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Wall Jumping


Wall Jumping
Tech Type Universal
Difficulty Basic Mechanics
Character Dependent No
Inputs Be near a wall then jump (SPACE). Can be angled using movement keys.

Wall Jumping is an additional action available to you in the air which allows you to jump off the wall. Wall Jumping does not count towards the Air Jump limit.

Wall Jumping does not consume Stamina.

Wall Jumping is only available whilst airborne. While in the air, if you jump while near a wall, you will execute a Wall Jump. If successful, you should see a brown/beige dust circle around the initial jumping point.

Wall Jumping allows you to scale walls more efficiently, acting essentially as a third jump or as a complete replacement for air jumping. It is useful in the laning phase, where you do not have as much stamina to spend, since it does not consume any stamina.

Wall Jumps are able to be angled up or downwards depending on the movement key used relative to the wall.

  • If the movement key pressed is towards the wall, you will have an upwards angled Wall Jump, with high vertical velocity but low horizontal velocity. This type of Wall Jump has no variation in angle; every upwards angled Wall Jump is the same.
  • If the movement key pressed is away from the wall, you will have a outwards angled Wall Jump, with high horizontal velocity but low vertical velocity.
    • If you are using a controller or have an analog joystick, outwards angled Wall Jumps can have slight variations depending on joystick angle.

Wall Jumps apply a significant amount of air drag onto your character. However, this air drag is the same air drag that is removed when hopping off ziplines, which allows you to bypass the air drag using Zipline Momentum Conservation.

Wall Jump Fatigue

Wall Jump Fatigue
Credits kojak.kj for coining the term cuckjump

You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, while subsequent wall jumps are weaker. This mechanic is called Wall Jump Fatigue.

Wall Jump Fatigue is an invisible meter which determines the power of your next Wall Jump. When you Wall Jump, Light Melee or Heavy Melee, you are fatigued for two seconds. Attempting to Wall Jump in this time period will result in a cuckjump and a reset of the fatigue meter back to two seconds.

Both types of melee (Light Melee and Heavy Melee), both on the ground and in the air, trigger Wall Jump Fatigue. The fatigue meter starts at the very end of the melee. Upon landing, Wall Jump Fatigue is reset to normal levels. If a Heavy Melee is initiated from the air then lands on the ground, Wall Jump Fatigue is not reset.

universaltech/walljumping.txt · Last modified: 2025/04/17 10:15 by compsoter