Viscous/MovementGive feedback
List of known movement tech for Viscous.
Viscous has a litany of abilities that can aid in his movement. Excepting his first ability, Splatter, all of his abilities can directly move him, allies or enemies or have some interaction that can move him.
Viscous' various movement techniques can be comboed into each other, and sometimes sequences do not have names, and are instead referred to as the combination of the movement techniques seen below. When viewing a clip, please keep in mind that we do not aim to directly name every interaction and movement combination available.
Puddle Punch
editPuddle Punch is Viscous' third ability, in which he materialises a goo fist that deals Light Melee damage. Puddle Punch is one of the few abilities in the game to directly displace you and enemies with velocity; in this regard, it can be considered similar to the Soldier's rockets in Team Fortress 2.
When enemies parry Puddle Punch, damage and knockback is negated. This also counts as a parry against Viscous; items such as the Vitality item Rebuttal procs on a successful parry on Puddle Punch.
When casting there is a short delay before the fist comes out, in which the fist has not materialised and is a goo puddle. This gives an audio cue, which can allow the enemy to parry Puddle Punch.
The knockback that Puddle Punch gives varies based on the distance from the centre of the fist; the closer you are to the centre, the more velocity you will have afterwards and your resulting trajectory will align with the direction of the fist. When hit towards the edges, your trajectory may vary from side to side, and velocity might be transferred from forwards velocity to sidewards velocity.
Puddle Punch affects Viscous, his allies and the opposing team; this can be used for advantageous movement for him and his team or to directly displace his enemies.
Puddle Punch can be cast on any surface in the game. This includes the skybox and incredibly small pieces of geometry, such as the curbs on the sides of lanes. Puddle Punch will always materialise perpendicular to the targeted surface.
| Puddle Punch Boosting | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | Jump/fall off → Puddle Punch |
Puddle Punch Boosting
editIntentionally being hit by Puddle Punch to displace yourself is called Puddle Punch Boosting. Puddle Punch Boosting is a broad term meant to describe the act of displacing yourself, and encompasses a litany of smaller, more refined techniques.
The basic Puddle Punch Boost is timing your Puddle Punch so that it hits you when you are airborne; by casting on a vertical wall then jumping, you can gain significant velocity; depending on your positioning relative to the fist, this can be upwards velocity or forwards velocity.
Puddle Punch Boosting can be executed while in Goo Ball form. When this happens, this is called Goo Ball Punching.
| Wall Punch Dashing | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | Dash → Puddle Punch |
Wall Punch Dashing
editWhen Dashing, your velocity is intended to be set to a set sequence; this means that normally, Dashing disregards all previous momentum; this makes it a generally bad option for moving fast around the map in all situations.
When being boosted by Puddle Punch while Dashing, your Puddle Punch will "stack" velocity with (i.e. add to) the velocity of the Dash. This results in a consistent forward velocity of 1430±10 u/s.
Since Puddle Punch affects your teammates, other players on your team can also use Dash Puddle Punch; this can set up gank parties and large escapes. However, your enemies can also use Dash Puddle Punch for their own movement (they do still take the regular damage).
Wall Punch Dashing is considered a staple of advanced Viscous movement, and usually sets up movement sequences. The technique is useful in all stages of the game; during laning phase you can effectively move around the map quicker for ganks; during mid-game this can lead to fast rotates and easy chases, and during late-game this can be used as an escape tool with your team.
| Air Vent Puddle Boost | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Hard |
| Inputs: | Puddle Punch → Walk onto air vent → Goo Ball (optional) |
Air Vent Puddle Boost
editBy timing Puddle Punch as to boost you when you walk onto an Air Vent, you can stack the momentum from both to gain massive vertical momentum and travel long distances.
If you are in ball form, you travel further and faster. This can be done by either upgrading to the tier 3 upgrade and using Puddle Punch while in ball form, or timing Puddle Punch before activating Goo Ball.
