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Revision as of 01:53, 31 May 2026
| Air Drop | |
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| Tech Type: | Character Tech |
| Difficulty: | Universal Basics |
| Character Dependent: | Yes |
| Inputs: | Air Drop |
Air Drop
Air Drop is Ivy’s fourth and ultimate ability. In it, she (after a short wind up) launches into the air with a bomb and enters a flying state where she is constantly propelled forwards in the air. While flying, you can ascend, descend and accelerate. At any time, you can drop the bomb to inflict Movement Slow and (with the third and final upgrade) silence.
Air Drop can be split into three phases:
Charge
This phase consists of Ivy flapping her wings, charging up Air Drop. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel.
When charging, you are able to slowly move at 50 u/s (1.27 m/s). If not holding a movement key, you will launch straight upwards. If holding a movement key, you will move in that direction while launching upwards.
This phase lasts 82 ticks (1.28 seconds). The Charge phase is defined as the time from the activation of Air Drop to the first tick where you have vertical velocity.
When picking up an ally, there is a significantly shortened charge time. This can be used for quick escapes.
Launch
This phase consists of Ivy launching upwards into the air. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel. This phase lasts 82 ticks (1.23 seconds). Launch phase is defined as the channel bar disappearing to the tick before you can drop someone.
Fly
This phase consists of Ivy flying forwards. This is the first phase where you are actionable and able to use other abilities or active items. You are not able to dash, downdash or air jump. This phase starts the tick you are able to drop someone. The duration of the fly phase can be extended with items with the +Ability Duration stat.
Ivy flies at a base speed of 461 u/s (11.7 m/s). By accelerating[1], you accelerate over a period of a second to a base speed of 735 u/s (18.67 m/s). This speed can be increased by buying items with either the +Move Speed stat or the +Sprint Speed stat.
Trajectories
Default Trajectory
This is while not holding any inputs. This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment.
Forward Trajectory
This is the most common trajectory. This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away. To execute, hold forwards.
| Low Trajectory | |
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| Tech Type: | Character Tech |
| Inputs: | Duck (hold) while in the charge phase of Air Drop |
Low Trajectory
This trajectory puts you closer to the ground. This is executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments
| IAD Trajectory | |
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| Tech Type: | Character Tech |
| Inputs: | Dash after emerging from charge phase |
IAD Trajectory
This trajectory puts you as close as you can get to the ground. This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments.
| Backwards Loop Trajectory | |
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| Tech Type: | Character Tech |
| Inputs: | Buffer movement key while in charge phase |
Backwards Loop
This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards. For the most part, this is a novelty. Uses include messing with opponents and trolling.
References
- ↑ By default, W