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{{MovementTabs|Wall Jumping|Overview, Corner Boost, Edge Boost, Fast Climb}} {{TechCard |name=Wall Jumping |file=walljumping.mp4 |tech_type=Universal Tech |difficulty=Basic Mechanics |stamina={{Tooltip|0|Initially}}, {{Tooltip|0.5|After the first wall jump in the air}} |character_dependent=No |inputs=Be near a wall then [[jumping|jump]]. Can be angled using movement keys. }} '''Wall Jumping''' is an additional action available to you in the air which allows you to jump off the wall. Wall Jumping does not count towards the [[Jumping|Air Jump]] limit. Every subsequent Wall Jump after the first where you don't touch the ground costs ''0.5'' stamina. Wall Jumping is only available whilst airborne. While in the air, if you jump while near a wall, you will execute a Wall Jump. If successful, you should see a brown/beige dust circle around the initial jumping point. While in the air, you technically have infinite wall jumps. However, subsequent wall jumps after the first can be fatigued (have a weaker vertical launch) if timed incorrectly and will cost ''0.5'' stamina. Wall Jumping allows you to scale walls more efficiently, acting essentially as a third jump or as a complete replacement for air jumping. It is useful in the laning phase, where you do not have as much stamina to spend, since the first one does not consume any stamina. Wall Jumps are able to be angled up or downwards depending on the movement key used relative to the wall. * If the movement key pressed is towards the wall, you will have an upwards angled Wall Jump, with high vertical velocity but low horizontal velocity. This type of Wall Jump has no variation in angle; every upwards angled Wall Jump is the same. * If the movement key pressed is away from the wall, you will have a outwards angled Wall Jump, with high horizontal velocity but low vertical velocity. ** If you are using a controller or have an analog joystick, outwards angled Wall Jumps can have slight variations depending on joystick angle. Wall Jumps apply a significant amount of air drag onto your character. However, this air drag is the same air drag that is removed when hopping off ziplines, which allows you to bypass the air drag using '''[[Zipline Momentum Conservation]]'''. {{TechCard |name=Wall Jump Fatigue |file=walljumpfatigue.mp4 |tech_type=Universal Tech |difficulty=Basic Mechanics |character_dependent=No |stamina={{Tooltip|0.5|For each wall jump while fatigued}} |inputs=Be near a wall then [[jumping|jump]]. Can be angled using movement keys. }} === Wall Jump Fatigue === You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, but subsequent wall jumps have significantly weaker vertical launch. This mechanic is called '''Wall Jump Fatigue'''. Wall Jump Fatigue is an invisible meter which determines the power of your next Wall Jump. When you Wall Jump, you are fatigued for ''1.25'' seconds. Attempting to Wall Jump in this time period will result in a ''weakened Wall Jump'', and the fatigue meter will be set back to ''1.25'' seconds. Upon landing, Wall Jump Fatigue is reset to normal levels. While in the air, both types of melee (Light Melee and Heavy Melee) will trigger Wall Jump Fatigue.
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