Air Vent Puddle Boosting[1] can allow for large cross lane traversal. By chaining these boosts across multiple air vents, you can travel large swaths of distance, or even the entire map.
| Leap Launch | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Hard |
| Inputs: | Puddle Punch → wait 433 ms→ Majestic Leap |
Leap Launch
editA Leap Launch combines the momentum of Majestic Leap with a Puddle Punch to gain extra distance and air control. When combined with other mechanics such as The Cube Slope Acceleration, a Leap Launch allows you to travel across the map faster than any other known method, though this comes at the cost of multiple cooldowns.
The main challenge with performing a Leap Launch is timing. The optimal delay between activating Puddle Punch and Majestic Leap is 433 ms, which will result in a Leap Launch every time. However, even activating just 10 ms early or late results in a small chance of failure, causing you to go the normal distance for Majestic Leap. In practice, a delay between 405 and 450 ms will result in a successful Leap Launch the majority of the time.
Leap Launch Practice
editThe simplest way to practice the timing for performing a Leap Launch is to enter the "Explore NYC" game mode. Then set a metronome to 139 bpm (138.568 bpm to be precise) and activate Puddle Punch and Majestic Leap on consecutive beats. The delay between beats at 139 bpm is very close to the ideal 433 ms, making it easy to learn the activation timing. Alternatively, the 1998 hit electronic song Lollipop (Candyman) by Aqua also has an appropriate beats per minute.
The Cube
editThe Cube is Viscous’ second ability. Upon casting, you encase either you or a teammate in a healing goo cube. The Cube can be cancelled at any time by the person who is cubed. The Cube acts as a normal physics object; it can fall, maintain momentum and be moved like a normal prop. Teammates and opponents are able to move the cubed by using Heavy Melee on them. Viscous is able to move The Cube using Puddle Punch.
The Cube has a lower friction coefficient while on the ground, being 0.8 instead of 4.0.
| Slope Acceleration | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | The Cube |
Slope Acceleration
editWhile in The Cube, the normal of the last touched surface is stored; this is speculated to be for velocity calculations while on slopes and ramps. During normal use while on the ground, The Cube acts normally and slides down slopes and ramps. This stored normal is not cleared while in the air; this means that if the last touched ground surface was a ramp, that normal will be stored, and the game will assume that you are currently on a slope and thus give you velocity in the direction of the slope. This phenomenon is called Slope Acceleration.
The stored normal will not update through abilities, Ziplines, jumps and air dashes. Upon touching the ground, the normal will be updated and acceleration reset.
To execute, be airborne and have your last grounded surface be a slope or a ramp. While airborne, use The Cube. You should observe The Cube being pushed whilst in the air towards the normal of the surface.
The velocity is constantly stacked on while in the air; while using Slope Acceleration and given enough time, you will accelerate to extremely high velocities (maximum ~2000 u/s).
Slope Acceleration also works in Goo Ball form. When exiting The Cube while in Goo Ball, your downwards velocity will be paused for a brief second.
Slope Acceleration can be useful in conjunction with pre-defined rollouts; Slope Acceleration can allow for extremely fast traversal and rotations to predefined locations on the map. However, the usage of The Cube (an extremely powerful support ability) can limit the usefulness of this technique.
| Rescue Beam Cube Slide | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | Cube ally → Rescue Beam → 180º turn → Pull Rescue Beam |
Rescue Beam Cube Slide
editViscous can Cube an ally, activate Rescue Beam, then turn his back to the Cube before pulling Rescue Beam. This allows Viscous to "slide" by being pushed by the Cube with low friction.
| Rescue Beam Cube Flight | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Medium |
| Inputs: | Cube ally → Double Jump / Wall Jump → Rescue Beam → Pull Rescue Beam |
Rescue Beam Cube Flight
editViscous can jump over an ally encased in The Cube and pull them with Rescue Beam to fly upwards. Since The Cube cannot be climbed, Viscous can wall-jump or double jump on top of it. However, the potential flight distance is limited by Viscous' ability to stay on top of The Cube (it's easy to fall off due to the low friction) and The Cube's short duration (which can be extended with Duration Extender and Superior Duration). Viscous can more easily stay on top of The Cube if it is placed next to a wall.
