Shiv/Movement: Difference between revisions

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M2 Wall Jump: Correction, Shiv walljumps no longer require 0.25 stamina.
 
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|tech_type= Character Tech
|tech_type= Character Tech
|difficulty= Universal Basic
|difficulty= Universal Basic
|inputs= Alt-fire (RMB)
|inputs= Alt-fire
}}
}}
== Alt-fire ==
== Alt-fire ==
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Shiv does not have a zoom. Instead, he has an alt-fire (<code>RMB</code> or <code>M2</code>).
Shiv does not have a zoom. Instead, he has an alt-fire (<code>RMB</code> or <code>M2</code>).


Shiv’s alt-fire shoots {{#invoke:HeroData|get_alt_fire_var|Shiv|AmmoConsumedPerShot}} rounds out of his shotgun. The recoil knocks you back, similar to the weapon [https://wiki.teamfortress.com/wiki/Force-A-Nature%7CForce-A-Nature Force-A-Nature] from ''Team Fortress 2''. This alt-fire allows for more movement opportunities for Shiv.
Shiv’s alt-fire shoots {{#invoke:HeroData|get_alt_fire_var|Shiv|AmmoConsumedPerShot}} rounds out of his shotgun. The recoil knocks you back, similar to the weapon [https://wiki.teamfortress.com/wiki/Force-a-Nature Force-A-Nature] from ''Team Fortress 2''. This alt-fire allows for more movement opportunities for Shiv.


Alt-fire sends you at an initial impulse of ''404'' units per second, after which you are subject to gravity and air drag.<ref>Tested through ''cl_showpos'' and through ''cvar'' unlocker.</ref> The amount of horizontal and vertical velocity you get out of alt-fire are components of the inital impulse and the angle you shot at.
Alt-fire sends you at an initial impulse of ''400'' units per second, after which you are subject to gravity and air drag.<ref>Tested through ''cl_showpos'' and through ''cvar'' unlocker.</ref> The amount of horizontal and vertical velocity you get out of alt-fire are components of the inital impulse and the angle you shot at.


If you're on the ground and you do not aim parallel to the ground, your horizontal velocity will be the component of the impulse and the aiming angle, but your vertical impulse will be eaten, resulting in less horizontal velocity.
If you're on the ground and you do not aim parallel to the ground, your horizontal velocity will be the component of the impulse and the aiming angle, but your vertical impulse will be eaten, resulting in less horizontal velocity.
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|tech_type= Character Tech
|tech_type= Character Tech
|difficulty= Advanced Easy
|difficulty= Advanced Easy
|inputs= (either jump or be in the air, look downwards) → alt-fire (RMB)
|inputs= (either jump or be in the air, look downwards) → alt-fire
}}
}}
=== Force Jumping ===
=== Force Jumping ===
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'''M2 Wall Jump''' is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from Shiv’s alt-fire in addition to the [[Wall Jumping|wall jump]]. To execute, aim towards a wall, alt-fire, and then press jump immediately after, ideally after one tick. Like with any wall jump, you can hold a direction to influence your wall jump trajectory while performing this technique.
'''M2 Wall Jump''' is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from Shiv’s alt-fire in addition to the [[Wall Jumping|wall jump]]. To execute, aim towards a wall, alt-fire, and then press jump immediately after, ideally after one tick. Like with any wall jump, you can hold a direction to influence your wall jump trajectory while performing this technique.


This technique requires 0.25 [[stamina]], and can be used to gain significant velocity away from the wall.
This technique can be used to gain significant velocity away from the wall.


The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs.
The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs.


Firing alt-fire at a shallower angle to the wall can make this easier to perform at the cost of gaining less speed; this lets you move more laterally along the wall. It is also easier to do this on some walls than others the flatter and more plain the wall, the easier.
Firing alt-fire at a shallower angle to the wall can make this easier to perform at the cost of gaining less speed; this lets you move more laterally along the wall. It is also easier to do this on some walls than others - the flatter and more plain the wall, the easier.


