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== Advanced Movement == As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent. === Melee Jump === Melee jumping is the technique of using a heavy melee timed with a ''Wall Jump'' to go up without double jumping, thus saving a Stamina bar.[[File:Melee_Jump.mp4|center|800px]]<center>'''Melee Jumping and then ''Mantling'''''</center> === Corner Boost === ''Corner boosting'' is a technique that exploits the game's wall jump mechanics to achieve greater vertical velocity than a standard wall jump. The effect is believed to occur due to the following implementation behavior: *'''Velocity Reset on Wall Jump Initiation''' β When a wall jump is performed, the game first sets the character's velocity to a fixed absolute value. *'''Collision Normal Calculation''' β The game determines the direction of the jump by using the normal vector of the character's collision capsule at the nearest point of contact with the wall. *'''Upward-Angled Normals on Corners''' β Because the collision capsule is rounded, the normal vector near a corner can point diagonally upward or downward rather than purely sideways. When the normal is angled upward, the resulting velocity is applied at a steeper angle, leading to increased upward momentum. ==== Visual Comparison ==== *Normal Wall Jump β Final velocity is directed primarily sideways, following a standard wall jump. *Corner Boost β Final velocity is angled higher due to the upward-tilting normal, resulting in a stronger ascent. {| style="margin: auto; border: none;" |- | style="vertical-align: top;" | <div style="display: flex; gap: 10px;"> [[File:Corner_Boost_Diagram_1.png|thumb|Corner Boost]] [[File:Corner_Boost_Diagram_2.png|thumb|Normal Wall Jump]] </div> | style="vertical-align: top; padding-left: 20px;" | ===== Key ===== <small> * <span style="color: #3AAEFF;">β </span> Light Blue: Collision capsule<br> * <span style="color: #BE240D;">β </span> Red: Absolute velocity<br> * <span style="color: #3C9C4A;">β </span> Green: Sideways velocity<br> * <span style="color: #E9A400;">β </span> Orange: Wall push<br> * <span style="color: #5322B5;">β </span> Purple: Final velocity </small> |} [[File:Corner_Boost.mp4|center|800px]]<center>'''Corner Boosting'''</center> === Dropdown Corner Boost === Same as ''Corner Boost'', ''Dropdown Corner Boost'' can be done on any edge in the game. To perform it, drop down from an edge and wall jump to gain extra height without using stamina.[[File:Dropdown_Corner_Boost.mp4|center|800px]]<center>'''Dropdown Corner Boosting'''</center> === Friction === {{construction}} === Dash Jump Cancel === Dash Jump Canceling is a technique that allows for Jumping immediately after a Dash without performing a Dash Jump. After performing a Dash for a short duration it is possible to spend 1 [[Stamina]] to perform a Dash Jump. Casting an ability during the Dash Jump window will immediately cancel it. This can then be followed up with a normal Jump. When done correctly a Dash Jump Cancel can be used to travel further than a Dash. Only some abilities provide a benefit when used to Dash Jump Cancel. Abilities with long cast time or abilities that slow movement during cast provide almost no benefit. {| class="wikitable" |+Abilities that can be used to Dash Jump Cancel !Hero !Ability !Notes |- ! rowspan="2" |{{Hero Card Nav|Billy}} |{{AbilityIcon|Blasted}} | |- |{{AbilityIcon|Chain Gang}} | |- !{{Hero Card Nav|Hero=Calico}} |{{AbilityIcon|Gloom Bombs}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Doorman}} |{{AbilityIcon|Doorway}} |Only works when placing the doors. |- |{{AbilityIcon|Luggage Cart}} | |- !{{Hero Card Nav|Hero=Drifter}} |{{AbilityIcon|Stalker's Mark}} | |- !{{Hero Card Nav|Hero=Dynamo}} |{{AbilityIcon|Rejuvenating Aurora}} |Requires Rejuvenating Aurora to be upgraded to T3. |- !