Wall Jumping/Corner Boosting: Difference between revisions

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|inputs=[[Wall Jumping|Wall Jump]] on an edge, corner or curved surface
|inputs=[[Wall Jumping|Wall Jump]] on an edge, corner or curved surface
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'''Corner Boosting''' is an exploit that is the result of a buggy interaction between [[Wall Jumping|Wall Jumps]] and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing.
'''Corner Boosting''' is a tech based on the result of a buggy interaction between [[Wall Jumping|Wall Jumps]] and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing.


When you attempt to Wall Jump, the game will check the closest point on the wall from your collision capsule to determine your launch angle and vector. When near the edge of a horizontal and vertical surface or on a curved surface, the resulting angle, and therefore vector, can become incredibly steep, and (after addition with other vectors) result in an incredibly steep resulting vector. This is further helped with the shape of the collision capsule and its rounded shape, allowing for even higher angles. This results in a Wall Jump with near to no horizontal velocity (depending on the surface) and high vertical velocity.  
When you attempt to Wall Jump, the game will check the closest point on the wall from your collision capsule to determine your launch angle and vector. When near the edge of a horizontal and vertical surface or on a curved surface, the resulting angle, and therefore vector, can become incredibly steep, and (after addition with other vectors) result in an incredibly steep resulting vector. This is further helped with the shape of the collision capsule and its rounded shape, allowing for even higher angles. This results in a Wall Jump with near to no horizontal velocity (depending on the surface) and high vertical velocity.  
Though it's technically a glitch exploit, corner boosting has been recognized as a proper tech when it was mentioned by the devs in the [[patch notes]].<ref>{{Update link|October|2|2025}} Update: ''"Reduced corner boosting velocity by 20%"''</ref>


==== Visual Comparison ====
==== Visual Comparison ====
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To execute:
To execute:
* Dash Jump towards the object you want to Corner Boost off. The initial point at which you start the Dash Jump matters; try to be ~14—15 metres away from the object.
* Dash Jump towards the object you want to Corner Boost off. The initial point at which you start the Dash Jump matters; try to be ~14-15 metres away from the object.
* When sufficiently near the objects edge/corner, jump to Corner Boost.
* When sufficiently near the objects edge/corner, jump to Corner Boost.
This method is useful in the jungle, where there are lots of objects that can be Dash Jump Corner Boosted off (e.g. the hotdog stand).
This method is useful in the jungle, where there are lots of objects that can be Dash Jump Corner Boosted off (e.g. the hotdog stand).
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* When sufficiently near the ledge, jump.
* When sufficiently near the ledge, jump.
This method is near impractical due to its difficulty and variability. However, if you can execute it consistently, it is the fastest way to set up a Corner Boost, and will allow you to Corner Boost of nearly anything instantly.
This method is near impractical due to its difficulty and variability. However, if you can execute it consistently, it is the fastest way to set up a Corner Boost, and will allow you to Corner Boost of nearly anything instantly.
== References ==
[[Category:Movement]][[Category:Universal Tech]]{{DISPLAYTITLE:Corner Boost}}
[[Category:Movement]][[Category:Universal Tech]]{{DISPLAYTITLE:Corner Boost}}