User Tools

Site Tools


universaltech:dashjumping

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
universaltech:dashjumping [2025/05/02 21:38] – Consolidated DJSlide Bunnyhopping, DJStrafe Jumping, Coyote DJ into the main article. compsoteruniversaltech:dashjumping [2025/05/21 08:17] (current) – Removed mention of Kinetic Dash 1 stam Dash Jump. Removed mention of HMC compsoter
Line 14: Line 14:
 </WRAP> </WRAP>
  
-**Dash Jumping** is a quintessential part of high level and advanced movement in Deadlock.  +**Dash Jumping** is a quintessential part of high level and advanced movement in Deadlock. Dash Jumping costs two bars of [[universaltech:stamina]].
- +
-Dash Jumping costs two bars of [[universaltech:stamina]], but can be lowered to one with the <weapon> <color orange>Weapon</color> item Kinetic Dash.+
  
 While dashing, a small timing window opens (the window is open for 0.2 seconds, which starts 0.3 seconds into the dash) for the execution of a dash jump, during which the stamina bar quarter-circle will flash blue. If done correctly, your character will execute a dash jump. If you fail the timing, you will be locked out of the dash jump. While dashing, a small timing window opens (the window is open for 0.2 seconds, which starts 0.3 seconds into the dash) for the execution of a dash jump, during which the stamina bar quarter-circle will flash blue. If done correctly, your character will execute a dash jump. If you fail the timing, you will be locked out of the dash jump.
  
-Dash Jumps work by setting your velocity to a fixed sequence; prior momentum is disregarded and your speed is instantly set to ''611'' u/s.  For this reason, Dash Jumps are not recommended for continuing momentum and in the middle of movement sequences with techniques such as [[universaltech:heavy_melee_cancel|HMC]] or [[universaltech:zipline_momentum_conservation|ZMC]]. Because speed is set to a fixed amount which is relatively high compared to normal walking and sprinting speeds, Dash Jumps are usually used at the start of movement sequences for a quick burst of momentum.+Dash Jumps work by setting your velocity to a fixed sequence; prior momentum is disregarded and your speed is instantly set to ''611'' u/s.  For this reason, Dash Jumps are not recommended for continuing momentum and in the middle of movement sequences with techniques such as [[universaltech:zipline_momentum_conservation|ZMC]]. Because speed is set to a fixed amount which is relatively high compared to normal walking and sprinting speeds, Dash Jumps are usually used at the start of movement sequences for a quick burst of momentum.
  
 If you leave a ledge after the inital dash, the Dash Jump window will still be open; this means that you can Dash Jump in the air if the inital dash was grounded. Intentionally doing this is called a **Coyote Dash Jump**. This is very useful if you are trying to maximise the distance covered. This Dash Jump will not count as an air action, meaning you preserve your Air Jumps and Wall Jumps. If you leave a ledge after the inital dash, the Dash Jump window will still be open; this means that you can Dash Jump in the air if the inital dash was grounded. Intentionally doing this is called a **Coyote Dash Jump**. This is very useful if you are trying to maximise the distance covered. This Dash Jump will not count as an air action, meaning you preserve your Air Jumps and Wall Jumps.
universaltech/dashjumping.1746221889.txt.gz · Last modified: 2025/05/02 21:38 by compsoter