Anecdotally, binding alt-fire and jump to keys on the same hand (e.g. both on keyboard or both on mouse buttons) can make the execution easier.
Anecdotally, binding alt-fire and jump to keys on the same hand (e.g. both on keyboard or both on mouse buttons) can make the execution easier.
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**Face roughly perpendicular to where you want to go. (e.g. face left or right if you want to go forward)
**Face roughly perpendicular to where you want to go. (e.g. face left or right if you want to go forward)
**Hold the movement key that results in forward movement in your current camera position (e.g. hold D if you are facing left of where you want to go.)
**Hold the movement key that results in forward movement in your current camera position (e.g. hold D if you are facing left of where you want to go.)
*Land and slide. The easiest way to slide is to hold the duck key and buffer slide during steps 2a—3, to activate [[Sliding|Slide Conservation]].
*Land and slide. The easiest way to slide is to hold the duck key and buffer slide during steps 2a-3, to activate [[Sliding|Slide Conservation]].
*Nearly immediately after sliding, use alt-fire to gain momentum. Slide for ''~.5'' seconds  
*Nearly immediately after sliding, use alt-fire to gain momentum. Slide for ''~.5'' seconds  
*Switch movement keys smoothly to the forward movement key. (e.g. If you were holding the left movement key, shift over to the forward movement key.) While doing this, move your camera to the forward direction.
*Switch movement keys smoothly to the forward movement key. (e.g. If you were holding the left movement key, shift over to the forward movement key.) While doing this, move your camera to the forward direction.
*[[Jumping|Jump]] and repeat steps 2a—4.
*[[Jumping|Jump]] and repeat steps 2a-4.


{{TechCard
{{TechCard
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'''''Slice and Dice''''' is Shiv's second ability, in which he dashes ''12.37'' metres or ''487'' units forward, dealing Spirit damage to opponents in the way. '''''Slice and Dice''''' ignores pre-existing momentum and velocity and ends you with zero momentum; '''''Slice and Dice''''' can be thought of as a set velocity sequence.
'''''Slice and Dice''''' is Shiv's second ability, in which he dashes ''12.37'' metres or ''487'' units forward, dealing Spirit damage to opponents in the way. '''''Slice and Dice''''' ignores pre-existing momentum and velocity and ends you with zero momentum; '''''Slice and Dice''''' can be thought of as a set velocity sequence.


When in the air, '''''Slice and Dice''''' can be aimed in nearly every direction, with exception of directly overhead and beneath, which will instead send at a 89° angle. <ref>''abilites.vdata'', ''citadel_ability_shiv_dash'', ''DashAngleThreshold''</ref><ref>This can be seen most clearly when enabling ''cl_showpos 2'' and monitoring your X and Y coordinates</ref> This can be used for traversal as a "second" dash.
'''''Slice and Dice''''' can be aimed in nearly every direction, with exception of directly overhead and beneath, which will instead send at a 89° angle. <ref>''abilites.vdata'', ''citadel_ability_shiv_dash'', ''DashAngleThreshold''</ref><ref>This can be seen most clearly when enabling ''cl_showpos 2'' and monitoring your X and Y coordinates</ref> This can be used for traversal as a "second" dash.
 
When landing onto the ground during an airborne initiated '''''Slice and Dice''''', you will continue in the direction of initial casting.


'''''Slice and Dice''''' disregards all prior momentum and stops you with zero velocity; '''''Slice and Dice''''' is best used at the very end of a chain of actions or at a rollout. '''''Slice and Dice''''' is also disabled by {{ItemIcon|Slowing Hex}}, potentially making rollouts utilising '''''Slice and Dice''''' unfeasible when chased.
'''''Slice and Dice''''' disregards all prior momentum and stops you with zero velocity; '''''Slice and Dice''''' is best used at the very end of a chain of actions or at a rollout. '''''Slice and Dice''''' is also disabled by {{ItemIcon|Slowing Hex}}, potentially making rollouts utilising '''''Slice and Dice''''' unfeasible when chased.
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== Navigation ==
== Navigation ==
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{{Movement Navbox}}
[[Category:Character Tech]] [[Category:Shiv]]
 
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