Difference between revisions of "Jumping/pt-br"

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{{DISPLAYTITLE:Pular}}
 
{{DISPLAYTITLE:Pular}}
{{Quotation|'''O Scout'''|Ei, dá pra ver minha base daqui!|sound=Scout_apexofjump04.wav}}
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[[File:Scoutjump.png|200px|right|Um Scout saltitante.]]
  
[[Image:Scoutjump.png|right|300px]]
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{{Quotation|'''O Scout''' após um [[#Saltos do Scout|Pulo Quádruplo]]|Ei, dá pra ver minha base daqui!|sound=Scout apexofjump04.wav|en-sound=yes}}
'''Pular''' é uma habilidade dada a cada classe. Ela essencialmente move o jogador 45[[Hammer unit/pt-br|Unidades Hammer]] verticalmente, e pode ser usada para alcançar posições elevadas, diminuir a distância a pé ou evitar fogo inimigo. O pulo pode ser realizado ao apertar a [[Default Key/pt-br|tecla padrão]] ''A'' para a versão Xbox 360, ''Espaço'' no PC e ''X'' no PS3.
 
{{anchor|Crouch-jumping}}
 
==''Crouch-jumping''==
 
'''Crouch Jumping''' (''Pulando Agachado''). A qualquer momento durante um pulo, o jogador pode [[Crouch/pt-br|agachar]]. Isso vai fazer com que a classe levante as pernas na visão dos outros e mover-se mais uma Hammer unit acima. Isso faz com que jogadores possam alcançar superfícies mais altas, ou encolher a [[Hitbox/pt-br|área de dano]] para desviar do fogo inimigo. Por padrão, o jogador pode agachar e levantar apenas algumas vezes enquanto esta no ar para evitar bugs.
 
  
Crouch-jumping também é usado para dar mais força a [[Knock Back/pt-br|impulsos]] explosivos. Qualquer pulo envolvendo uma explosão irá mais longe com um crouch-jump do que com um pulo normal.
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'''Pular''' ou '''saltar''' é uma habilidade básica que todas as [[Classes/pt-br|classes]] são capazes de realizar, a qual move o jogador 50 [[Hammer unit/pt-br|unidades Hammer]] verticalmente e tem o potencial de alcançar 72 unidades através de [[#Pulo agachado|pulos agachados]]. Pulos podem ser usados para alcançar posições elevadas, reduzir distâncias ou evitar fogo inimigo. Por [[List of default keys/pt-br|padrão]], saltos são realizados ao pressionar {{Key|Space}} no Windows, Mac ou SteamOS/Linux, [[File:Xbox Button A.png|20px]] no Xbox 360 ou [[File:PS Button X.png|20px]] no PlayStation 3.
  
{{anchor|Air Strafing}}
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Além dessa habilidade básica de ''pulos inerentes'' de altura limitada, a maioria das classes possui métodos de ''saltos técnicos'' que se aproveitam de armas ou outros efeitos para alcançar alturas muito maiores.
==[[Air Strafing/pt-br|''Air Strafing'']]==
 
{{main|Air Strafing/pt-br|l1=Air Strafing}}
 
'''Air Strafing''' (''Desvio Aéreo'') permite com que jogadores virem no ar para mudar sua trajetória. Enquanto esta no ar, isso pode ser realizado segurando uma tecla de strafe (esquerda ou direita) e simultaneamente mover o mouse devagar naquela direção. Segurar o botão de ir para frente durante a manobra pode cancelar a ação. Veja allows players to curve in mid-air to change their trajectory.  While airborne, it can be performed by holding down a strafe key and simultaneously moving the mouse smoothly in that direction. Holding the forwards button during the maneuvre can cancel the strafe.
 
  
{{anchor|Scout jumps}}
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== Armas associadas ==
==Pulos com Scout==
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{{List of weapons associated with jumping}}
[[Image:Doublejumper.png|200px|right|Whoosh!]]
 
O [[Scout/pt-br|Scout]] é a unica classe com a habilidade de dar um pulo duplo. Isso pode ser aumentado com a [[Force-A-Nature/pt-br Força da Natureza]], criando um pulo triplo ou pulo da força.
 
  
{{anchor|Double jump}}
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== Manobras básicas ==
===Pulo Duplo===
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=== {{anchor|Crouch-jumping}} Pulo agachado ===
Ao apertar a tecla de pulo uma segunda vez no meio do dar, o Scout pode realizar um '''Double Jump''' (''Pulo Duplo'') em qualquer direção. A altura e distância extras dessa habilidade pode ajudar o Scout a acessar lugares que a as outras classes não conseguem.
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Em qualquer momento durante um pulo, o jogador pode se [[Crouching/pt-br|agachar]] ao pressionar o botão designado por padrão. Isto faz com que as classes elevem suas pernas na visão de mundo e se movam uma unidade Hammer adicional para cima, assim como reduzam suas alturas em 27 unidades Hammer da parte de baixo de suas ''[[Mechanics/pt-br#Detecção de acerto|hitboxes]]''. Isto permite que alcancem superfícies mais altas ou encolham suas ''hitboxes'' para se esquivar de fogo inimigo. Por padrão, um jogador só pode se agachar e se levantar duas vezes enquanto no ar a fim de prevenir vários ''[[Exploits/pt-br|exploits]]''.
  
Dar um pulo dublo não considera sincronia, assim o Scout pode rapidamente mudar a direção no meio do ar. Isso é util para escapar de fogo inimigo, evitar [[Fall damage/pt-br|dano de queda]] para cancelar a velocidade com que se acerta o chão, e até pular sobre inimigos e atacá-los por de trás. Um pulo duplo sem cuidado pode, no entanto, ter uma tragetória previsível, permitindo a um bom [[Sniper/pt-br|Sniper]] matá-lo.
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Pulos agachados também são usados para aumtenar o efeito de [[Knockback/pt-br|coices]] explosivos. Qualquer pulo que envolva um explosivo alcança maiores distâncias do que um pulo padrão.
  
{{anchor|Triple jump}}
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=== {{anchor|Air strafing}} Movimentação lateral aérea ===
===Pulo Triplo===
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[[Strafing/pt-br#Air strafing|Movimentação lateral aérea]] (''air strafing'') permite que os jogadores façam curvas no ar para mudarem suas trajetórias. Enquanto no ar, ela pode ser realizada ao mover-se lateralmente e virar suavemente para a mesma direção ao mesmo tempo. Tentar se mover para frente com as teclas de movimento (tal como segurar {{key|w}}) durante a manobra impede que o jogador se mova lateralmente, enquanto tentar se mover para trás também resulta em perda de velocidade.
[[File:Triple_jumping_diagram_pt-br.png|thumb|250px|Um diagrama sobre o Salto Triplo usado pela [[Force-a-Nature/pt-br|Força da Natureza]].]]
 
Com a [[Force-A-Nature/pt-br|Força da Natureza]] equipada, o Scout pode usar o tranco de um tiro para se jogar ainda mais alto, realizando um efetivo '''Triple Jump''' (''Pulo Triplo''). O terceiro "pulo" produzido pelo tiro da Force-A-Nature tem uma força mais horizontal e é mais dificil de se mirar e prever do que um pulo duplo. No entanto, o pulo triplo permite com que Scouts alcancem lugares que Scouts usando a [[Scattergun/pt-br|Espingarda]] ou [[Shortstop/pt-br|Interbases]] não conseguiam apenas com o pulo duplo.
 
  
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== Manobras avançadas ==
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=== {{anchor|Knockback surfing}} Surfe de coice (''Knockback surfing'') ===
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Todas as armas causam um pouco de coice, o qual é praticamente nulo em terra. Entretanto, enquanto no ar, o coice é significativamente mais perceptível. Ao recuar sob fogo inimigo, pode ser uma boa ideia pular continuamente a fim de ganhar um pouco mais de coice de inimigos atirando em você (se feito no tempo certo). Um efeito similar pode ser obtido ao usar o coice de um explosivo inimigo para escapar, semelhante a um salto explosivo.
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== Pulos com Scout ==
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[[File:Triple jumping diagram.png|right|250px|thumb|Usando a {{item link|Force-A-Nature}} para expandir pulos.]]
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O {{cl|Scout}} é a única classe com a habilidade inerente de pulos duplos. Esta habilidade pode ser expandida com a {{item link|Force-A-Nature}}, o {{item link|Boston Basher}}, a {{item link|Winger}} ou o {{item link|Atomizer}}, criando uma ampla variedade de variações de pulos.
  
{{anchor|Force jump}}
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=== {{anchor|doublejump}} Pulo duplo ===
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Ao pressionar o botão de pulo uma segunda vez enquanto no ar, o Scout pode realizar um segundo pulo em qualquer direção. A altura e distância adicionais concedidas por esta habilidade podem ser usadas para acessar áreas inacessíveis para outras classes. Isto pode ser útil para evitar fogo inimigo e emboscar inimigos se aproximando. Um pulo duplo mal executado, no entanto, resulta em uma trajetória previsível, tornando o jogador um alvo fácil para jogadores competentes.
  
