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hero:ivy [2025/07/12 03:10] – Fixed solo urn having small video compsoterhero:ivy [2026/04/27 00:09] (current) – Removed comment. In future, do not add comments that are viewable in page. compsoter
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-====== Ivy  ======+====== Ivy ====== 
 <WRAP box nobox> <WRAP box nobox>
-<WRAP announcement grey left>{{ icons:tengu_card_psd.png?100 }}</WRAP>+ 
 +<WRAP announcement grey left> 
 + 
 +{{ icons:tengu_card_psd.png?100 }} 
 + 
 +</WRAP> 
 ===== Air Drop ===== ===== Air Drop =====
 +
 <WRAP half right infobox> <WRAP half right infobox>
 +
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Air Drop//** </wrap>|| + 
-^ <wrap centeralign>{{ ::charactertech:IvyAirDrop.mp4?500 }}</wrap>|| +^ <wrap centeralign> //**Air Drop**// </wrap> |^ 
-^ Tech Type                                             | Character Tech                            +^ <wrap centeralign>{{ ::charactertech:IvyAirDrop.mp4?500 }}</wrap> |^ 
-^ Difficulty                                            | Universal Basics | +^ Tech Type  | Character Tech  
-^ Character Dependent                                   | Yes                                       +^ Difficulty  | Universal Basics | 
-^ Inputs                                                | //Air Drop// (by default 4) |+^ Character Dependent  | Yes  
 +^ Inputs  | //Air Drop// (by default 4) | 
 </WRAP> </WRAP>
  
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 ==== Charge ==== ==== Charge ====
 +
 This phase consists of <ivy_sm> Ivy flapping her wings, charging up //Air Drop//. You are unable to use other abilities or use active items that cannot [[universaltech:Heavy Melee Cancel]]. This phase consists of <ivy_sm> Ivy flapping her wings, charging up //Air Drop//. You are unable to use other abilities or use active items that cannot [[universaltech:Heavy Melee Cancel]].
  
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 ==== Launch ==== ==== Launch ====
 +
 This phase consists of <ivy_sm> Ivy launching upwards into the air. You are unable to use other abilities or use active items that cannot [[universaltech:heavymeleecancel|Heavy Melee Cancel]]. This phase lasts ''82'' ticks (''1.23'' seconds). Launch phase is defined as the channel bar disappearing to the tick before you can drop someone. This phase consists of <ivy_sm> Ivy launching upwards into the air. You are unable to use other abilities or use active items that cannot [[universaltech:heavymeleecancel|Heavy Melee Cancel]]. This phase lasts ''82'' ticks (''1.23'' seconds). Launch phase is defined as the channel bar disappearing to the tick before you can drop someone.
  
 ==== Fly ==== ==== Fly ====
 +
 This phase consists of <ivy_sm> Ivy flying forwards. This is the first phase where you are actionable and able to use other abilities or active items. You are not able to [[universaltech:dash]], [[universaltech:dash|downdash]] or [[universaltech:air jump]]. This phase starts the tick you are able to drop someone. The duration of the fly phase can be extended with items with the //+Ability Duration// stat. This phase consists of <ivy_sm> Ivy flying forwards. This is the first phase where you are actionable and able to use other abilities or active items. You are not able to [[universaltech:dash]], [[universaltech:dash|downdash]] or [[universaltech:air jump]]. This phase starts the tick you are able to drop someone. The duration of the fly phase can be extended with items with the //+Ability Duration// stat.
  
-<ivy_mm> Ivy flies at a base speed of ''461'' u/s (''11.7'' m/s). By accelerating((by default, W)), you accelerate over a period of a second to a base speed of ''735'' u/s (''18.67'' m/s). This speed can be increased by buying items with either the //+Move Speed// stat or the //+Sprint Speed// stat.+<ivy_sm> Ivy flies at a base speed of ''461'' u/s (''11.7'' m/s). By accelerating(( 
 +by default, W 
 +)), you accelerate over a period of a second to a base speed of ''735'' u/s (''18.67'' m/s). This speed can be increased by buying items with either the //+Move Speed// stat or the //+Sprint Speed// stat.
  
 ==== Flying Trajectories ==== ==== Flying Trajectories ====
 +
 <WRAP half right infobox> <WRAP half right infobox>
 +
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Low Trajectory//** </wrap>|| + 
-^ <wrap centeralign>{{ ::charactertech:IvyAirDropLow.mp4?500 }}</wrap>|| +^ <wrap centeralign> //**Low Trajectory**// </wrap> |^ 
-^ Inputs                             | Duck (hold) while in the charge phase of //Air Drop// | +^ <wrap centeralign>{{ ::charactertech:ivylowtrajectory.mp4?500 }}</wrap> |^ 
-^ <wrap centeralign> **//IAD Trajectory//** </wrap>|| +^ Inputs  | Duck (hold) while in the charge phase of //Air Drop// | 
-^ <wrap centeralign>{{ ::charactertech:IvyAirDropIAD.mp4?500 }}</wrap>|| +^ <wrap centeralign> //**IAD Trajectory**// </wrap> |^ 
-^ Inputs                             | Dash after emerging from charge phase  | +^ <wrap centeralign>{{ ::charactertech:ivyiadtrajectory.mp4?500 }}</wrap> |^ 
-^ <wrap centeralign> **//Backwards Loop Trajectory//** </wrap>|| +^ Inputs  | Dash after emerging from charge phase  | 
-^ <wrap centeralign>{{ ::charactertech:IvyAirDropBackwardsLoop.mp4?500 }}</wrap>|| +^ <wrap centeralign> //**Backwards Loop Trajectory**// </wrap> |^ 
-^ Inputs                             | Buffer movement key while in charge phase |+^ <wrap centeralign>{{ ::charactertech:ivybackwardstrajectory.mp4?500 }}</wrap> |^ 
 +^ Inputs  | Buffer movement key while in charge phase | 
 </WRAP> </WRAP>
  
