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hero:shiv [2025/10/01 06:12] – Added Slice and Dice Leap. compsoterhero:shiv [2025/12/01 14:42] (current) – Adjusted for newer shiv patch, initial wall jump now costs 0.25 stamina programming_lover
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 **M2 Wall Jump** is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from <shiv_sm> Shiv’s alt-fire in addition to the [[universaltech:wall_jump|wall jump]]. To execute, aim towards a wall, alt-fire, and then press jump immediately after, ideally after one tick. Like with any wall jump, you can hold a direction to influence your wall jump trajectory while performing this technique. **M2 Wall Jump** is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from <shiv_sm> Shiv’s alt-fire in addition to the [[universaltech:wall_jump|wall jump]]. To execute, aim towards a wall, alt-fire, and then press jump immediately after, ideally after one tick. Like with any wall jump, you can hold a direction to influence your wall jump trajectory while performing this technique.
  
-This technique requires no [[universaltech:stamina|stamina]], and can be used to gain significant velocity away from the wall.+This technique requires 0.25 [[universaltech:stamina|stamina]], and can be used to gain significant velocity away from the wall.
  
 The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs. The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs.
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 </WRAP> </WRAP>
  
-**Infinite M2 Slide** requires items to be bought from the shop that increase fire rate. A minimum of +13% fire rate is required, but a higher percentage is recommended, and will result in higher leniency, speed and control. It can also be done with the <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap> item <item_fleetfoot> <wrap retailsemibold>Fleetfoot</wrap> (<wrap retailsemibold><color #2EC4B6><soul> 1,600</color></wrap>) which increases [[universaltech:dash]] distance by 25% on its own.+**Infinite M2 Slide** requires items to be bought from the shop that increase fire rate. A minimum of +22% fire rate((<item_high_velocity_rounds> <wrap retailsemibold>High Velocity Rounds</wrap>, <item_rapid_rounds> <wrap retailsemibold>Rapid Rounds</wrap>, <item_slowing_bullets> <wrap retailsemibold>Slowing Bullets</wrap>)) is required, but a higher percentage is recommended, and will result in higher leniency, speed and control. It can also be done with the <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap> item <item_fleetfoot> <wrap retailsemibold>Fleetfoot</wrap> (<wrap retailsemibold><color #2EC4B6><soul> 1,600</color></wrap>) which increases [[universaltech:dash]] distance by 25% on its own.
  
 Using this faster fire rate, you can chain M2 shots while in a [[universaltech:slide]] to maintain or even gain speed that exceeds the threshold of ''376'' u/s. Using this faster fire rate, you can chain M2 shots while in a [[universaltech:slide]] to maintain or even gain speed that exceeds the threshold of ''376'' u/s.
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 When in the air, <wrap retailsemibold>Slice and Dice</wrap> can be aimed in nearly every direction, with exception of directly overhead and beneath, which will instead send at a 89° angle ((''abilites.vdata'', ''citadel_ability_shiv_dash'', ''DashAngleThreshold''))((This can be seen most clearly when enabling ''cl_showpos 2'' and monitoring your X and Y coordinates)). This can be used for traversal as a "second" dash. When in the air, <wrap retailsemibold>Slice and Dice</wrap> can be aimed in nearly every direction, with exception of directly overhead and beneath, which will instead send at a 89° angle ((''abilites.vdata'', ''citadel_ability_shiv_dash'', ''DashAngleThreshold''))((This can be seen most clearly when enabling ''cl_showpos 2'' and monitoring your X and Y coordinates)). This can be used for traversal as a "second" dash.
 +
 +When landing onto the ground during an airborne initiated <wrap retailsemibold>Slice and Dice</wrap>, you will continue in the direction of initial casting.
  
 <wrap retailsemibold>Slice and Dice</wrap> disregards all prior momentum and stops you with zero velocity; <wrap retailsemibold>Slice and Dice</wrap> is best used at the very end of a chain of actions or at a rollout. <wrap retailsemibold>Slice and Dice</wrap> is also disabled by <item_slowing_hex> <wrap retailsemibold>[[itemtech:slowinghex|Slowing Hex]]</wrap>, potentially making rollouts utilising <wrap retailsemibold>Slice and Dice</wrap> infeasible when chased. <wrap retailsemibold>Slice and Dice</wrap> disregards all prior momentum and stops you with zero velocity; <wrap retailsemibold>Slice and Dice</wrap> is best used at the very end of a chain of actions or at a rollout. <wrap retailsemibold>Slice and Dice</wrap> is also disabled by <item_slowing_hex> <wrap retailsemibold>[[itemtech:slowinghex|Slowing Hex]]</wrap>, potentially making rollouts utilising <wrap retailsemibold>Slice and Dice</wrap> infeasible when chased.
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 ^ **Price (<soul> Souls)** ^ **Type**    ^ **Item Name**       ^ **Note** ^ ^ **Price (<soul> Souls)** ^ **Type**    ^ **Item Name**       ^ **Note** ^
 | <soul> 3,200          | <vitality> <color #7CB125>Vitality</color>     | <item_rescue_beam> <wrap retailsemibold>Rescue Beam</wrap> | Only when Shiv is being beamed. Do not have to be pulled to Bluetooth Ult. | | <soul> 3,200          | <vitality> <color #7CB125>Vitality</color>     | <item_rescue_beam> <wrap retailsemibold>Rescue Beam</wrap> | Only when Shiv is being beamed. Do not have to be pulled to Bluetooth Ult. |
-| <soul> 6,400          |  <spirit> <color #E1A0FF>Spirit</color>  | <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap>((With <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap>, spamming 4 usually gets you the Bluetooth Ult.)) | After <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap> expires, for 1 tick only. |+| <soul> 6,400          |  <spirit> <color #E1A0FF>Spirit</color>  | <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap>((With <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap>, spamming 4 usually gets you the Bluetooth Ult.)) | After <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap> expires((only after <item_ethereal_shift> <wrap retailsemibold>Ethereal Shift</wrap> expires naturally without being canceled early)), for 1 tick only. |
  
 To execute, use an active that allows <shiv_sm> Shiv to Bluetooth Ult and view the notes in the table above. To execute, use an active that allows <shiv_sm> Shiv to Bluetooth Ult and view the notes in the table above.
hero/shiv.1759299135.txt.gz · Last modified: 2025/10/01 06:12 by compsoter