===Pulo Forçado===
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É possível executar um segundo pulo a qualquer momento enquanto no ar. Isto pode ser usado para anular [[Fall damage/pt-br|dano de queda]] ao realizar o segundo pulo pouco antes de atingir o chão.
Outro pulo, parecido como pulo triplo, é o '''Force Jump''' (''Pulo Forçado''). Ao pular para frente e atirando a Force-A-Nature para baixo, na direção contrária do pulo, o jogador irá se atirar para uma altura maior que a de um pulo duplo, e o segundo pulo ainda pode ser usado como reserva.
 
  
{{anchor|Basher jump}}
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=== {{anchor|triplejump}} Pulo triplo ===
===Pulo ''Basher''===
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Equipar o {{item link|Atomizer}} permite que o Scout realize um terceiro pulo quando for a arma ativa. Com esta habilidade, o Scout pode pular por vãos maiores que, do contrário, seriam inacessíveis com pulos duplos. Scouts com esta habilidade são distintos de outros Scouts, pois um segundo ou terceiro pulo emite uma nuvem roxa embaixo de seus pés.
Um Scout pode usar o [[Boston Basher/pt-br|Batedor de Boston]] para auto-infligir dano para alcançar lugares mais altos. Essa manobra é arriscada, no entanto, leva apenas 4 auto-hits com o Basher para deixar um Scout sem [[Overheal/pt-br|sobrevida]] com HP cheio a exatamente 1 [[Hitpoints/pt-br|HP]]. Uso extensivo de [[Medkit/pt-br|medkits]] é preciso.
 
  
{{anchor|Rocket jumps}}
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=== {{anchor|forcejump}} Pulo Forçado ===
==''Rocket jumps''==
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Com a {{item link|Force-A-Nature}} equipada, o Scout pode usar o coice de um tiro enquanto no ar para se empurrar para ainda mais alto, efetivamente realizando um terceiro pulo. O terceiro "pulo" produzido pela {{item name|Force-A-Nature}} possui mais força horizontal e é levemente mais difícil de mirar e prever do que um pulo duplo. Ao pular para frente e atirar a {{item name|Force-A-Nature}} para baixo, o Scout se empurra ainda mais alto do que um pulo duplo, mas ainda tem o segundo pulo disponível de reserva. Isto age como uma troca; inércia horizontal é perdida em favor de maior deslocamento vertical. Como disparar a {{item name|Force-A-Nature}} no ar empurra o Scout na direção oposta do tiro disparado, ele pode se arremessar em qualquer direção, até mesmo para baixo.
Um '''Rocket Jump''' é um "salto" usado pelo tranco da explosão de um [[Rocket Launcher/pt-br|foguete]] lançado pelo próprio [[Soldier/pt-br|Soldier]]. Um jogador pode jogar-se por grandes alturas e distâncias, geralmente com um certo custo de [[Health/pt-br|saúde]]. Essa técnica é muito usada para alcançar locais anormais no mapa, se mover mais rápido, passar por barreiras, e surpreender inimigos. Para ajudar Rocket jumps, o Soldier tem mais 40% de resistência contra qualquer foguete que ele atire e não acerte um inimigo. [[Critical hits/pt-br|Acertos críticos]] não têm mais auto-dano ou tranco maior para o Soldier, então isso não ajuda a pular mais alto. Qualquer Soldier usando Rocket Jump terá botas queimando e com fumaça até que ele pouse.
 
  
{{anchor|Basic rocket jumping}}
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=== {{anchor|Bonk! Jump}} Pulo com Bonk! ===
===''Rocket jumping'' básico===
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Com {{item link|Bonk! Atomic Punch}} equipada, o Scout fica imune a todo tipo de dano. Com isto, o Scout pode usar o coice de fogo inimigo, tal como o de [[Sentry Gun/pt-br|Sentinelas]] ou explosivos inimigos, para se lançar para o ar. Quanto mais próximo da fonte do coice, mais explosivos ou maior o nível da Sentinela, maior e mais rápido o pulo.
Simultaneamente pule e atire um foguete abaixo de você. O angulo do tiro e a distância da explosão irão determinar a velocidade e altura do pulo. se agachar antes de atirar o foguete sobre os seus pés irá lançar o jogador muito mais longe. Quanto mais cedo a explosão seja feita após pular, mais longe e mais alto o Soldier irá voa
 
  
{{anchor|Advanced rocket jumping}}
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=== {{anchor|Basher Jump}} Pulo com o Batedor ===
===''Rocket jumping'' avançado===
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Ao causar dano a si mesmo com o {{item link|Boston Basher}} ou a {{item link|Three-Rune Blade}} enquanto no ar, o Scout pode usar as propriedades de dano autoinfligido dessas armas para alcançar lugares geralmente inacessíveis. Tal manobra é arriscada, porém, já que são necessários apenas quatro golpes sem acertar um alvo para reduzir a [[Classes/pt-br#Pontos de vida|vida]] de um Scout sem [[Overheal/pt-br|sobrecura]] para apenas 1. A altura média ganha também não costuma valer a pena, sendo significativamente menos eficiente do que usar o {{item link|Atomizer}}. Uso extensivo de [[Health/pt-br|kits médicos]] é, portanto, necessário. De maneira muito semelhante a saltos com foguetes, agachar-se no ar aumenta consideravelmente a distância que um Scout pulando com o {{item name|Boston Basher}} pode percorrer. O {{item name|Boston Basher}} pode ser usado em conjunto com a {{item name|Force-A-Nature}} para alcançar altura ou distância máxima como o Scout em um único pulo.
Há diversas variações do rocket jump básico. A maioria são usadas regularmente em [[Jump maps/pt-br|mapas de pulo]], mas eles podem ser usados normalmente no jogo para ganhar mais velocidade ou altura.
 
