Wall Jumping/Corner Boosting: Difference between revisionsGive feedback
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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. | ||
Though it's technically a glitch exploit, corner boosting has been recognized as a proper tech when | 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 ==== | ||