Golden Shine
Speeding Gleam
Here's some walljump info taken straight from my WIP 3.0 changelog!
WALLJUMP REVAMP: (With Legend Mode OFF)
-Hold, then release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/falling states!
-Walljumps no longer delay before activating, inputs are buffered, travel speed is buffed, and it handles better on all control schemes.
-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(stomping/airboosting/thokking/etc). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/the floor.
-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)
-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.
-There's 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up with each walljump chain.
__Walljump Variations__
-**Straight Jump**: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?
WALLJUMP REVAMP: (With Legend Mode OFF)
-Hold, then release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/falling states!
-Walljumps no longer delay before activating, inputs are buffered, travel speed is buffed, and it handles better on all control schemes.
-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(stomping/airboosting/thokking/etc). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/the floor.
-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)
-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.
-There's 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up with each walljump chain.
__Walljump Variations__
-**Straight Jump**: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?