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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 === | ||
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. | |||
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" | {| 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}} | ||
| | | | ||
|- | |- | ||
! rowspan="2" |{{Hero Card Nav|Hero=Haze}} | ! rowspan="2" |{{Hero Card Nav|Hero=Haze}} | ||