universaltech:walljumping
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====== Wall Jumping ====== | ====== Wall Jumping ====== | ||
+ | ---- | ||
<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 | ||
^ Character Dependent | ^ Character Dependent | ||
- | ^ Stamina | + | ^ Inputs |
- | ^ Inputs | + | |
</ | </ | ||
- | **Wall Jumping** is the act of [[universaltech: | + | **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 |
- | Wall Jumping | + | Wall Jumping |
- | Wall Jumping is only available whilst | + | Wall Jumping is only available whilst |
- | Wall Jumping allows you to scale walls more efficiently, | + | Wall Jumping allows you to scale walls more efficiently, |
- | 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: | + | 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: | ||
+ | |||
+ | ===== Wall Jump Fatigue ===== | ||
+ | <WRAP half right infobox> | ||
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+ | ^ Credits | **kojak.kj** for coining the term // | ||
+ | </ | ||
+ | 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 | + | Wall Jump Fatigue is an invisible meter which determines |
- | At the start of the game, you have one wall jump available. You can expand this to two with the < | + | 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.1743839961.txt.gz · Last modified: 2025/04/05 07:59 by monsto