{{Hero Card Nav|Hero=Grey Talon}} |{{AbilityIcon|Spirit Snare}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Haze}} |{{AbilityIcon|Sleep Dagger}} | |- |{{AbilityIcon|Smoke Bomb}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Holliday}} |{{AbilityIcon|Powder Keg}} | |- |{{AbilityIcon|Bounce Pad}} |Provides a significant increase in velocity. |- !{{Hero Card Nav|Hero=Infernus}} |{{AbilityIcon|Napalm}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Ivy}} |{{AbilityIcon|Entangling Thorns}} | |- |{{AbilityIcon|Kudzu Connection}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Kelvin}} |{{AbilityIcon|Frost Grenade}} | |- |{{AbilityIcon|Frozen Shelter}} |It is possible to cancel the Frozen Shelter before hitting the wall. |- ! rowspan="2" |{{Hero Card Nav|Hero=Lady Geist}} |{{AbilityIcon|Essence Bomb}} | |- |{{AbilityIcon|Malice}} |Casting Malice requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Malice Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- !{{Hero Card Nav|Hero=Lash}} |{{AbilityIcon|Flog}} | |- ! rowspan="4" |{{Hero Card Nav|Hero=McGinnis}} |{{AbilityIcon|Mini Turret}} | |- |{{AbilityIcon|Medicinal Specter}} | |- |{{AbilityIcon|Spectral Wall}} | |- |{{AbilityIcon|Heavy Barrage}} |Due to the slow Heavy Barrage Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- !{{Hero Card Nav|Hero=Mina}} |{{AbilityIcon|Rake}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Mirage}} |{{AbilityIcon|Fire Scarabs}} |Each separate cast can be Dash Jump Canceled. |- |{{AbilityIcon|Djinn's Mark}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Mo & Krill}} |{{AbilityIcon|Scorn}} | |- |{{AbilityIcon|Sand Blast}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Paige}} |{{AbilityIcon|Conjure Dragon}} | |- |{{AbilityIcon|Captivating Read}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Paradox}} |{{AbilityIcon|Pulse Grenade}} | |- |{{AbilityIcon|Kinetic Carbine}} | |- |{{AbilityIcon|Paradoxical Swap}} | |- !{{Hero Card Nav|Hero=Pocket}} |{{AbilityIcon|Flying Cloak}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Seven}} |{{AbilityIcon|Lightning Ball}} | |- |{{AbilityIcon|Static Charge}} | |- |{{AbilityIcon|Power Surge}} | |- ! rowspan="2" |{{Hero Card Nav|Hero=Shiv}} |{{AbilityIcon|Serrated Knives}} |Casting Serrated Knives requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Serrated Knives Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- |{{AbilityIcon|Bloodletting}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Sinclair}} |{{AbilityIcon|Vexing Bolt}} |Casting Vexing Bolt requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Vexing Bolt Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- |{{AbilityIcon|Spectral Assistant}} | |- |{{AbilityIcon|Rabbit Hex}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Vindicta}} |{{AbilityIcon|Stake}} | |- |{{AbilityIcon|Crow Familiar}} |Crow Familiar Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- |{{AbilityIcon|Assassinate}} |Requires the ability to be fully cast and unscoped before jumping to be able to be followed up with a slide. |- ! rowspan="2" |{{Hero Card Nav|Hero=Viscous}} |{{AbilityIcon|Splatter}} |Splatter Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- |{{AbilityIcon|Puddle Punch}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Vyper}} |{{AbilityIcon|Screwjab Dagger}} | |- |{{AbilityIcon|Lethal Venom}} | |- |{{AbilityIcon|Petrifying Bola}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Warden}} |{{AbilityIcon|Alchemical Flask}} | |- |{{AbilityIcon|Willpower}} |Willpower Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- |{{AbilityIcon|Binding Word}} | |- ! rowspan="3" |{{Hero Card Nav|Hero=Wraith}} |{{AbilityIcon|Card Trick}} |Card Trick Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. |- |{{AbilityIcon|Full Auto}} | |- |{{AbilityIcon|Telekinesis}} | |}
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