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| hero:shiv [2025/08/21 10:15] – (IGNORE) Changed mm to sm icon compsoter | hero:shiv [2026/01/11 00:52] (current) – Added more to alt fire section. Need to elaborate on keeping most impulse by aiming perpendicular to direction compsoter | ||
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| < | < | ||
| - | < | + | < |
| + | |||
| + | <WRAP box nobox> | ||
| + | <WRAP half column> | ||
| + | Alt-fire sends you at an initial impulse of '' | ||
| + | </ | ||
| + | |||
| + | <WRAP half column> | ||
| + | {{ : | ||
| + | </ | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | |||
| + | If you're on the ground and you do not aim parallel to the ground, your horizontal velocity will be the component of the impulse and the aiming angle, but your vertical impulse will be eaten, resulting in less horizontal velocity. | ||
| + | |||
| + | When on the ground, usage of alt-fire will result in a vertical impulse of '' | ||
| + | |||
| + | Alt-fire always sends at '' | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== History ==== | ||
| + | < | ||
| + | |||
| + | On the [[https:// | ||
| + | |||
| + | On the [[https:// | ||
| + | |||
| + | On the [[https:// | ||
| + | |||
| </ | </ | ||
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| Note that this only works with ground dashes and not air dashes. Ground dashes directly set your velocity, while air dashes add to your existing velocity. | Note that this only works with ground dashes and not air dashes. Ground dashes directly set your velocity, while air dashes add to your existing velocity. | ||
| + | </ | ||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== M2 Wall Jump ===== | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Stamina | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | **M2 Wall Jump** is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from < | ||
| + | |||
| + | This technique requires 0.25 [[universaltech: | ||
| + | |||
| + | The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs. | ||
| + | |||
| + | Firing alt-fire at a shallower angle to the wall can make this easier to perform at the cost of gaining less speed; this lets you move more laterally along the wall. It is also easier to do this on some walls than others — the flatter and more plain the wall, the easier. | ||
| + | |||
| + | Anecdotally, | ||
| + | |||
| </ | </ | ||
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| **M2 Sliding** is the act of using < | **M2 Sliding** is the act of using < | ||
| - | < | + | < |
| Without items, you are only able to enter slide state for one shot; see [[hero: | Without items, you are only able to enter slide state for one shot; see [[hero: | ||
| Line 150: | Line 204: | ||
| </ | </ | ||
| - | **Infinite M2 Slide** requires items to be bought from the shop that increase fire rate. A minimum of +13% fire rate is required, but a higher percentage is recommended, | + | **Infinite M2 Slide** requires items to be bought from the shop that increase fire rate. A minimum of +22% fire rate((< |
| - | Using this faster fire rate, you can chain M2 shots while in a [[universaltech: | + | Using this faster fire rate, you can chain M2 shots while in a [[universaltech: |
| Furthermore, | Furthermore, | ||
| Line 189: | Line 243: | ||
| For there to be a noticeable amount of acceleration you need either | For there to be a noticeable amount of acceleration you need either | ||
| * A minimum fire rate of around 40%, | * A minimum fire rate of around 40%, | ||
| - | * A minimum fire rate of 12% with the < | + | * A minimum fire rate of 12% with the < |
| - | * The < | + | * The < |
| With Infinite M2 Slide Acceleration, | With Infinite M2 Slide Acceleration, | ||
| Line 198: | Line 252: | ||
| To execute, first start an Infinite M2 Slide sideways, then shoot perpendicular to where you are moving. | To execute, first start an Infinite M2 Slide sideways, then shoot perpendicular to where you are moving. | ||
| </ | </ | ||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Slice and Dice Leap ===== | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Stamina | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | |||
| + | <wrap retailsemibold> | ||
| + | |||
| + | When in the air, <wrap retailsemibold> | ||
| + | |||
| + | When landing onto the ground during an airborne initiated <wrap retailsemibold> | ||
| + | |||
| + | <wrap retailsemibold> | ||
| + | </ | ||
| + | |||
| ===== Bluetooth Ult ===== | ===== Bluetooth Ult ===== | ||
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| Line 207: | Line 284: | ||
| ^ Stamina | ^ Stamina | ||
| ^ Character Dependent | ^ Character Dependent | ||
| - | ^ Inputs | + | ^ Inputs |
| ^ Named by | Sankta | | ^ Named by | Sankta | | ||
| ^ Thanks to | Matty McPatty | | ^ Thanks to | Matty McPatty | | ||
| </ | </ | ||
| - | //Killing Blow//((by default, 4)) is < | + | <wrap retailsemibold> |
| - | Certain actives can cause the game to remove the leap towards the opponent but still allow the hit, allowing Shiv to instantly kill from large distances. This is called **Bluetoothing**, | + | Certain actives can cause the game to remove the leap towards the opponent but still allow the hit, allowing |
| The actives that can cancel the leap are: | The actives that can cancel the leap are: | ||
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| ^ **Price (< | ^ **Price (< | ||
| - | | < | + | | < |
| - | | < | + | | < |
| To execute, use an active that allows < | To execute, use an active that allows < | ||