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universaltech:cornerboosting [2025/04/17 10:16] – Line compsoteruniversaltech:cornerboosting [2025/05/21 08:16] (current) – Removed words that implied Corner Boosting was still good. Mechanics behind Corner Boosting are still relevant, clips need to be redone (by compsoter) compsoter
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 metatag-og:color=(#ffefd7) metatag-og:color=(#ffefd7)
  
-metatag-og:description=(Corner Boosting is an exploit that is the result of a buggy interaction between Wall Jumps and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing. 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 incredibly high vertical velocity. )+metatag-og:description=(Corner Boosting is an exploit that is the result of a buggy interaction between Wall Jumps and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing. 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. )
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 **Corner Boosting** is an exploit that is the result of a buggy interaction between [[universaltech:walljumping|Wall Jumps]] and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing. **Corner Boosting** is an exploit that is the result of a buggy interaction between [[universaltech:walljumping|Wall Jumps]] and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge, corner or curved surface but requires precise positioning and timing.
  
-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 incredibly 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. 
  
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 Corner Boosting has several practical uses: Corner Boosting has several practical uses:
-  * It grants extremely high height, which can be very useful for traversal around the map. Corner Boosts can be used to scale buildings or escape enemy pressure on the ground.  +  * It grants more height than a normal wall jump, which can be very useful for traversal around the map. Corner Boosts can be used to scale buildings or escape enemy pressure on the ground. 
-    * An example scenario is Corner Boosting off a fence railing and using [[universaltech:heavymeleecancel|Heavy Melee Cancel]] to escape into a building roof.+
   * Corner Boosting can provide an advantage in combat. This is especially useful for <lash_mm> Lash, whose //Ground Slam// gains damage depending on the height when used.   * Corner Boosting can provide an advantage in combat. This is especially useful for <lash_mm> Lash, whose //Ground Slam// gains damage depending on the height when used.
   * The height gained from a Corner Boost can allow you to peek over obstacles (e.g., bridges, barrels) for better sightlines.   * The height gained from a Corner Boost can allow you to peek over obstacles (e.g., bridges, barrels) for better sightlines.
universaltech/cornerboosting.txt · Last modified: 2025/05/21 08:16 by compsoter