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| hero:lash [2025/08/19 03:32] – Changed _sm icon to _mm icon compsoter | hero:lash [2026/01/12 23:16] (current) – Small fixes to d1zzease's contribution. Good, but stop using the word "mostly" or references to current user knowledge. Can't confirm discovery by you so changed to written compsoter | ||
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| - | <lash_mm> Lash’s fourth ability, //Death Slam//, has <lash_mm> Lash enter a state where any opponents that are in a cone of vision get connected to Lash via white glowing whips. After channelling, | + | <lash_sm> Lash’s fourth ability, //Death Slam//, has <lash_sm> Lash enter a state where any opponents that are in a cone of vision get connected to Lash via white glowing whips. After channelling, |
| Using Zipline Momentum Conservation, | Using Zipline Momentum Conservation, | ||
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| </ | </ | ||
| - | <lash_mm> Lash’s second ability, // | + | <lash_sm> Lash’s second ability, // |
| //Grapple// is able to be cancelled into a [[universaltech: | //Grapple// is able to be cancelled into a [[universaltech: | ||
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| </ | </ | ||
| - | //Ground Slam// is <lash_mm> Lash’s first ability. In it, he stomps the ground around him, dealing damage. In the air, he instead dives down. | + | //Ground Slam// is <lash_sm> Lash’s first ability. In it, he stomps the ground around him, dealing damage. In the air, he instead dives down. |
| //Ground Slam// has strange interactions with some surfaces; namely, small extruding pieces of geometry. When using //Ground Slam// on these pieces, you can get “stuck” on geometry. While stuck, you are able to move along the geometry by moving your camera left and right. This is called **Slam Sliding**. | //Ground Slam// has strange interactions with some surfaces; namely, small extruding pieces of geometry. When using //Ground Slam// on these pieces, you can get “stuck” on geometry. While stuck, you are able to move along the geometry by moving your camera left and right. This is called **Slam Sliding**. | ||
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| Slam Sliding can be incredibly useful in laning and can allow you to be incredibly unpredictable near tower walls. | Slam Sliding can be incredibly useful in laning and can allow you to be incredibly unpredictable near tower walls. | ||
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| + | ===== Grapple Wall Jump Boost ===== | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | ^ Written by | d1zzease | | ||
| + | </ | ||
| + | |||
| + | //Grapple// is < | ||
| + | |||
| + | To **Wall Jump Boost** with // | ||
| + | |||
| + | This movement allows you to escape dangerous situations when a normal grapple would leave you too exposed. Wall Jump Boosting with your //Grapple// allows you to quickly leave the location and slide away. This movement can be used when gaining verticality over your enemy isn't needed as much as getting close to them, or when getting verticality is not as profitable as getting closer (in tighter passages, such as the underground). | ||