Wall Jumping/Corner Boosting: Difference between revisions

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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.  


While originally considered an exploit, corner boost has been recognized as a proper tech when the developers added a unique sound effect for it, and it has also been mentioned in the {{Update link|October|2|2025}} patch notes.<ref>{{Update link|October|2|2025}} Update: ''"Reduced corner boosting velocity by 20%"''</ref>  
Though it's technically a glitch exploit, corner boost has been recognized as a proper tech when the developers added a unique sound effect for it, and it has also been mentioned in the {{Update link|October|2|2025}} patch notes.<ref>{{Update link|October|2|2025}} Update: ''"Reduced corner boosting velocity by 20%"''</ref>  


==== Visual Comparison ====
==== Visual Comparison ====