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universaltech:walljumping [2025/03/09 09:48] – created monster_domoseduniversaltech:walljumping [2025/04/17 10:15] (current) – Line compsoter
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 +{{htmlmetatags>
 +metatag-keywords=(deadlock,movement,wiki,wall jump,walljump,wall jumping,jumping,jump,wall) 
 +
 +metatag-media-og:image=(:logo.png)
 +metatag-media-og:image-type=(image/png)
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 +metatag-og:title=(Wall Jumping)
 +metatag-og:site_name=(Deadlock Movement Wiki)
 +
 +metatag-og:locale=(en_GB)
 +metatag-og:locale:alternate=(ru)
 +
 +metatag:color=(#ffefd7)
 +metatag-og:color=(#ffefd7)
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 +metatag-og:description=(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 ====== ====== Wall Jumping ======
 +----
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Wall Jumping//** </wrap>|| ^ <wrap centeralign> **//Wall Jumping//** </wrap>||
-^ <wrap centeralign>{{ ::universaltech:walljumping.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::universaltech:walljumping2.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Universal       | ^ Tech Type                                             | Universal       |
 ^ Difficulty                                            | Basic Mechanics | ^ Difficulty                                            | Basic Mechanics |
 ^ Character Dependent                                   | No              | ^ Character Dependent                                   | No              |
-^ Inputs                                                | Hold the direction opposite to the wall then press jump.(SPACE)     |+^ Inputs                                                | Be near a wall then jump (SPACE). Can be angled using movement keys.     |
 </WRAP> </WRAP>
  
-**Wall Jumping** is the act of [[universaltech:jumping]] off a wall to gain additional mobility.+**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 [[universaltech:air_jump|Air Jump]] limit.
  
-Wall Jumping takes no bars of [[universaltech:stamina]].+Wall Jumping does not consume [[universaltech:stamina]].
  
-Wall Jumping is only available whilst in the air. While in the air, if you jump while holding movement key which is the opposite direction to the wall, you are able to Wall Jump. If successful, you should see a brown/beige dust circle around the initial jumping point on the wall, and you will jump upwards.+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. It is also useful in the laning phase, where you do not have as much stamina to spend, since it does not consume any stamina.+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 apply a significant amount of air drag onto your character; for this reason, it is advised not to use Wall Jumps in combat, and instead __use them for traversal around the map__. 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 **[[universaltech:ziplinemomentumconservation|Zipline Momentum Conservation]]**.+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 **[[universaltech:ziplinemomentumconservation|Zipline Momentum Conservation]]**
 + 
 +===== Wall Jump Fatigue ===== 
 +<WRAP half right infobox> 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 +^ <wrap centeralign> **//Wall Jump Fatigue//** </wrap>|| 
 +^ <wrap centeralign>{{ ::universaltech:walljumpfatigue.mp4?500 }}</wrap>|| 
 +^ Credits | **kojak.kj** for coining the term //cuckjump//
 +</WRAP> 
 +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 Jumping shares the same input as [[universaltech:mantling]]; this can be undesirable depending on the situationTo Wall Jump on a mantle-able surfaceeither don’t face towards the wall or look more than 63.5° off the wall; within that range is where mantling is available.+Wall Jump Fatigue is an invisible meter which determines the power of your next Wall JumpWhen you Wall Jump, Light Melee or Heavy Melee, you are fatigued for two secondsAttempting to Wall Jump in this time period will result in a **cuckjump** and a reset of the fatigue meter back to two seconds
  
-At the start of the gameyou have one wall jump availableYou can expand this to two with the <vitality> Vitality item //Superior Stamina// (<soul>3,500).+Both types of melee (Light Melee and Heavy Melee), both on the ground and in the airtrigger Wall Jump FatigueThe 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 groundWall Jump Fatigue is not reset.
  
  
universaltech/walljumping.1741513722.txt.gz · Last modified: 2025/03/22 10:03 (external edit)