Goo Ball
editGoo Ball is Viscous’ fourth and ultimate ability. Upon activation, you inflate into a large ball and move forwards at a constant velocity[2]. Goo Ball has a radius of 1.4 m, or 55 units[3] and an hurtbox of 1.8 m, or 70.9 units[4]. The radius increases with +Ability Range.
Upon activation, you will start accelerating to 445±1 u/s over the course of a second. While in Goo Ball form, you have limited turning controls and are forced to always move forwards. You are able to accelerate to 792.50 u/s over the course of three seconds by holding (by default) M1, sacrificing turning control for speed. Upon hitting a wall, you pause for a split second then rebound off; if you were accelerating beforehand, you will have to accelerate back up to peak speeds from your base speed.
While in ball form, you are able to Jump. You are also able to Air Jump without using Stamina.
While in ball form, you can use other abilities and items. This allows for more complex movement techniques.
| Cube Turnaround | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | Goo Ball → The Cube |
Cube Turnaround
editBy using The Cube while in Goo Ball, then cancelling, your previous momentum will be reversed (e.g. if you are moving forwards, then use The Cube, afterwards you will move backwards).
This can be useful for chain-stunning opponents or for routing.
| Frogpunch | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Hard |
| Inputs: | Goo Ball → Puddle Punch → Bounce → Majestic Leap |
Frogpunch
editMajestic Leap is a Vitality item. The active ability of this item allows you to leap into the air, then quickly descend.
By rolling in Goo Ball, casting Puddle Punch onto a wall, bouncing off the wall then quickly using Majestic Leap, you can leap much further into the air than normal. This is called a Frogpunch. To execute this, you need to upgrade Goo Ball to its third upgrade, which allows you to use other abilities and items while in ball form.
To execute, cast Goo Ball, and start accelerating. Be near a wall and cast Puddle Punch on it in preparation. Bounce off the wall, use Majestic Leap, then get punched by Puddle Punch. The timing for the Frogpunch is tight. You have to bounce off the wall, cast Majestic Leap[5] and then get hit by Puddle Punch, in that order.
This can be useful for traversing large distances or rotating; you can travel nearly half of the map using a single Frogpunch.
| Magic Carpet Goo Ball | |
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| Tech Type: | Character Tech |
| Difficulty: | Advanced Easy |
| Inputs: | Goo Ball → Magic Carpet |
Magic Carpet Goo Ball
editMagic Carpet is a Spirit item that allows the user to cast a magic carpet for 8 seconds, allowing you to fly around the map.
By casting Magic Carpet while in the ball, you are able to be in Goo Ball and ride the carpet at the same time.
Riding the Magic Carpet while in Goo Ball form does have some advantages:
- You still maintain the hitbox of the Goo Ball; this allows you to still do damage while flying around.
- You have full flying controls; you are able to make incredibly sharp turns while still damaging opponents.
When you hit an enemy opponent or minion while in carpet state, Magic Carpet will disappear.
To execute, cast Goo Ball. After ballooning to ball size, use Magic Carpet. After the cast time of Magic Carpet, you should still be in ball form but be riding the carpet.
References
edit- ↑ AKA Jump Pad Puddle Boost
- ↑ Note that strafing does not increase velocity like normal movement; you will always move at this velocity
- ↑ "abilities.vdata", "viscous_goo_bowling_ball", "BallRadius"
- ↑ "abilities.vdata", "viscous_goo_bowling_ball", "BallHitRadius"
- ↑ Majestic Leap should be timed to match the moment of bouncing off the wall.