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universaltech:dashjumping

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universaltech:dashjumping [2025/05/02 21:13] compsoteruniversaltech:dashjumping [2025/05/02 21:38] (current) – Consolidated DJSlide Bunnyhopping, DJStrafe Jumping, Coyote DJ into the main article. compsoter
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 Dash Jumps work by setting your velocity to a fixed sequence; prior momentum is disregarded and your speed is instantly set to ''611'' u/s.  For this reason, Dash Jumps are not recommended for continuing momentum and in the middle of movement sequences with techniques such as [[universaltech:heavy_melee_cancel|HMC]] or [[universaltech:zipline_momentum_conservation|ZMC]]. Because speed is set to a fixed amount which is relatively high compared to normal walking and sprinting speeds, Dash Jumps are usually used at the start of movement sequences for a quick burst of momentum. Dash Jumps work by setting your velocity to a fixed sequence; prior momentum is disregarded and your speed is instantly set to ''611'' u/s.  For this reason, Dash Jumps are not recommended for continuing momentum and in the middle of movement sequences with techniques such as [[universaltech:heavy_melee_cancel|HMC]] or [[universaltech:zipline_momentum_conservation|ZMC]]. Because speed is set to a fixed amount which is relatively high compared to normal walking and sprinting speeds, Dash Jumps are usually used at the start of movement sequences for a quick burst of momentum.
 +
 +If you leave a ledge after the inital dash, the Dash Jump window will still be open; this means that you can Dash Jump in the air if the inital dash was grounded. Intentionally doing this is called a **Coyote Dash Jump**. This is very useful if you are trying to maximise the distance covered. This Dash Jump will not count as an air action, meaning you preserve your Air Jumps and Wall Jumps.
 +
 +<WRAP box 100%>
 +===== Dash Jump Slide Bunnyhop =====
 +<WRAP half right infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Dash Jump//** </wrap>||
 +^ <wrap centeralign>{{ ::universaltech:dashjump.mp4?500 }}</wrap>||
 +^ Inputs                                                | Dash Jump, hold crouch. While sliding, jump|
 +^ Credit                                                | Name by LȊGHTBRINGER |
 +</WRAP>
 +Immediately after Dash Jumping, you are airborne; by holding the crouch key you can hold a slide input for when you land. By sliding and bunnyhopping, you can maintain the momentum from the Dash Jump and move faster around the map for the same stamina cost.
 +
 +To execute, Dash Jump. While in the air, hold the duck key and start Slide Bunnyhopping. 
 +</WRAP>
 +
 +<WRAP box 100%>
 +===== Dash Jump Strafe Jumping =====
 +<WRAP half right infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Dash Jump//** </wrap>||
 +^ <wrap centeralign>{{ ::universaltech:dashjump.mp4?500 }}</wrap>||
 +^ Inputs                                                | Dash Jump, Air Strafe, then slide to maintain momentum|
 +^ Credit                                                | Name by LȊGHTBRINGER |
 +</WRAP>
 +While in the air after a Dash Jump, you are able to change motion and direction by Air Strafing. This comes at no extra stamina cost. This is particularly useful for moving around the map, since chasing in straight lines are uncommon outside of lane.
 +
 +To execute, be in the air after a Dash Jump. While in motion, let go of the forward movement key and start to strafe in the air to move yourself towards a direction.
 +
 +</WRAP>
  
universaltech/dashjumping.txt · Last modified: 2025/05/02 21:38 by compsoter