (e.g., bridges, barrels) for better sightlines.
* Certain characters who have abilities that require sightlines to properly work benefit greatly (e.g. Vindicta's //Assassinate//, Bebop's //Hook//)
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.
==== Regular Method ====
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^ **//Regular Method//** ||
^ {{ ::universaltech:regularcornerboost.mp4?500 }} ||
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.
==== Dropdown Method ====
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^ **//Dropdown Method//** ||
^ {{ ::universaltech:dropdowncornerboost.mp4?500 }} ||
The **Dropdown Method** is a method to Corner Boost off objects with a thin ledge by [[universaltech:mantling|mantling]]. The object being Corner Boosted off are usually signposts of varying sizes. To execute a Dropdown Method Corner Boost:
- 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 [[hero:vindicta|Vindicta]] or [[hero:greytalon|Grey Talon]]).
==== Light Melee Mantle Method ====
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^ **//Light Melee Mantle Method//** ||
^ {{ ::universaltech:lmmcornerboost.mp4?500 }} ||
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.
==== Dash Jump Method ====
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^ **//Dash Jump Method//** ||
^ {{ ::universaltech:dashjumpcornerboost.mp4?500 }} ||
The **Dash Jump** Method is one of the harder methods to execute a Corner Boost. It consists of precisely [[universaltech:dashjump|Dash Jumping]] towards an object and Corner Boosting off the edge/corner. Objects that are Corner Boosted off using this method are usually much taller than other objects (one example is the large brick walls in the Hero Testing map in lane). This method requires the player to have a good gauge on the distance of a Dash Jump.
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/corner, jump to Corner Boost.
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).
==== Downdash Method ====
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^ **//Downdash Method//** ||
^ {{ ::universaltech:downdashcornerboost.mp4?500 }} ||
^ Credits | **Murphy** for discovering and popularising |
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:dashing|Downdash]] towards it to Corner Boost. This method relies heavily on precise timing and prior speed.
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, it is the fastest way to set up a Corner Boost, and will allow you to Corner Boost of nearly anything instantly.((In my opinion, the best way to use this is as a flex //- compsoter//))