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| hero:mnk [2026/01/28 00:32] – [Burrow] fifthy | hero:mnk [2026/02/20 07:12] (current) – fifthy | ||
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| (the state where you gain burrows stats benefit' | (the state where you gain burrows stats benefit' | ||
| ==== Diving ==== | ==== Diving ==== | ||
| - | This phase consists of < | + | This phase consists of < |
| This phase lasts '' | This phase lasts '' | ||
| + | |||
| + | |||
| ==== Burrowed ==== | ==== Burrowed ==== | ||
| Line 29: | Line 31: | ||
| * +30% < | * +30% < | ||
| * A base of +'' | * A base of +'' | ||
| - | | + | |
| - | During this phase, you lose the ability to use //Combo//, shooting, dashing and jumping . This phase lasts '' | + | During this phase, you gain the ability to use //Sand blast//, This phase lasts '' |
| Another thing to note is that even when invisible (both < | Another thing to note is that even when invisible (both < | ||
| Line 37: | Line 39: | ||
| This phase consists of < | This phase consists of < | ||
| When emerging, you jump upwards. This jump has special properties when you are in the air and have pre-existing vertical velocity; as you get closer to an upwards vertical velocity of '' | When emerging, you jump upwards. This jump has special properties when you are in the air and have pre-existing vertical velocity; as you get closer to an upwards vertical velocity of '' | ||
| + | |||
| <WRAP box nobox> | <WRAP box nobox> | ||
| - | ===== Air Jump Burrow | + | ===== Pseudo |
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| {{tablelayout? | {{tablelayout? | ||
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| ^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
| - | ^ Difficulty | + | ^ Difficulty |
| ^ Character Dependent | ^ Character Dependent | ||
| - | ^ Inputs | + | ^ Inputs |
| + | </ | ||
| + | This state is achieved when you finish the **diving** phase of burrow while being in the air, in this state the only thing you gain is the model of burrow, but the sound, stats, effects of burrow will only apply when you enter the next state | ||
| + | |||
| + | In this state you can do 2 notable techs | ||
| + | </ | ||
| + | |||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== IAD Pseudo ===== | ||
| + | <color grey> | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | This tech can only be done when in psuedo state, you can air dash in all direction, this is really good for jukes and transitioning to other techs | ||
| + | </ | ||
| + | |||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Heavy/Light Punch Pseudo ===== | ||
| + | <color grey> | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | This tech can only be done when in psuedo state, used for extra damage, gap close and mobility into unburrow/ | ||
| + | </ | ||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Burrow & Dash Burrow ===== | ||
| + | <color grey> | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | This phase will only happen when either the finished dive phase is done in the ground or when pseudo state hits the ground (example from the pseudo state transitioning to burrow is in the video above), in this phase you gain the stat benefits of burrow, effects and sound | ||
| + | |||
| + | There is also a window where you can dash in burrow itself, tips to do this is that you should press your dash key when the dive phase is about to finish or when you are about to land from pseudo to burrow | ||
| + | </ | ||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Burrow Slide ===== | ||
| + | <color grey> | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | Can be easily done by just sliding while in burrow, Good for when going down a slope and general movement | ||
| + | </ | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Air Jump Unburrow/ | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| </ | </ | ||
| Line 56: | Line 142: | ||
| With the optimal space input (the very last tick where you can air jump), you can just barely climb over surfaces '' | With the optimal space input (the very last tick where you can air jump), you can just barely climb over surfaces '' | ||
| - | To help with the timing, you can bind the scroll wheel to jump. Cancel using the space key then scroll to instantly air jump after emerging. | + | To help with the timing, you can bind the scroll wheel to jump. Cancel using the space key then scroll to instantly air jump after emerging, another bind that can be use instead is making the burrow itself a cancel key, so basically to do a air jump spin you do a press 2 to space |
| To execute, emerge from Burrow, then jump within '' | To execute, emerge from Burrow, then jump within '' | ||
| + | |||
| + | Another to note is that you can substitute the air jump with a wall jump or use them both | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Mantle Unburrow/ | ||
| + | <color grey> | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | Good for chasing enemy and general movement, sometimes is preferred then air jump burrow because of it's tendency to overshoot/ | ||
| + | |||
| + | In order to do you have to basically do the same thing as air jump burrow but instead of double jumping you instead mantle, key order | ||
| + | cancel burrow/ | ||
| + | |||
| </ | </ | ||
| <WRAP box nobox> | <WRAP box nobox> | ||
| - | ===== IAD Burrow | + | ===== IAD Unburrow/ |
| <color grey> | <color grey> | ||
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| {{tablelayout? | {{tablelayout? | ||
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| - | ^ Tech Type | Character Tech | | + | ^ Tech Type | Character Tech |
| - | ^ Difficulty | + | ^ Difficulty |
| - | ^ Character Dependent | + | ^ Character Dependent |
| - | ^ Inputs | + | ^ Inputs |
| </ | </ | ||
| Line 80: | Line 188: | ||
| To execute, emerge from //Burrow//, then dash within '' | To execute, emerge from //Burrow//, then dash within '' | ||
| </ | </ | ||
| + | |||
| + | |||
| ===== Magic Carpet Burrow ===== | ===== Magic Carpet Burrow ===== | ||