Vindicta
Super Jump
Super Jump | |
---|---|
Tech Type | Character Tech |
Difficulty | Advanced Easy |
Stamina | 0 |
Character Dependent | Yes |
Inputs | (be moving) Flight → (Cancel flight) |
Vindicta’s second ability, Flight1) launches
Vindicta into the air. By cancelling Flight while you are being launched upwards, you can keep the momentum. Executing this is called a Super Jump2).
The Super Jump costs no bars of Stamina, but does deplete Flight.
The timing for a Super Jump can vary, and can lead to different results, but the most optimal timing is cancelling as just as the purple bar starts to deplete (or just before the bell rings and after the swoosh sound) gives maximum horizontal distance. This timing gives ~1600
units horizontal.
The Super Jump can be useful for chasing down an enemy opponent, moving around buildings quickly or to move quicker.
To execute, move in any direction, then activate Flight. When the purple bar starts to deplete, cancel Flight.
Zipline Momentum Conservation
Main article: ZMC
Vindicta Zipline Momentum Conservation | |
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Tech Type | Character Tech |
Difficulty | Advanced Easy |
Stamina | 0 |
Character Dependent | Yes |
Inputs | (Be on transit line) → Duck (drop off the transit line) → Flight |
Vindicta’s second ability, Flight allows her to fly into the air, dealing bonus
Spirit damage while in the air. In the air, movement is slow.
By using Zipline Momentum Conservation, you are able to move faster while in Flight.
ZMC can help you chase down an enemy or to retreat back into lane.
To execute, drop off the transit line and use Flight.