Paradox/Movement

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List of known movement tech for Paradox.

Time Wall

Time Wall Momentum Stop
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Time Wall

Time Wall Momentum Stop

Time Wall((by default, 2) is Paradox’s second ability. Shortly after activated, it spawns a time wall that stops time for all enemy bullets and projectiles, and damages and slows opponents in it.

When activated, Time Wall stops all momentum.

This can be used to stop momentum in the air and air dash back for the full distance. This can be used to bait opponents or quickly change direction.

To execute, be in the air and activate Time Wall. All momentum beforehand will be nullified and you should stop in the air.

Kinetic Carbine

Kinetic Carbine applies a unique Move Speed buff. It works as a flat multiplicative modifier on top of all other move speed buffs and debuffs and is not part of the common stacking algorithm. Besides affecting run following effects are observed:

  • Jump height also gets boost, both for ground and air jumps.
  • Heavy melee distance is increased.
  • Dash distance seems to be unaffected.
  • Reload animation gets completed quicker, but it is only a visual/audial indicator and the actual reload time is unaffected.
  • Following items get affected by faster animations:
Kinetic Carbine Aerial Momentum Cancel
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Tech Type: Character Tech
Difficulty: Advanced Easy
Stamina: 1
Inputs: Cast Kinetic Carbine (3) → Air Dash → Alt-fire

Kinetic Carbine Aerial Momentum Cancel

Kinetic Carbine (by default, 3) is Paradox’s third ability. In it, they gain movement speed while charging their gun. When their gun is fully charged, their next shot will release a beam of energy that deals spirit damage and applies time stop. By pressing alt-fire while your shot is charged, you can slow time for yourself. You are actionable for the entire duration of Kinetic Carbine.

By Air Dashing and then using the time stopping property of alt-fire, you can stop your momentum in the air. You can decide how short you want your dash to by holding alt-fire for different amounts of time.

This can be used as a mixup to throw off an opponent's aim while in the air.

Kinetic Carbine Aerial Momentum Cancel takes one bar of stamina.

To execute, cast Kinetic Carbine. When charged, air dash and use alt-fire.

Kinetic Carbine Aerial Speed Dash
Tech Type: Character Tech
Difficulty: Advanced Easy
Stamina: 1
Inputs: Cast Kinetic Carbine (3) → Air Dash → Tap Alt-fire

Kinetic Carbine Aerial Speed Dash

Tapping alt-fire while in the air (through Air Dashing or otherwise) and Kinetic Carbine is charged speeds up the completion of the dash. With Stamina Mastery, you can finish the dash with momentum of 1200 u/s.

To execute, cast Kinetic Carbine. When charged, air dash and use alt-fire.