Movement: Difference between revisions

Added Doormans abilities to the Dash Jump Cancel table.
Rewrote 'Dash Jump Cancel' to better explain why it happens and how it works.
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=== Dash Jump Cancel ===
=== Dash Jump Cancel ===
A dash jump cancel is a technique that allows the user to immediately jump after a dash without using additional stamina by casting an ability. A Dash Jump Cancel gives you less velocity than a reqular Dash Jump, and does not proc item effects.
Dash Jump Canceling is a technique that allows for Jumping immediately after a Dash without pefroming 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 ablility 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.


A dash jump cancel is performed by casting an ability in the middle of a dash jump. Due to differences in heroes move speeds, some Dash Jump Cancels are significantly harder, or cannot be followed up with a slide without items that increase move speed.
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.
 
Abilities that can be used to dash jump cancel
{| class="wikitable"
{| class="wikitable"
|+
|+Abilities that can be used to Dash Jump Cancel
!Hero
!Hero
!Ability
!Ability
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!{{Hero Card Nav|Hero=Grey Talon}}
!{{Hero Card Nav|Hero=Grey Talon}}
|{{AbilityIcon|Spirit Snare}}
|{{AbilityIcon|Spirit Snare}}
|Requires the ability to be fully cast.
|
|-
|-
! rowspan="2" |{{Hero Card Nav|Hero=Haze}}
! rowspan="2" |{{Hero Card Nav|Hero=Haze}}