Shiv/Movement: Difference between revisions

Slice and Dice: Same as previous, this sentence no longer needed since Shiv slice and dice is always omnidirectionally aimable.
m STOP USING AI FOR PAGE CONTENT !!!!!!!!!!!!!!!!!!!!!!!!!!!
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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.


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