universaltech:dashjumping
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
universaltech:dashjumping [2025/03/11 11:12] – monster_domosed | universaltech:dashjumping [2025/05/02 21:38] (current) – Consolidated DJSlide Bunnyhopping, DJStrafe Jumping, Coyote DJ into the main article. compsoter | ||
---|---|---|---|
Line 3: | Line 3: | ||
Add gif for the blue flash that signifies that Dash Jumping is available | Add gif for the blue flash that signifies that Dash Jumping is available | ||
</ | </ | ||
+ | ---- | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Universal | ^ Tech Type | Universal | ||
^ Difficulty | ^ Difficulty | ||
Line 13: | Line 14: | ||
</ | </ | ||
- | Dash Jumping is a quintessential part of high level and advanced movement in Deadlock. | + | **Dash Jumping** is a quintessential part of high level and advanced movement in Deadlock. |
Dash Jumping costs two bars of [[universaltech: | Dash Jumping costs two bars of [[universaltech: | ||
- | While dashing, a small timing window opens (0.2 seconds, which opens 0.3 seconds into the dash) for the execution of the **dash jump**, during which the stamina quarter-circle will flash blue. If done correctly, your character will execute a **dash jump**. If you fail the timing, you will be locked out of the **dash jump**. | + | While dashing, a small timing window opens (the window is open for 0.2 seconds, which starts |
+ | |||
+ | Dash Jumps work by setting your velocity to a fixed sequence; prior momentum is disregarded and your speed is instantly set to '' | ||
+ | |||
+ | 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? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Inputs | ||
+ | ^ Credit | ||
+ | </ | ||
+ | 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, | ||
+ | |||
+ | To execute, Dash Jump. While in the air, hold the duck key and start Slide Bunnyhopping. | ||
+ | </ | ||
+ | |||
+ | <WRAP box 100%> | ||
+ | ===== Dash Jump Strafe Jumping ===== | ||
+ | <WRAP half right infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Inputs | ||
+ | ^ Credit | ||
+ | </ | ||
+ | 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. | ||
+ | |||
+ | </ | ||
universaltech/dashjumping.1741691537.txt.gz · Last modified: 2025/03/22 10:03 (external edit)