Vindicta/MovementGive feedback
List of known movement tech for Vindicta.
| Super Jump | |
|---|---|
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | (be moving) Flight → (Cancel flight) |
Super Jump
[edit | edit source]Vindicta’s second ability, Flight (by default, 2) launches Vindicta into the air. By cancelling Flight while you are being launched upwards, you can keep the momentum. Executing this is called a Super Jump. You can use the Super Jump forwards and backwards. Left and right don't work as well, and don’t go as far.
The Super Jump costs no bars of stamina, but does deplete Flight.
The timing for a Super Jump can vary, and can lead to different results, but the most optimal timing is cancelling as just as the purple bar starts to deplete (or just before the bell rings and after the swoosh sound) gives maximum horizontal distance. This timing gives ~1600 units horizontal.
The Super Jump can be useful for chasing down an enemy opponent, moving around buildings quickly or to move quicker.
To execute, move in any direction, then activate Flight. When the purple bar starts to deplete, cancel Flight.
| Zipline Momentum Conservation | |
|---|---|
|
| |
| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | (Be on transit line) → Duck (drop off the transit line) → Flight |
Zipline Momentum Conservation
[edit | edit source]- Main article: ZMC
Vindicta’s second ability, Flight allows her to fly into the air, dealing bonus Spirit damage while in the air. In the air, movement is slow.
By using Zipline Momentum Conservation, you are able to move faster while in Flight.
ZMC can help you chase down an enemy or to retreat back into lane.