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universaltech:walljumping [2025/03/30 22:23] – compsoter | universaltech:walljumping [2025/10/02 21:05] (current) – Updated to 10/02/25 (0.5 stamina cost) compsoter | ||
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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 | ||
+ | ^ Stamina | ||
^ 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, | + | While in the air, you technically |
- | 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 | + | Wall Jumping allows you to scale walls more efficiently, acting essentially as a third jump or as a complete replacement |
- | Wall Jumping shares the same input as [[universaltech: | + | Wall Jumps are able to be angled up or downwards |
+ | * If the movement key pressed is towards the wall, you will have an upwards angled | ||
+ | * If the movement key pressed | ||
+ | * If you are using a controller or have an analog joystick, outwards angled Wall Jumps can have slight variations depending on joystick angle. | ||
- | At the start of the game, you have one wall jump available. You can expand this to two with the <vitality> Vitality item //Superior Stamina// (<soul>3,500). | + | Wall Jumps apply a significant amount |
+ | |||
+ | ===== Wall Jump Fatigue ===== | ||
+ | <WRAP half right infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Credits | **kojak.kj** for coining the term // | ||
+ | </ | ||
+ | You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, but subsequent wall jumps have significantly weaker vertical launch. This mechanic is called **Wall Jump Fatigue**. | ||
+ | Wall Jump Fatigue is an invisible meter which determines the power of your next Wall Jump. When you Wall Jump, you are fatigued for 1.25 seconds. Attempting to Wall Jump in this time period will result in a **cuckjump, | ||
+ | While in the air, both types of melee (Light Melee and Heavy Melee) will trigger Wall Jump Fatigue. |