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Ivy
Air Drop
Air Drop | |
---|---|
Tech Type | Character Tech |
Difficulty | Universal Basics |
Character Dependent | Yes |
Inputs | Air Drop (by default 4) |
Air Drop is Ivy’s fourth and ultimate ability. In it, she (after a short wind up) launches into the air with a bomb and enters a flying state where she is constantly propelled forwards in the air. While flying, you can ascend, descend and accelerate. At any time, you can drop the bomb to inflict Movement Slow and (with the third and final upgrade) silence.
Air Drop can be split into three phases:
- Charge
- This phase consists of
Ivy flapping her wings, charging up Air Drop. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel.
- When charging, you are able to slowly move at
50 u/s (1.27 m/s)
. If not holding a movement key, you will launch straight upwards, then after a [insert tick] period, instantly start accelerating forwards. If holding a movement key, you will move in that direction while launching upwards. - When picking up an ally, there is a significantly shortened charge time.
- This phase lasts
78 ticks (1.3 seconds)
. The Charge phase is defined as the time from the activation of Air Drop to the channel bar disappearing.
- Launch
- This phase consists of
Ivy launching upwards into the air. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel.
- This phase lasts
71 (1.18 seconds) ticks
. Launch phase is defined as the channel bar disappearing to the tick before you can drop someone.
- Fly
- This phase starts the tick you are able to drop someone. The duration of the fly phase can be extended with items with the +Ability Duration stat.
Ivy flies at a base speed of
461 u/s (11.7 m/s)
. By accelerating (by default, W), you accelerate over a period of a second to a base speed of 735 u/s (18.67 m/s)
. This speed can be increased by buying items with either the +Move Speed stat or the +Sprint Speed stat.
Flying Trajectories
Flying Trajectories | |
---|---|
Low Trajectory | |
Inputs | Duck (hold) while in the charge phase of Air Drop |
IAD Trajectory | |
Inputs | Dash after emerging from charge phase |
Backwards Loop | |
Inputs | Buffer movement key while in charge phase |
Certain actions can influence the trajectory in which you fly in:
- Default Trajectory (no inputs)
- This is while not holding any inputs.
- This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment.
- Forward Trajectory
- This is the most common trajectory.
- This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away.
- To execute, hold forwards.
- Low Trajectory
- This trajectory puts you closer to the ground.
- This can be executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments
- IAD Trajectory
- This trajectory puts you as close as you can get to the ground.
- This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments.
- Backwards Loop
- This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. This can only be done near the skybox.
- This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards.
- This is (for the most part) a novelty. Uses include messing with opponents and trolling.