Ivy/Movement

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List of known movement tech for Ivy.

Stone Form

Stone Form is Ivy's third ability. In it, she turns into an invulnerable rock, briefly jumping into the air before slamming into the ground. Mechanically, Stone Form retains some of Ivy's horizontal movement, jumps to its calculated height and ends 0.5 seconds after she hits the ground. By using these mechanical quirks, Ivy can perform movement tech to optimize her time spent in Stone Form. Stone Form is one of the few abilities that can execute a Heavy Melee Cancel.

Stalling

Stone Form does not end until Ivy hits the ground. Certain spots on the map can be stood on without being considered the ground (ex. chimneys, certain vehicles, and so on). By landing Stone Form in these spots, Ivy can delay leaving Stone Form. granting her extra time in invulnerability to call for help or wait out her cooldowns. This can be used to circumvent the damage cooldown on Air Drop.

Super Jump

Stone Form calculates its maximum height based on the height Ivy was at when it was cast. This calculated height is a world coordinate, and not a set distance. By traveling through a Doorway or otherwise teleporting mid-cast, Ivy can perform an abnormally high jump as the game tries to reach the originally calculated height.

Air Drop

Air Drop
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Tech Type: Character Tech
Difficulty: Universal Basics
Character Dependent: Yes
Inputs: Air Drop

Air Drop is Ivy’s fourth and ultimate ability. In it, she 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 (with the second upgrade) inflicting Movement Slow and (with the third and final upgrade) silence.

Air Drop can be split into two phases:

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 394 u/s (10 m/s). By accelerating (W by default), you accelerate over a period of a second to a base speed of 866 u/s (22 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.

IAD Trajectory
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Tech Type: Character Tech
Inputs: Dash immediately as you enter launch phase

IAD Trajectory

This trajectory puts you as close as you can get to the ground. This is executed by instantly dashing as you enter 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 launch 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 launching. 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