 Certain actions can influence the trajectory in which you fly in: Certain actions can influence the trajectory in which you fly in:
 +
 === Default Trajectory === === Default Trajectory ===
 +
 This is while not holding any inputs. This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment. This is while not holding any inputs. This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment.
 +
 === Forward Trajectory === === Forward Trajectory ===
 +
 This is the most common trajectory. This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away. To execute, hold forwards. This is the most common trajectory. This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away. To execute, hold forwards.
 +
 === Low Trajectory === === Low Trajectory ===
 +
 This trajectory puts you closer to the ground.  This is executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments This trajectory puts you closer to the ground.  This is executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments
 +
 === IAD Trajectory === === IAD Trajectory ===
 +
 This trajectory puts you as close as you can get to the ground. This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments. This trajectory puts you as close as you can get to the ground. This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments.
-=== Backwards Loop===+ 
 +=== Backwards Loop === 
 This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards. For the most part, this is a novelty. Uses include messing with opponents and trolling. This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards. For the most part, this is a novelty. Uses include messing with opponents and trolling.
 +
 </WRAP> </WRAP>
  
 <WRAP box nobox> <WRAP box nobox>
 +
 ===== Solo Urn ===== ===== Solo Urn =====
 +
 <WRAP half right infobox> <WRAP half right infobox>
 +
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Solo Urn//** </wrap>|| + 
-^ <wrap centeralign>{{ ::charactertech:IvySoloUrn.mp4?500 }}</wrap>|| +^ <wrap centeralign> //**Solo Urn**// </wrap> |^ 
-^ Tech Type                                             | Character Tech                            +^ <wrap centeralign>{{ ::charactertech:IvySoloUrn.mp4?500 }}</wrap> |^ 
-^ Difficulty                                            | <color orange>Advanced</color> Easy | +^ Tech Type  | Character Tech  
-^ Character Dependent                                   | Yes                                         +^ Difficulty  | <color orange>Advanced</color> Easy | 
-^ Inputs                                                 | (Open) Air Drop → Wait 22 ticks → (Self-cast) Air Drop |+^ Character Dependent  | Yes  
 +^ Inputs  | (Open) Air Drop → Wait 22 ticks → (Self-cast) Air Drop | 
 </WRAP> </WRAP>
  
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 To Solo Urn with <ivy_sm> Ivy: To Solo Urn with <ivy_sm> Ivy:
 +
   - Open the //Air Drop// cast window.    - Open the //Air Drop// cast window. 
   - Walk onto the urn and wait ''22 ticks'', or until the bar reaches the gap between the words “Picking” and “Up”. You have a ''9 tick'' window to do the next step; if you are too early, you will fly without the urn, wasting //Air Drop//. If you are late, you will not be able to cast //Air Drop//.   - Walk onto the urn and wait ''22 ticks'', or until the bar reaches the gap between the words “Picking” and “Up”. You have a ''9 tick'' window to do the next step; if you are too early, you will fly without the urn, wasting //Air Drop//. If you are late, you will not be able to cast //Air Drop//.
   - Self cast //Air Drop//. If done correctly, you should pick up the urn and fly at the same time.   - Self cast //Air Drop//. If done correctly, you should pick up the urn and fly at the same time.
 +
 </WRAP> </WRAP>
  
 ===== Zipline Momentum Conservation ===== ===== Zipline Momentum Conservation =====
 +
 <color grey>__Main article:__</color> [[universaltech:ZMC]] <color grey>__Main article:__</color> [[universaltech:ZMC]]
 +
 <WRAP half right infobox> <WRAP half right infobox>
 +
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> **//Ivy Zipline Momentum Conservation//** </wrap>|| + 
-^ <wrap centeralign>{{ ::charactertech:IvyZMC.mp4?500 }}</wrap>|| +^ <wrap centeralign> //**Ivy Zipline Momentum Conservation**// </wrap> |^ 
-^ Tech Type                                             | Character Tech                            +^ <wrap centeralign>{{ ::charactertech:IvyZMC.mp4?500 }}</wrap> |^ 
-^ Difficulty                                            | <color orange>Advanced</color> Easy | +^ Tech Type  | Character Tech  
-^ Character Dependent                                   | Yes                                       +^ Difficulty  | <color orange>Advanced</color> Easy | 
-^ Inputs                                                | (Be on transit line) → Duck (drop off the transit line) → //Air Drop// |+^ Character Dependent  | Yes  
 +^ Inputs  | (Be on transit line) → Duck (drop off the transit line) → //Air Drop// | 
 </WRAP> </WRAP>
  
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 To execute, drop off the [[universaltech:transit line]] and use //Air Drop//. To execute, drop off the [[universaltech:transit line]] and use //Air Drop//.
 +
  
hero/ivy.1752289835.txt.gz · Last modified: 2025/07/12 03:10 by compsoter