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V1 can stick to walls (or slopes steeper than 66.5 degrees) when falling, temporarily stopping vertical momentum. Note you jump off their hitbox for collision, not their hitbox for damage. You can also Dash Jump off an enemy using Enemy Step. This is best done with Whiplash, either by pulling an enemy to you to jump off them, or by jumping off an enemy you've been pulled to. This also resets Wall Jump count, Wall Friction and Rocket Jumping/Riding's diminishing returns. Note that the timing required to pull this off is extremely tight and slide jumping is preferable.Ī mechanic loosely inspired by Devil May Cry, sharing the same name in that game, V1 can jump off an enemy, either by being on them or next to them. This retains the current horizontal momentum. Jump, and then jump when you hit the ground, and repeat. Contrary to popular belief, holding down jump button does not increase jump height.įalling off a ledge gives players so-called "coyote time", allowing the player to jump just right after falling off the ledge. V1 can jump to almost twice its own height. When letting go of movement keys, V1 will not stop instantly when on a surface. Stepping also happens when V1 is airborne, allowing to reach higher places than it first seems. V1 can walk up of steps and obstacles about a third of its height. This can be used to get just about anywhere that doesn't have a pit between it, and is the baseline for movement speed. V1 can move in any direction with equal speed.
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