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universaltech:walljumping [2025/04/14 20:53] – compsoter | universaltech:walljumping [2025/10/02 21:05] (current) – Updated to 10/02/25 (0.5 stamina cost) compsoter | ||
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^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Universal | ^ Tech Type | Universal | ||
^ Difficulty | ^ Difficulty | ||
+ | ^ Stamina | ||
^ Character Dependent | ^ Character Dependent | ||
^ Inputs | ^ Inputs | ||
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Wall Jumping is only available whilst airborne. While in the air, if you jump while near a wall, you will execute a Wall Jump. If successful, you should see a brown/beige dust circle around the initial jumping point. | Wall Jumping is only available whilst airborne. While in the air, if you jump while near a wall, you will execute a Wall Jump. If successful, you should see a brown/beige dust circle around the initial jumping point. | ||
- | Wall Jumping allows you to scale walls more efficiently, | + | While in the air, you technically have infinite wall jumps. However, subsequent wall jumps after the first can be fatigued (have a weaker vertical launch) if timed incorrectly and will cost '' |
+ | |||
+ | Wall Jumping allows you to scale walls more efficiently, | ||
Wall Jumps are able to be angled up or downwards depending on the movement key used relative to the wall. | Wall Jumps are able to be angled up or downwards depending on the movement key used relative to the wall. | ||
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^ <wrap centeralign> | ^ <wrap centeralign> | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | | Credits | **kojak.kj** for coining the term // | + | ^ Credits | **kojak.kj** for coining the term // |
</ | </ | ||
- | You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, | + | You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, |
- | + | ||
- | Wall Jump Fatigue is an invisible meter which determines the power of your next Wall Jump. When you Wall Jump, Light Melee or Heavy Melee, you are fatigued for two seconds. Attempting to Wall Jump in this time period will result in a **cuckjump** and a reset of the fatigue meter back to two seconds. | + | |
- | + | ||
- | Both types of melee (Light Melee and Heavy Melee), both on the ground and in the air, trigger Wall Jump Fatigue. The fatigue meter starts at the very end of the melee. Upon landing, Wall Jump Fatigue is reset to normal levels. If a Heavy Melee is initiated from the air then lands on the ground, Wall Jump Fatigue is not reset. | + | |
+ | 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. |