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| universaltech:walljumping [2025/05/20 16:38] – Updated [Wall Jump Fatigue] to reflect the changes in the 05-08-2025 update milliegaming | universaltech:walljumping [2025/11/21 23:16] (current) – Added new stamina cost to table 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 | ||
| ^ Inputs | ^ Inputs | ||
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| **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 the [[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 the [[universaltech: | ||
| - | Wall Jumping does not consume [[universaltech: | + | An initial |
| 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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| ^ 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, but subsequent wall jumps have significantly weaker vertical launch. This mechanic is called Wall Jump Fatigue. | + | 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 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,** and the fatigue meter will be set back to 1.25 seconds. Upon landing, Wall Jump Fatigue is reset to normal levels. | + | |
| - | + | ||
| - | While in the air, both types of melee (Light Melee and Heavy Melee) will trigger Wall Jump Fatigue. The fatigue meter starts at the end of the melee. 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 '' | ||
| + | While in the air, both types of melee (Light Melee and Heavy Melee) will trigger Wall Jump Fatigue. | ||