  
{{columns|bgcol=beige|
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=== {{anchor|Quad Jump}} Pulo quádruplo ===
|col1 = {{youtube|bm4e7ZgChSo|width=250}}
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Ao combinar o pulo triplo do {{item link|Atomizer}} com o coice da {{item link|Force-A-Nature}}, um Scout pode realizar quatro pulos em rápida sucessão, permitindo-lhe alcançar lugares de difícil alcance e manter uma enorme vantagem de altura sobre seus inimigos. Esta técnica pode se provar extremamente útil para flanquear e encontrar rotas de flanco. O método mais seguro de realizar um pulo quádruplo é trocar de arma para a {{item name|Force-A-Nature}} logo após usar o {{item name|Atomizer}}; o oposto é mais difícil devido à longa ativação do {{item name|Atomizer}} e deixar o jogador segurando sua arma corpo a corpo ao invés de uma arma primária após um pulo.
|col2 = {{youtube|SVnys_RZ-HM|width=250}}
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|col3 = {{youtube|NU3PinjkouU|width=250}}
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=== {{anchor|Winger Jump}} Pulo com a {{item name|Winger}} ===
|col4 =
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Enquanto com a {{item link|Winger}} como a arma ativa, o Scout ganha 25% de altura dos pulos. Isto é útil para pular em coisas que o Scout normalmente é incapaz de pular. Isto também combina bem com a {{item link|Force-A-Nature}}, aumentando a distância dos pulos ainda mais, porém é necessário trocar de armas no ar para utilizar os pulos adicionais da {{item name|Force-A-Nature}}.
}}
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=== Hype Jump ===
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After filling and activating the [[Soda Popper]]'s Hype meter, the player can perform up to five additional air jumps for a brief period. This allows for reaching areas normally inaccessible by Scouts, allowing players to cover much greater distances and reach much higher areas. The weapon is also good for flanking and heckling enemies, as five extra jumps can make the Scout much harder to predict. Note that Hype jumping replaces the Atomizer's third jump; however, the Winger, while deployed, can be used to increase the height of each jump, further increasing the Scout's mobility.
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<center>
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{{youtube|0RpuBNc_vT8}}
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</center>
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== Soldier jumps ==
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=== Basic rocket jump ===
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A rocket jump is any jump assisted by the explosive knockback of the [[Soldier]]'s own [[Rocket Launcher|rockets]]. A Soldier can propel himself to great heights and distances, usually at the cost of some [[health]]. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has a 40% [[damage]] resistance against any rocket he fires that hurts him while he is in the air. This resistance takes effect even if an enemy was hit with the same rocket used to rocket jump, unlike the [[Gunboats]]. [[Critical hits]] do not deal extra self-damage or extra knockback to the Soldier, so they do not propel him further.  Any rocket jumping Soldier displays burning, smoky boots until he lands, similar to the [[Demoman]].
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To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the [[explosion]] determines the velocity and height of the jump. Crouch-jumping before firing the rocket launches the player significantly farther. The sooner the explosion is made after jumping, the farther and faster the Soldier flies.
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The [[Market Gardener]] deals lethal critical hits (195 damage) when the user is rocket jumping. Landing one of these can sometimes lead to a very impressive and satisfactory kill. Enemy rockets, grenades and stickies count as an explosive jump if the player is not killed by the explosion. Experienced players can sometimes use this to land critical hits against enemies. Players can also [[Glossary of player terms#Bhopping|bunnyhop]] on the ground very precisely before hitting someone to gain a critical hit. The [[B.A.S.E. Jumper]] can also be utilized by keeping the player airborne while they attack people with the Market Gardener.
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For consistency, self-inflicted damage caused by rockets always uses the same base damage and blast radius no matter the {{botignore|rocket launcher}} used, giving consistent launch force for all weapons for a given rocket jump, with self-damage reductions on weapons like the [[Liberty Launcher]] applied afterwards and not affecting the force of the jump.
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=== Overload jump ===
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An Overload jump can be achieved by jumping while overloading the [[Beggar's Bazooka]]. This form of rocket jumping is unique in the fact that it can allow the Soldier to perform up to three rocket jumps in mid-air, without worrying about having a surface to propel from, and allows the Soldier to achieve heights often denied to other Soldiers. Practice is required to time when to jump and where to aim while Overloading, but the technique is not too difficult to learn. Due to the self-inflicted damage resulting from Overload jumping, especially if the Soldier plans on overloading three times per 'jump,' the [[Gunboats]] are highly suggested for this technique, as it decreases the amount of damage from overloads. Knowing where medkits are on the map is also a necessity, as the multiple overloads and fall damage often leave the Soldier at very low health.
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=== Advanced rocket jump ===
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There are multiple variations of the basic rocket jump. Most are regularly used on [[jump maps]], but they can also be used in a normal game to gain great speed or height.
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* Faster rocket jumps can be made off a combination of a wall and ground. Aim down at the corner where the wall intersects the ground, crouch-jump, and fire. These jumps tend to have a low angle and high velocity, and they often go farther than regular jumps.
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* Wall jumps can be made while in the air and against a wall. Continue to hold crouch and fire down below yourself on the wall. The explosion produces a second jump. Rocket jumps and wall jumps can be chained together to gain great distance or height.
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* Pogo jumps are secondary rocket jumps made against the ground to increase your airtime. The explosion should keep you airborne and potentially increase forward momentum. Skipping is the high speed variant. You must predict your location and sometimes aim ahead to ensure that the rocket lands directly beneath you, or you might fail and touch the ground. You must always be crouching during these jumps, as failure to do so makes your jumps far less powerful.
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* Double rocket jumps, also known as sync jumps, require two rockets to detonate as you jump, and can only be performed on a few maps. If you fire a rocket downwards and fall after it, you eventually fall faster than your own shot. After landing, you then rocket jump as your first rocket strikes the ground. The combined explosions send you much farther and higher than is otherwise possible. Looking up at the rocket to see when it will reach you makes timing the jump easier. Using the [[Liberty Launcher]] or [[Direct Hit]] is inadvisable, as it makes this technique far harder, requiring a greater distance to catch up to your rockets.
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* Triple rocket jumps are a harder variant of the jump described above. They use three rockets instead of two and can be performed by either shooting two rockets in quick succession after dropping down, or by shooting a second rocket after having caught up with your first, then rocket jumping as they hit the ground. The force obtained from a triple rocket jump is extreme and comparable to a double sticky jump, allowing you to soar through entire maps.
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* Flicking is rapidly turning around and firing the rocket mostly behind you. This can be combined with any other technique to fine tune the direction and power of a jump. An easier equivalent is to face backwards while you make your rocket jump. Always turn in the direction of your weapon. Doing this results in a faster and more precise jump, as projectiles in the Source engine are spawned at the end of the player's viewmodel, not in the center of their screen. There are two other versions of this jump, called a Quad, in which you fire your rocket after your third one, which can lead into a Quint (five rockets) which propels you very high from the floor upwards into the air from the quad. There are many jumps like this in jump_sync.
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* Water jumping is using the [[water]] physics of the Source engine to gain extra momentum. Players that are in the process of surfacing in deep water receive a minor boost upwards; rocket jumping during this time (likely against a wall) augments this force into a very strong jump. [[Well (Control Point)|Well]] is the most likely place to find this kind of jump. Ctapping in shallow water results in an incredibly strong jump.
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* No damage is dealt to the Soldier when rocket jumping if he has the [[Rocket Jumper]] equipped, although he still receives fall damage. To avoid fall damage when using the Rocket Jumper, the Soldier can launch a rocket just before landing the initial jump just in front of his feet. This does not launch him into the air again (as seen with a Pogo jump), but cancels out the momentum, thus stopping fall damage from being dealt.
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* Rocket jumping off of enemies or buildings allows the Soldier to scale small barriers without going too high.
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* Rocket jumping can be made more efficient with several items such as the [[Liberty Launcher]] and [[Gunboats]], which decrease self-inflicted damage and allow for more rocket jumps without depending on health packs. When rocket jumping, the [[Mantreads]] increase air control and deal damage to enemies upon landing on them, while also nullifying any fall damage the Soldier would have gotten.
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* A bounce is when a player touches a teleportation system on a floor or platform on the same frame that they shoot their rocket, launching them up and preventing them to be teleported back to the beginning of a level. This is similar to a Bouncehop, in which you use the same technique, but you only use {{Key|Space}} and do not require the use of a Rocket Launcher. There are various maps that include this type of jumping method. Including jump_bounce, jump_bouncerific and jump_bouncehop. Another variation of a bounce is a powerbounce. This is when you bouncehop using a Rocket Launcher on a teleport surface. to rocket jump higher then a normal bounce.
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* Edgebugging is when you land on the very edge of a block and you slide off it slightly. If done correctly, you maintain your falling state and horizontal velocity, but take no fall damage. You can also edgebug on surfaces with teleports on them. In addition to this, you can also edgeshot - which is when you shoot a rocket when you are edgebugging.
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* Crouchtapping or Ctapping is when you tap crouch a split second before you jump. This makes you get extra height when you do a rocket jump. Ctap rocket jumps are higher than normal rocket jumps because crouching puts you closer to the ground (closer to the epicenter of the blast) and sends you further when you rocket jump. Some maps require this type of jump to be completed, such as jump_legion.
  
*''Rocket jumps'' mais rápidos podem ser feitos com uma combinação de uma parede e chão. Mire no canto em que a parede tem interseção com o chão, use crouch-jump e atire. Esses pulos tendem a ter um ângulo baixo e alta velocidade, e geralmente vão mais longe do que rocket jumps normais.
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* Speedshots are done when you have a large amount of horizontal speed, you are close to the ground, and your rocket explodes 90 degrees below you. The timing is strict, but it allows for you to gain large amounts of speed and is necessary for certain rollouts and jump maps.  
  
*''Wall jumps'' podem ser feitos enquanto se esta no ar e de frente a uma parede. Continue segurando o botão de agachar e atira abaixo de você na parede. A explosão vai produzir um segundo pulo. Rocket jumps e wall jumps podem ser unidos para ganhar grande distância ou altura.
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* Jurf, or jump surf, is an extension of [[Surfing]], but it is done with the inclusion of rockets. Combining surf ramps and rockets allows for you to gain more speed and abuse ramp slides. Jurfing is necessary for certain jump maps such as jump_jurf, and is very helpful in certain rollouts.  
  
*Pogo jumps são rocket jumps secundários feitos contra o chão para aumentar o seu tempo no ar. A explosão deve mantê-lo no air e potencialmente aumentar o momentum para frente. Você deve prever sua localização futura e as vezes mirar afrente para ter certeza de que o foguete acerte em baixo de você, ou você pode cair e tocar o chão. Você deve sempre estar agachado durante esses pulos, se não fizer isso seus pulos serão bem menos poderosos.
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<center>
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{{youtube|viqqbmLBbV4}}
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</center>
  
*''Rocket jumps'' duplos precisam que dois foguetes detonem enquanto você pula. Isso só é possivel em mapas de pulo por causa da grande distância requerida. Se você atirar um foguete para baixo e cair depois dele, você irá, em alguma hora, cair mais rapidamente do que seu próprio tiro. Após pousar, você então dá um rocket jump enquanto o primeiro tiro te acerta. A explosão combinada te manda muito mais longe e mais alto do que é geralmente possível.  
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== Demoman jumps ==
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=== Basic sticky jump ===
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A sticky jump is any jump assisted by the explosive knock back of the [[Demoman]]'s own [[Stickybomb Launcher|stickies]]. Compared to the Soldier's rocket jump, the Demoman pays more [[health]], but jumps much higher and farther. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, stickies deal 25% less self-damage. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they do not propel him farther. Any sticky jumping Demoman displays burning, smoky boots until he lands, similar to the Soldier.
  
*''Flicking'' é rapidamente virar e atirar um foguete quase atrás de você. Isso pode ser combinado com qualquer outra técnica para melhorar a direção e força de um pulo. Um método mais facil equivalente é olhar para trás enquanto você faz seu rocket jump. Sempre vire na direção de sua arma. Fazer isso resultará em um pulo mais rápido e preciso, pois projéteis na engine Source aparecem no fim do modelo da visão do jogador, e não no meio de suas telas.
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To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius determines height, velocity, and damage taken to a significant degree. Crouch-jumping causes the explosion to launch you significantly farther.
  
*Nenhum dano será feito ao Soldier se ele tiver o [[Rocket Jumper/pt-br|Rocket Jumper]] equipado, ainda que ele vá receber dano de queda.
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=== Advanced sticky jump ===
 +
Advanced sticky jumping techniques are similar to a Soldier's rocket jumping techniques, but the mechanics are somewhat different because of the sticky's arming period.
  
{{anchor|Sticky jumps}}
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* Double sticky jumps begin by setting two stickies on the ground instead of one. You lose vastly more health, but you jump much farther and higher. It is best to only attempt this jump while a Medic [[overheal]]s you or [[ÜberCharge]]s you. In regular games, this is often used to leap across an entire section of the map.
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* Triple sticky jumps use three stickies. They should not be done without an overheal, ÜberCharge, or the extra health from the [[Bootlegger]]/[[Ali Baba's Wee Booties]]. Because the player often lands with extremely reduced health, their destination should either be very high or far or have a Health Pack. No official maps are big enough to need this; a double sticky jump can get you to the same place with some health to spare.
 +
* Like rocket jumps, more powerful sticky jumps can be made by launching the sticky at the intersection between a wall and the ground. These jumps generally give you more speed and distance at the cost of some height.
 +
* Wall jumps can also be made with stickies. Because of the arming delay, the Demoman must launch a sticky at the wall and rapidly detonate the sticky under his feet before the wall sticky arms. Then he must detonate the wall sticky as he passes. The height and distance gained from this technique is extreme. It is possible but quite difficult to chain farther wall stickies together, but this can only be done on jump maps which heal you during your jumps.
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* Pogoing is also possible with the Demoman. To pogo, you must fire a new sticky at your destination and detonate the old one beneath you just before the second one arms. You repeat this combination over and over to remain in the air. Pogoing can also lead into a wall jump by placing the second sticky onto a wall. This often propels the Demoman at great speeds and can be useful to transition into a surf (negating fall damage).
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* Mid-air pogoing is one of the hardest Demoman jumping techniques. You place one sticky below yourself, fire another sticky upwards or outwards, and then jump after the airborne sticky. Alternatively, you can jump first and shoot the sticky in mid-air. If done correctly, you catch up to the sticky while it arms in mid-air, and you can detonate it for a further boost. While incredibly hard, it is possible to chain several mid-air pogos by continuing to shoot precise stickies in the air and detonating them, but is normally not possible outside of a jump map, as the Demoman sustains too much damage and dies.
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* No damage is dealt to the Demoman when sticky jumping with the [[Sticky Jumper]] out, although he still receives fall damage unless you shoot a sticky at your landing spot and time the detonation correctly.
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* By jumping over the sticky (whilst crouching) and detonating just before you hit the ground, you can sticky jump at a shallow angle with much forwards momentum. This is useful to speed through corridors with low ceilings - examples of such corridors include the sewers on [[2Fort]] and the Payload tunnels on [[Hoodoo]].
  
==''Sticky jumps''==
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=== Grenade jump ===
Um '''Sticky Jump''' é um pulo assistido pelo tranco explosivo de [[Sticky Launcher/pt-br|Stickybombs]] do [[Demoman/pt-br|Demoman]] que as lançou. Comparado ao Rocket Jump do Soldier, o Demoman paga mais saúde mas pula muito mais alto e longe. Essa técnica é muito usada para chegar a locais anormais do mapa, avançar rapidamente, passar por barreiras, e surpreender inimigos. Para ajudar os Sticky jumps, o Demoman tem 25% a mais de resistência contra qualquer sticky que não acerte um inimigo. Acertos críticos não tem mais auto-dano ou mais tranco, então eles não irão ajudá-lo a pular mais longe. Qualquer jogador que use sticky jump irá ter fogo e fumaça nas botas até ele pousar.
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Much like rockets, stickies, and other explosives, a [[Demoman]]'s [[Grenade Launcher]] can be used to jump. The explosion has power and damage comparable to a rocket jump, but is far more difficult to time and execute. They are rarely used in actual play, but are a niche for Demomen wielding the [[Chargin' Targe]], [[Splendid Screen]], or [[Tide Turner]], which can also give a boost while jumping and is similar to rampsliding. This allows for Demoknights to perform trimps without a ramp as they jump before charging and strafing (to recieve extra height). This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. Grenades deal 25% less self-inflicted damage.
  
{{youtube tn|j0k3MwSj-lQ|width=250|float=right}}
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There are three rules of thumb for executing a good grenade jump.
  
{{anchor|Basic sticky jumping}}
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* Fire straight down or against a wall or corner to control grenade positioning. Firing it forward makes it very difficult to track, and it may explode before you have reached it.
===''Sticky jumping'' básico===
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* Crouch-jump over the grenade roughly two seconds after you fire it, absorbing as much of the explosion as possible. Jump too early, too late, or without good timing, and the jump has little power or control.
Coloque uma sticky no chão e espere ela ser armada. Pule sobre a sticky e detone-a. Sua distância do extenso raio da explosão irá determinar altura, velocidade, e dano tomado. Usar crouch-jump irá causar a explosão te lançar muito mais longe.
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* Vertical jumps require you to crouch-jump without any lateral motion. Proper grenade placement gives you the proper momentum to bypass a high barrier.
 +
* Shooting a grenade at an enemy if he is very close while jumping allows higher jumps.
  
{{anchor|Advanced sticky jumping}}
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To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulses increasingly faster as it nears detonation.
===''Sticky jumping'' avançado===
 
<!-- Não está funcionando {{youtube tn|wk0mFlqKjLg-lQ|width=250|float=right}} -->
 
As técnicas avançadas de Sticky jump são similares as técnicas do Rocket jumping do Soldier, mas as mecânicas são um pouco diferentes por causa do periodo de armamento das stickies.
 
  
*''Sticky jumps'' duplos começam ao se posicionar duas stickies no chão em vez de uma. Você irá perder muito mais saúde, mas irá pular muito mais alto e longe. É melhor tentar essa técnica somente quando um Medic [[Overheal/pt-br|sobrecura]] você ou usa [[ÜberCharge/pt-br|ÜberCarga]] em você. Em partidas normais, isso é geralmente usado para pular sobre uma seção inteira do mapa.
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The [[Iron Bomber]] is useful for performing grenade jumps, as its projectiles do not move far from where they land. This lets you position yourself over your grenades much more easily.
  
*''Sticky jumps'' triplos usam três stickies. Eles não devem ser feitos sem sobrevida, ÜberCarga, ou a vida extra de um [[Eyelander/pt-br|Eyelander]], já que na maioria das vezes, o jogador morre logo ao ser lançado. Além disso, ao pousar, o jogador perde quase 20 HP, então seu destino deve ser ou muito alto, ou ter um Medkit.
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=== Caber jump ===
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The [[Ullapool Caber]] can be used to jump; by striking the ground or a nearby wall, the Demoman is launched directly upwards, making it useful to reach some high locations. However, caber jumps are more damaging than sticky jumps or grenade jumps and, while easier, are not as effective. It is also possible to use caber jumps in combination with sticky jumps and grenade jumps; by striking a wall while airborne, the Demoman gains a significant boost. In addition to this, it is possible to combine a surf (gliding over a ramp at high speeds) with a caber jump by crouching and striking the ground with the caber at the end of the aforementioned ramp. This often means that the Demoman has more airtime and momentum.
  
*Assim como ''rocket jumps'', ''sticky jumps'' melhores podem ser feitos ao lançar stickies na interseção entre a parede e o chão. Esses pulos geralmente te dão mais velocidade e distância ao custo de certa altura.
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=== Cannon jump ===
 +
Similar to the Grenade Launcher, the [[Loose Cannon]] can be used to perform explosive jumps without the detonation of sticky bombs, or to retain the use of a charge shield. Cannonballs deal 25% less self-inflicted damage.
 +
* While burning the fuse with Loose Cannon, fire a cannonball and jump at the moment it is about to explode, while standing near and facing a wall; it shall send you airborne. This can also be done while running and facing the ground; however, the timing is tricky. If the jump is not made with proper timing, you do not achieve a high jump, and only move a few feet.
 +
* While in the air, you can extend the length of your jump using the [[Chargin' Targe]], [[Splendid Screen]], or [[Tide Turner]].
 +
* An alternative way to cannon jump is to burn the fuse until the cannonball blows in the barrel, and crouch-jump in the precise moment of the blast, giving a more powerful boost. When doing so, the Demoman should aim approximately behind him, as the explosion of the cannonball takes place inside the weapon.
  
*Pulos de parede também podem ser feitos com stickies. Por causa do delay de armação, o Demoman deve lançar uma ''sticky'' na parede e rapidamente detonar a ''sticky'' sob seus pés antes que a ''sticky'' na parede se arme. Então ele deve detonar a ''sticky'' da parece enquanto ele pula. A altura e distância ganhas com essa técnica é extrema. É possivel mas extremamente difícil ligar pulos na parede com outros, mas isso só pode ser feito em mapas de pulo que te curam durante pulos, ou usando o [[Sticky Jumper/pt-br|Sticky Jumper]].
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=== Rampsliding ===
 +
Rampsliding, or Trimping, uses the charging ability of the [[Chargin' Targe]], the [[Splendid Screen]], or the [[Tide Turner]] to propel the Demoman off of inclined surfaces.
  
*Pulo pogo também é possivel como Demoman. Para isso, você deve atirar uma nova sticky no seu novo destino e detonar a ''sticky'' velha abaixo de você antes que a segunda se arme. Você repete essa combinação denovo e denovo para permanecer no ar.
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* Approach the incline you wish to slide off of at full running speed. Depending on its steepness, this is sometimes required.
 +
* Jump and charge at the slope simultaneously. If this surface would be too steep to walk on, you likely need to stand as close as you can to the surface before doing this.
 +
* If you are jumping from a distance, attempt to mid-air strafe sideways into the ramp (this is best done with the Tide Turner). Due to how the Source engine handles air strafing, you gain a significant amount of speed.
 +
* The strafe keys do not do anything while charging, nor can you crouch. Turn the camera left or right to navigate.
 +
* Once the charge ends, you regain access to normal air strafing controls. This can be extra useful if you are not using the Tide Turner, since the other shields have limited turn control while charging. You can end the charge manually by swinging a melee weapon.
 +
* Your speed can have an impact on whether or not the slide works. For example, you can slide a shallower ramp by going faster.
 +
* Some ramps are a bit steep, but are still barely walkable. In these cases, the amount of speed required for a successful rampslide is not as high. Simply jumping and charging directly at the surface may work.
 +
{{clr}}
  
*Pulos pogo também são possiveis no ar (em mapas de pulo). Você coloca uma sticky embaixo de você mesmo, atira uma ''sticky'' para cima ou para fora, e então usa o sticky jump no chão em direção a sticky no meio do ar. Se feito corretamente, você irá se encontrar com a sticky enquanto ela se arma no ar, e você pode detoná-la para mais impulso.
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<center>
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{{youtube|YNXsUCypKuk}}
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</center>
  
*Nenhum dano será feito ao Demoman quando fizer o ''sticky jump'' usando o [[Sticky Jumper/pt-br|Sticky Jumper]], ainda que ele ainda receba dano de queda a não ser que você atire uma sticky onde você irá pousar e ter o tempo certo.
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== Pyro jumps ==
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=== {{anchor|Pyro rocket jump}} Deflected rocket jump ===
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The [[Pyro]] can take advantage of the knockback effect of reflected [[projectiles]] to jump. By aiming the [[compression blast]] at their own feet, the Pyro can redirect incoming [[Soldier]]'s or [[Sentry Gun]]'s rockets into a powerful rocket jump. Because the Pyro has no resistance to self-inflicted damage, this jump generally sends the Pyro farther and higher than what a Soldier could do, but also means that the Pyro takes considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly.  Sentry Gun rockets can also be used to jump; Sentry rockets launch the Pyro higher into the air than the Soldier's rockets, but also deal more self-inflicted damage.
  
{{anchor|Grenade jumps}}
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=== Flare jump ===
 +
The Pyro can use the explosive flares shot by the [[Detonator]] or [[Scorch Shot]] to gain additional jump height and distance. It can be used to clear gaps or jump to higher areas that are normally unreachable by the Pyro, which can prove useful for ambushing. The Detonator jump is significantly more powerful than the Scorch Shot jump. While incapable of damaging enemies, the explosion created by the Detonator's flare colliding with the world boosts the Pyro who shot it, preventing a necessity of timing a difficult manual detonation.
  
==''Grenade jumps''==
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Due to a bug, the [[Flare Gun]] can also be used to flare jump when shot close to a wall under a specific angle.<ref>[https://youtu.be/QgAW2raE8g4 Flare Gun Jump exploit - Ashe]</ref>
{{youtube tn|giZ2xytpYkU||width=250|align=right}}
 
Assim como foguetes, ''stickies'', e outros explosivos, as [[Grenade Launcher/pt-br|granadas]] de um Demoman podem ser usadas para pular. A explosão tem poder e dano comparáveis com o de um rocket jump, mas é muito mais difícil de se alinhar e executar um bom '''Grenade Jump''' (''Pulo Granada''). Eles são raramente usados realmente em partidas, mas têm de ser usadas caso o Demoman estiver usando uma [[Chargin' Targe/pt-br|Chargin' Targe]]. Essa forma de pulo pode ser preferível caso você tenha stickies posicionadas e não quera detoná-las, mas queira ir para um lugar alto.
 
  
Há três regras principais para executar um bom grenade jump.
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=== Thermal Thruster jump ===
 +
The Pyro can use a [[Thermal Thruster]]'s charge to launch themselves in the direction they are looking at. When activating the Thermal Thruster, the initial liftoff sends the Pyro up a short distance in the direction they are aiming. The weapon's mobility greatly outperforms that of the [[Detonator]] and [[Scorch Shot]], but it lacks offensive capability outside of its stomp effect akin to [[Mantreads]]. Its slow switch speed makes it more useful for sneaking into higher levels of the map than for making quick escapes or jumping into an attack.
  
*Atire para baixo ou contra a parede ou canto para controlar a posição da granada. Atirá-la para frente irá fazer com que fique difícil acompanhá-la, e ja pode ter explodido antes de você alcançá-la.
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<center>
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{{youtube|zz0tBkfK1nE}}
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</center>
  
*Use um ''crouch-jump'' sobre a granada mais ou menos dois segudos após você atirá-la, absorvendo o máximo de explosão possível. Pular muito cedo, tarde, ou sem boa sincronia e o pulo terá pouca força ou controle.
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== Engineer jumps ==
 +
=== Building Step jump ===
 +
The Building Step jump utilizes the [[Engineer]]'s ability to stand on his own [[buildings]] in order to reach ledges that are at a medium height. It is executed by simply crouch-jumping on top of a building and using the height gained to crouch-jump up to the target ledge. While [[Sentry Gun]]s are slightly taller than [[Dispenser]]s, for this purpose, Dispensers are often more convenient to use due to a lower [[metal]] cost; there is almost no practical advantage to step jumping off of a [[Teleporters|Teleporter]]. Contrary to some expectations, the building does not have to be fully constructed or upgraded; the height it gives when stood on is constant, regardless of its animation and level.
  
*Pulos verticais requerem que você use crouch-jump sem qualquer movimento lateral. Um bom posicionamento da granada dará a você um impulso para frente para passar por uma barreira alta.
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Examples of potential locations for a Building Step jump include RED's advanced spawn on [[Dustbowl]]'s stage 3 (which allows Engineers to return to spawn easily) and RED's right side of [[Gold Rush]]'s stage 1 (which allows Engineers to reach a common setup location from an unexpected direction).
  
Para realizar um grenade jump com tempo perfeito, recarregue imediatamente após atirar a granada e pule após o segundo som audível tocar. Uma pista visual é ver os anéis em volta da granada, que pulsam mais rápido a medida que fica mais perto da detonação.
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Note that savvy enemies are capable of using a Dispenser for a jump, just as its Engineer can. Disguised enemy Spies can also use Sentry Guns in this way.
  
{{anchor|Sentry Jumps}}
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=== Sentry rocket jump ===
==''Sentry Jumps''==
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There are two ways to [[Sentry Gun]] rocket jump;
Um '''[[Sentry Gun/pt-br|Sentry Gun]] Jump''' (''Pulo de Arma Sentinela'') é qualquer pulo assistido pelo tranco de [[Projectiles/pt-br|foguetes]] ou balas de uma Sentry Gun. Em geral, um [[Engineer/pt-br|Engineer]] deve usar o [[Wrangler/pt-br|Wrangler]] para controlar sua Sentry e atirar em si mesmo. Em casos caros um Pyro pode usar Sentry Jump com foguetes de Sentry Guns refletidos. Além disso, inimigos podem pular e deixar a Sentry empurrálos para segurança, isso é claro, se ele tiver saúde o suficiente.
 
  
''Sentry jumping'' é muito usado para alcançar locais anormais para ninhos de Sentry e [[Teleporters/pt-br|teletransportadores]].
+
* The easiest method is to [[Wrangler|wrangle]] your level 3 Sentry and fire rockets at your feet while you crouch-jump. Since the Engineer receives no resistance to self-inflicted damage, he loses a great deal of health but flies very far. Landing spots must be chosen carefully.
 +
* A harder method allows the Engineer to jump and carry his Sentry with him. You must fire the rockets, switch away from the Wrangler, and pack-up the Sentry before the jump carries you out of range.
  
{{youtube tn|Ck91Hq23K7Y|width=250|float=right}}
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[[Scripting]] can automate the hard method, but the technique can be learned manually. While looking at your Sentry Gun, tap the following keys in rapid succession: Crouch-jump and fire rockets simultaneously, switch to your last weapon, then pack-up the Sentry Gun. If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.
{{anchor|Sentry Rocket Jumping}}
 
====''Sentry Rocket Jumping''====
 
[[File:Sentryjump.png|thumb|right|Demonstração de Sentry Rocket Jump em [[Gravel Pit/pt-br|Gravel Pit]].]]
 
Há dois modos de se usar o '''Sentry Rocket Jump''' (''Pulo com Míssil Sentinela'').
 
  
*O método fácil é usar o Wrangler na sua Sentry nivel 3 e atirar foguetes em seus pés enquando você pula-agachado. Ja que o Engineer não tem resistência de dano próprio, ele perde uma grande quantidade de saúde, mas voa bem longe. Pontos de pouso devem ser escolhidos com cuidado.
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Using the hard method, you can rapidly relocate and redeploy your Level 3 Sentry in unusual and/or aggressive locations. The [[Rescue Ranger]] can also be used in place of this technique, as it allows you to haul buildings from a distance, if you have a line of sight to them. When using the Rescue Ranger, make sure that you are able to see the Sentry from your destination, and ensure you have 100 metal to haul it to you. You can also use the Rescue Ranger's building pickup ability in the air.
  
*O método dificil permite com que o Engineer pule e carregue a Sentry consigo. Você deve atirar os foguetes, mudar da Wrangler e empacotar a Sentry antes que o pulo te leve para fora de alcance.
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It is recommended that you jump in the direction the rockets were fired, as the launch angle can be hard to determine otherwise.
  
[[Scripting/pt-br|''Scripting'']] pode automatizar o método difícil, mas a técnica pode ser aprendida manualmente. Enquanto olha para sua Sentry Gun, aperte as seguintes teclas em sequência rapidamente: Crouch-jump e atira foguetes simultaneamente, mude para sua última arma, e então embrulhe a Sentry Gun. As [[Default Key/pt-br|teclas padrão]] são Barra de Espaço + Ctrl + Clique direito, então Q, e então clique direito novamente. Se você quer evitar o pulo-agachado, você pode pular esse passo se ficar em cima de sua Sentry Gun.
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=== Sentry bullet jump ===
 +
Sentry bullet jumps are more difficult than Sentry rocket jumps, but they can be performed with any Sentry and often do less damage to the Engineer. The [[Gunslinger]]'s [[Sentry Gun#Combat Mini-Sentry Gun|Mini-Sentry]] is especially useful for bullet jumping. It deals even less damage and fires faster, providing more knockback for the jump.
  
Usando o método difícil, você pode rapidamente deslocar e remontar sua Sentry nível 3 em locais anormais ou agressivos.
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The technique is deceptively simple. Stand on top of your Sentry Gun, aim in the direction you want to go, crouch-jump, and fire. Your bullets should propel you high into the air. Most bullet jumps fail due to aiming too low or because the angle of the Sentry Gun's fire is not pushing you up fast enough to overcome gravity.
  
{{anchor|Sentry Bullet Jumping}}
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If you have difficulty bullet jumping at angles, a simpler technique is deploy your Sentry beside the location you want to reach, stand on it, and fire almost straight up. Once you are nearly at the height you desire, aim a touch in the direction you wish to go, and the last few bullets shall nudge you horizontally at your target.
====''Sentry Bullet Jumping''====
 
Fazer um '''Sentry Bullet Jump''' (''Pulo com Bala Sentinela'') é mais difícil do que Sentry Rocket jumps, mas eles podem ser feitos com qualquer Sentry e geralmente fazem menos dano ao Engineer. O [[Mini-Sentry/pt-br|Combat Mini-Sentry Gun]] do [[Gunslinger/pt-br|Gunslinger]] é muito util para pulo com balas. Ele faz ainda menos dano e atira mais rápido, dando mais tranco para o pulo.
 
  
A técnica é enganosamente simples. Fique sobre sua Sentry Gun, mire na direção em que quer ir, pule-agachado e atira. Suas balas devem empurrá-lo bem alto no ar. A maioria dos pulos com balas falham porque os jogadores miram muito baixo e atiran a arma sob você, ou porque o ângulo dos tiros da Sentry Gun não esta te empurrando rápido o suficiente para superar a gravidade.
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=== Energy Orb jump===
 +
An Energy Orb jump utilizes the [[Short Circuit]]'s self-inflicted damage when in close range of a enemy, giving almost the power of a Rocket Jump.
  
Se você tem dificuldade em pulos com bala com ângulos, uma técnica mais simples é colocar sua Sentry Gun ao lado do local que você deseja alcançar, ficar sobre ela, e atirar quase para cima. Quando você estiver perto da altura que você deseja, mire um pouco na direção em que você quer ir, e as ultimas balas irão levá-lo horizontalmente ao seu alvo.
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* This jump can deal less self-damage than that of the Sentry Rockets jump, as a Energy Orb jump only takes 15-20 Health points.
{{anchor|Pyro Rocket jump}}
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* How far the energy orb blast pushes you depends on how much self-inflicted damage the inital jump did to the enemy and you.
==''Rocket Jumps'' com Pyro==
 
{{youtube tn|FGwcM7ifWMo|width=250}}
 
  
O [[Pyro/pt-br|Pyro]] pode tomar vantágem do tranco causado por [[Projectiles/pt-br|projéteis]] refletidos. Ao mirar uma [[Compression Blast/pt-br|Compression Blast]] nos seus pés, o Pyro pode redirecionar o foguete de um Soldier ou Sentry Gun para um poderoso rocket jump. Ja que o Pyro não tem resistência de auto-dano, esse pulo geralmente manda o Pyro mais alto e longe do que um Soldier consegue.
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<center>
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{{youtube|bqCyu49LDnI}}
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</center>
  
{{clr}}
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== Other jumps ==
 +
=== Quick-Fix jump ===
 +
As a Medic using the [[Quick-Fix]], when the player you are healing does an explosive jump, you are blasted with similar force in the same direction, but take no damage (although fall damage is still incurred). This only works with Soldiers, Demomen, and Pyros. It does not work with Sentry jumps. This is useful to get Medics to the front lines faster, to allow them to reach otherwise inaccessible locations, and to make up for the health loss of explosive jumps.
  
{{anchor|Pumpkin Jump}}
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=== Enemy-assisted jump ===
==''Pumpkin Jump''==
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While unlikely, it is possible to use opponents' attacks to make jumps. For example, [[Bonk! Atomic Punch]] Scouts or [[Dead Ringer]] [[Spy|Spies]] can use the knockback of a high-leveled [[Sentry Gun]] or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. Attempting to make enemy-assisted jumps often deals high damage and may result in being [[Juggling|juggled]].
{{youtube tn|tpeZLk7qJeY|width=250|float=right}}
 
Um '''Pumpkin Jump''' (''Pulo com Abóbora'') usa [[Pumpkin Bomb/pt-br|Pumpkin Bombs]] para lançar o jogador no ar.
 
  
*Classes mais leves devem ficar longe e pular-agachado enquanto atira na abóbora.
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=== Pumpkin jump ===
*Classes mais pesadas podem ficar ao lado da abóbora e atirar para um impulso maior. Um [[Heavy/pt-br|Heavy]] pode pular mais longe do que um Sticky Jump do Demoman por quase metade da sua saúde.
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A Pumpkin jump uses [[Pumpkin bomb]]s to launch the player into the air.
*O Sticky Jumper e Rocket Jumper previnem dano causado por explosões de abóboras. Explosões causadas por inimigos ainda dão dano.
 
*O Chargin' Targe reduz o dano feito pela explosão de abóboras.
 
  
 +
* Lighter classes should stand far away and crouch-jump while shooting the Pumpkin.
 +
* Heavier classes can stand beside the Pumpkin and fire for a larger boost. The [[Heavy]] can jump farther than the Demoman's sticky jump for roughly half his health.
 +
* The Demoman's shields reduce damage done by Pumpkin explosions.
 +
* When using the [[Gunboats]], using rockets to destroy a Pumpkin reduces the Pumpkin bomb's explosive damage.
 +
* Could be also done with the [[Environmental death#Alien Walkers|Alien Walkers]] found on [[2Fort Invasion]] and [[Probed]].
 
{{clr}}
 
{{clr}}
{{anchor|Cannot jump}}
 
==Não podem pular==
 
Há certos momentos em que um jogador é previnido de pular. Jogadores não podem pular enquanto:
 
* Jogarem como Sniper enquanto puxam uma flecha.
 
* Jogarem como Heavy com sua arma primária girando.
 
* Provocando.
 
* Agachado.
 
* Tonto.
 
* Há algo acima do jogador.
 
* Estiverem debaixo d'água.
 
* Estiverem no ar (com exceção dos trancos de Pulos Duplos ou da Force-A-Nature)
 
  
{{anchor|Exploit Jumps}}
+
<center>
==Pulos ''Exploits''==
+
{{youtube|xFLOSFjvWcA}}
Esses pulos foram atualizados para fora do jogo, mas eles ja permitiram jogadores realizarem comportamentos anormais e não-intencionais.
+
</center>
  
{{anchor|Needle Boosting}}
+
== Inability to jump ==
===Impulso de Agulha===
+
There are certain states a player can be in that prevent them from jumping;
Antes da {{Patch name|12|31|2007}}, as agulhas de Syringe Guns empurravam aliados um pouco. Com Medics o bastante, um jogador podia ser lançado bem alto com uma onda de agulhas.
+
* While charging with the [[Chargin' Targe]], [[Splendid Screen]] and [[Tide Turner]] as the Demoman.
 +
* While spinning a primary weapon as the Heavy.
 +
* Drawing an arrow while wielding the [[Huntsman]] or the [[Fortified Compound]] as the Sniper.
 +
* Taunting.
 +
* Crouching.
 +
* While [[stun]]ned.
 +
* There is something above the player (If the mentioned object does not allow a full jump, the player jumps, stops, and falls when the model reaches the object).
 +
* They are underwater.
 +
* They are in the air (with the exception of the Scout's double jump).
 +
* They have already performed a double jump, triple jump, quadruple jump, or force jump.
  
{{anchor|Bunnyhopping}}
+
== Jump exploits ==
===Salto do Coelho===
+
These '''jump exploits''' allow players to perform unusual and unintended behavior.
Antes da {{Patch name|10|31|2007}}, você podia pular repetidamente para preservar a velocidade para frente. Pular com foguetes, desvio aereo, e outras técnicas podiam ser usadas para aumentar aquela velocidade, permitindo com que jogadores se movessem mais rápido do que o planejado.
 
  
==Conquistas Relacionadas==
+
=== Needle boosting ===
 +
Prior to the {{Patch name|12|31|2007}}, [[Syringe Gun]] needles pushed friendly players a small amount. With enough Medics using '''needle boosting''', the player could be launched very high on a wave of needles.
  
==={{Class link|Scout}}===
+
=== Bunny hopping (speed) ===
 +
Prior to the {{Patch name|10|31|2007}}, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from '''bunny hopping''', allowing players to move far faster than intended.<br/>
 +
Despite this patch, you still get a small speed boost when air strafing.
 +
 
 +
=== Bunny hopping (airborne) ===
 +
When the player jumps within a very short time span right after landing from an explosive jump, the falling sound continues to play and the player is still considered airborne; consequently, the player is still granted effects like guaranteed crits with the [[Market Gardener]]. This [[Glitches|bug]] is not yet patched.
 +
 
 +
== Conquistas relacionadas ==
 +
=== {{class link|Scout}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Scout|Batter Up}}
 
| 1 = {{Show achievement|Scout|Batter Up}}
| 2 = {{Show achievement|Scout|Pop Fly}}
+
      {{Show achievement|Scout|Pop Fly}}
 +
| 2 = {{Show achievement|Scout|The Cycle}}
 
}}
 
}}
  
==={{Class link|Soldier}}===
+
 
 +
=== {{class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
| 1 = {{Show achievement|Soldier|Where Eagles Dare}}
+
| 1 = {{Show achievement|Soldier|Death from Above}}
{{Show achievement|Soldier|Duty Bound}}
+
      {{Show achievement|Soldier|Death From Below}}
| 2 = {{Show achievement|Soldier|Death from Above}}
+
      {{Show achievement|Soldier|Duty Bound}}
 +
| 2 = {{Show achievement|Soldier|Where Eagles Dare}}
 +
      {{Show achievement|Soldier|Wings of Glory}}
 +
      {{Show achievement|Snakewater|Mutually Air-Sured-Destruction}}
 
}}
 
}}
  
==={{Class link|Pyro}}===
+
=== {{class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Pyro|Pilot Light}}
 
| 1 = {{Show achievement|Pyro|Pilot Light}}
 
}}
 
}}
  
==={{Class link|Demoman}}===
+
 
 +
=== {{class link|Demoman}} ===
 
{{Achievement table
 
{{Achievement table
| 1 = {{Show achievement|Demoman|Highland Fling}}
+
| 1 = {{Show achievement|Demoman|Double Mauled Scotch}}
{{Show achievement|Demoman|The High Road}}
+
      {{Show achievement|Demoman|Highland Fling}}
| 2 = {{Show achievement|Demoman|Double Mauled Scotch}}
+
| 2 = {{Show achievement|Demoman|The High Road}}
{{Show achievement|Demoman|The Scottish Play}}
+
      {{Show achievement|Demoman|The Scottish Play}}
 
}}
 
}}
  
==={{Class link|Sniper}}===
+
 
 +
=== {{class link|Heavy}} ===
 
{{Achievement table
 
{{Achievement table
| 1 = {{Show achievement|Sniper|Jumper Stumper}}
+
| 1 = {{Show achievement|Heavy|Marxman}}
 
}}
 
}}
  
== Histórico de atualizações ==
+
 
 +
=== {{class link|Sniper}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Sniper|Dropped Dead}}
 +
| 2 = {{Show achievement|Sniper|Jumper Stumper}}
 +
}}
 +
 
 +
== Update history ==
 +
{{Update history|
 
'''{{Patch name|10|31|2007}}'''
 
'''{{Patch name|10|31|2007}}'''
* Adicionado código anti-''bunny hopping''
+
* Added anti-bunny hopping code
  
 
'''{{Patch name|11|20|2007}}'''
 
'''{{Patch name|11|20|2007}}'''
* Corrigido exploit de pulo/provocação
+
* Fixed jump/taunt exploit
  
 
'''{{Patch name|12|31|2007}}'''
 
'''{{Patch name|12|31|2007}}'''
* Corrigidos projéteis da Arma de Seringas as vezes empurrando jogadores no ar, fazendo-os alcançarem lugares altos do mapa
+
* Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
  
 
'''{{Patch name|4|1|2008}}'''
 
'''{{Patch name|4|1|2008}}'''
* Corrigido exploit agachar-pular que permitia a jogadores sairem do mapa
+
* Fixed crouch-jump exploit that allowed players to get outside of the world
  
 
'''{{Patch name|12|11|2008}}'''
 
'''{{Patch name|12|11|2008}}'''
* Adicionada fumaça para os pés de um [[Soldier/pt-br|Soldier]] fazendo um [[Rocket jumping/pt-br#Rocket jump|rocket jump]]
+
* Added smoke to the feet of a rocket jumping Soldier
 +
 
 +
'''{{Patch name|3|6|2009}}'''
 +
* You can now duck twice in the air. Scout double jumps reset the in-air jump counts
 +
* Added "{{cvar|tf_clamp_airducks}}" convar, set to 1 by default
 +
** Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
 +
* Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights
  
 
'''{{Patch name|6|3|2011}}'''
 
'''{{Patch name|6|3|2011}}'''
* Adicionadas novas regras de respostas contribuídas pela comunidade para o pulo duplo do Scout.
+
* Added new community contributed response rules for Scout's double jump
 +
 
 +
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
 +
* {{Undocumented}} Jumps made with the Detonator are now higher
 +
 
 +
'''{{Patch name|3|28|2018}} #2'''
 +
* Fixed the Scout's double-jump failing when attempted immediately after switching to any weapon (instead of just The Atomizer)
 +
 
 +
'''{{Patch name|10|8|2020}}'''
 +
* Fixed players not being able to rocket jump or stickybomb jump during a truce
 +
}}
 +
 
 +
== Veja também ==
 +
* [[Crouching/pt-br|Agachar]]
 +
* [[Jump maps/pt-br|Mapas de pulo]]
  
==Veja também==
+
== Referências ==
*[[Jump maps/pt-br|Mapas de pulo]]
+
<references/>
  
==Links externos==
+
== Links externos ==
* [[vdc:Team_Fortress_2_Mapper's_Reference|Team Fortress 2 Mapper's Reference]] compara as alturas que podem ser acessadas por diversos metodos de pulo
+
* [[vdc:Team_Fortress_2_Mapper's_Reference|Team Fortress 2 Mapper's Reference]] {{lang icon|en}} compara as alturas que podem ser alcançadas através de vários métodos de pulo.
  
 
[[Category:Gameplay/pt-br]]
 
[[Category:Gameplay/pt-br]]
 
[[Category:Strategy/pt-br]]
 
[[Category:Strategy/pt-br]]

Revision as of 01:58, 29 December 2022


Um Scout saltitante.
Ei, dá pra ver minha base daqui!
O Scout após um Pulo Quádruplo

Pular ou saltar é uma habilidade básica que todas as classes são capazes de realizar, a qual move o jogador 50 unidades Hammer verticalmente e tem o potencial de alcançar 72 unidades através de pulos agachados. Pulos podem ser usados para alcançar posições elevadas, reduzir distâncias ou evitar fogo inimigo. Por padrão, saltos são realizados ao pressionar Space no Windows, Mac ou SteamOS/Linux, Xbox Button A.png no Xbox 360 ou PS Button X.png no PlayStation 3.

Além dessa habilidade básica de pulos inerentes de altura limitada, a maioria das classes possui métodos de saltos técnicos que se aproveitam de armas ou outros efeitos para alcançar alturas muito maiores.

Armas associadas

Manobras básicas

Pulo agachado

Em qualquer momento durante um pulo, o jogador pode se agachar ao pressionar o botão designado por padrão. Isto faz com que as classes elevem suas pernas na visão de mundo e se movam uma unidade Hammer adicional para cima, assim como reduzam suas alturas em 27 unidades Hammer da parte de baixo de suas hitboxes. Isto permite que alcancem superfícies mais altas ou encolham suas hitboxes para se esquivar de fogo inimigo. Por padrão, um jogador só pode se agachar e se levantar duas vezes enquanto no ar a fim de prevenir vários exploits.

Pulos agachados também são usados para aumtenar o efeito de coices explosivos. Qualquer pulo que envolva um explosivo alcança maiores distâncias do que um pulo padrão.

Movimentação lateral aérea

Movimentação lateral aérea (air strafing) permite que os jogadores façam curvas no ar para mudarem suas trajetórias. Enquanto no ar, ela pode ser realizada ao mover-se lateralmente e virar suavemente para a mesma direção ao mesmo tempo. Tentar se mover para frente com as teclas de movimento (tal como segurar w) durante a manobra impede que o jogador se mova lateralmente, enquanto tentar se mover para trás também resulta em perda de velocidade.

Manobras avançadas

Surfe de coice (Knockback surfing)

Todas as armas causam um pouco de coice, o qual é praticamente nulo em terra. Entretanto, enquanto no ar, o coice é significativamente mais perceptível. Ao recuar sob fogo inimigo, pode ser uma boa ideia pular continuamente a fim de ganhar um pouco mais de coice de inimigos atirando em você (se feito no tempo certo). Um efeito similar pode ser obtido ao usar o coice de um explosivo inimigo para escapar, semelhante a um salto explosivo.

Pulos com Scout

Usando a Força da Natureza para expandir pulos.

O Scout é a única classe com a habilidade inerente de pulos duplos. Esta habilidade pode ser expandida com a Força da Natureza, o Batedor de Boston, a Ala ou o Atomizador, criando uma ampla variedade de variações de pulos.

Pulo duplo

Ao pressionar o botão de pulo uma segunda vez enquanto no ar, o Scout pode realizar um segundo pulo em qualquer direção. A altura e distância adicionais concedidas por esta habilidade podem ser usadas para acessar áreas inacessíveis para outras classes. Isto pode ser útil para evitar fogo inimigo e emboscar inimigos se aproximando. Um pulo duplo mal executado, no entanto, resulta em uma trajetória previsível, tornando o jogador um alvo fácil para jogadores competentes.

É possível executar um segundo pulo a qualquer momento enquanto no ar. Isto pode ser usado para anular dano de queda ao realizar o segundo pulo pouco antes de atingir o chão.

Pulo triplo

Equipar o Atomizador permite que o Scout realize um terceiro pulo quando for a arma ativa. Com esta habilidade, o Scout pode pular por vãos maiores que, do contrário, seriam inacessíveis com pulos duplos. Scouts com esta habilidade são distintos de outros Scouts, pois um segundo ou terceiro pulo emite uma nuvem roxa embaixo de seus pés.

Pulo Forçado

Com a Força da Natureza equipada, o Scout pode usar o coice de um tiro enquanto no ar para se empurrar para ainda mais alto, efetivamente realizando um terceiro pulo. O terceiro "pulo" produzido pela Força da Natureza possui mais força horizontal e é levemente mais difícil de mirar e prever do que um pulo duplo. Ao pular para frente e atirar a Força da Natureza para baixo, o Scout se empurra ainda mais alto do que um pulo duplo, mas ainda tem o segundo pulo disponível de reserva. Isto age como uma troca; inércia horizontal é perdida em favor de maior deslocamento vertical. Como disparar a Força da Natureza no ar empurra o Scout na direção oposta do tiro disparado, ele pode se arremessar em qualquer direção, até mesmo para baixo.

Pulo com Bonk!

Com Bonk! Pancada Atômica equipada, o Scout fica imune a todo tipo de dano. Com isto, o Scout pode usar o coice de fogo inimigo, tal como o de Sentinelas ou explosivos inimigos, para se lançar para o ar. Quanto mais próximo da fonte do coice, mais explosivos ou maior o nível da Sentinela, maior e mais rápido o pulo.

Pulo com o Batedor

Ao causar dano a si mesmo com o Batedor de Boston ou a Lâmina de Três Runas enquanto no ar, o Scout pode usar as propriedades de dano autoinfligido dessas armas para alcançar lugares geralmente inacessíveis. Tal manobra é arriscada, porém, já que são necessários apenas quatro golpes sem acertar um alvo para reduzir a vida de um Scout sem sobrecura para apenas 1. A altura média ganha também não costuma valer a pena, sendo significativamente menos eficiente do que usar o Atomizador. Uso extensivo de kits médicos é, portanto, necessário. De maneira muito semelhante a saltos com foguetes, agachar-se no ar aumenta consideravelmente a distância que um Scout pulando com o Batedor de Boston pode percorrer. O Batedor de Boston pode ser usado em conjunto com a Força da Natureza para alcançar altura ou distância máxima como o Scout em um único pulo.

Pulo quádruplo

Ao combinar o pulo triplo do Atomizador com o coice da Força da Natureza, um Scout pode realizar quatro pulos em rápida sucessão, permitindo-lhe alcançar lugares de difícil alcance e manter uma enorme vantagem de altura sobre seus inimigos. Esta técnica pode se provar extremamente útil para flanquear e encontrar rotas de flanco. O método mais seguro de realizar um pulo quádruplo é trocar de arma para a Força da Natureza logo após usar o Atomizador; o oposto é mais difícil devido à longa ativação do Atomizador e deixar o jogador segurando sua arma corpo a corpo ao invés de uma arma primária após um pulo.

Pulo com a Ala

Enquanto com a Ala como a arma ativa, o Scout ganha 25% de altura dos pulos. Isto é útil para pular em coisas que o Scout normalmente é incapaz de pular. Isto também combina bem com a Força da Natureza, aumentando a distância dos pulos ainda mais, porém é necessário trocar de armas no ar para utilizar os pulos adicionais da Força da Natureza.

Hype Jump

After filling and activating the Soda Popper's Hype meter, the player can perform up to five additional air jumps for a brief period. This allows for reaching areas normally inaccessible by Scouts, allowing players to cover much greater distances and reach much higher areas. The weapon is also good for flanking and heckling enemies, as five extra jumps can make the Scout much harder to predict. Note that Hype jumping replaces the Atomizer's third jump; however, the Winger, while deployed, can be used to increase the height of each jump, further increasing the Scout's mobility.

Soldier jumps

Basic rocket jump

A rocket jump is any jump assisted by the explosive knockback of the Soldier's own rockets. A Soldier can propel himself to great heights and distances, usually at the cost of some health. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has a 40% damage resistance against any rocket he fires that hurts him while he is in the air. This resistance takes effect even if an enemy was hit with the same rocket used to rocket jump, unlike the Gunboats. Critical hits do not deal extra self-damage or extra knockback to the Soldier, so they do not propel him further. Any rocket jumping Soldier displays burning, smoky boots until he lands, similar to the Demoman.

To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the explosion determines the velocity and height of the jump. Crouch-jumping before firing the rocket launches the player significantly farther. The sooner the explosion is made after jumping, the farther and faster the Soldier flies.

The Market Gardener deals lethal critical hits (195 damage) when the user is rocket jumping. Landing one of these can sometimes lead to a very impressive and satisfactory kill. Enemy rockets, grenades and stickies count as an explosive jump if the player is not killed by the explosion. Experienced players can sometimes use this to land critical hits against enemies. Players can also bunnyhop on the ground very precisely before hitting someone to gain a critical hit. The B.A.S.E. Jumper can also be utilized by keeping the player airborne while they attack people with the Market Gardener.

For consistency, self-inflicted damage caused by rockets always uses the same base damage and blast radius no matter the rocket launcher used, giving consistent launch force for all weapons for a given rocket jump, with self-damage reductions on weapons like the Liberty Launcher applied afterwards and not affecting the force of the jump.

Overload jump

An Overload jump can be achieved by jumping while overloading the Beggar's Bazooka. This form of rocket jumping is unique in the fact that it can allow the Soldier to perform up to three rocket jumps in mid-air, without worrying about having a surface to propel from, and allows the Soldier to achieve heights often denied to other Soldiers. Practice is required to time when to jump and where to aim while Overloading, but the technique is not too difficult to learn. Due to the self-inflicted damage resulting from Overload jumping, especially if the Soldier plans on overloading three times per 'jump,' the Gunboats are highly suggested for this technique, as it decreases the amount of damage from overloads. Knowing where medkits are on the map is also a necessity, as the multiple overloads and fall damage often leave the Soldier at very low health.

Advanced rocket jump

There are multiple variations of the basic rocket jump. Most are regularly used on jump maps, but they can also be used in a normal game to gain great speed or height.

  • Faster rocket jumps can be made off a combination of a wall and ground. Aim down at the corner where the wall intersects the ground, crouch-jump, and fire. These jumps tend to have a low angle and high velocity, and they often go farther than regular jumps.
  • Wall jumps can be made while in the air and against a wall. Continue to hold crouch and fire down below yourself on the wall. The explosion produces a second jump. Rocket jumps and wall jumps can be chained together to gain great distance or height.
  • Pogo jumps are secondary rocket jumps made against the ground to increase your airtime. The explosion should keep you airborne and potentially increase forward momentum. