universaltech:walljumping
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universaltech:walljumping [2025/04/14 20:53] – compsoter | universaltech:walljumping [2025/05/21 00:22] (current) – Change [Wall Jump Fatigue] to reflect bug fix in 05-08-2025 patch milliegaming | ||
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====== Wall Jumping ====== | ====== Wall Jumping ====== | ||
+ | ---- | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
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- | | Credits | **kojak.kj** for coining the term // | + | ^ Credits | **kojak.kj** for coining the term // |
</ | </ | ||
- | You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, | + | You are able to execute multiple Wall Jumps in succession; the first Wall Jump is normal, |
- | + | ||
- | Wall Jump Fatigue is an invisible meter which determines the power of your next Wall Jump. When you Wall Jump, Light Melee or Heavy Melee, you are fatigued for two seconds. Attempting to Wall Jump in this time period will result in a **cuckjump** and a reset of the fatigue meter back to two seconds. | + | |
- | + | ||
- | Both types of melee (Light Melee and Heavy Melee), both on the ground and in the air, trigger Wall Jump Fatigue. The fatigue meter starts at the very end of the melee. Upon landing, Wall Jump Fatigue is reset to normal levels. If a Heavy Melee is initiated from the air then lands on the ground, Wall Jump Fatigue is not reset. | + | |
+ | 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 **cuckjump, | ||
+ | While in the air, both types of melee (Light Melee and Heavy Melee) will trigger Wall Jump Fatigue. |
universaltech/walljumping.1744663999.txt.gz · Last modified: 2025/04/14 20:53 by compsoter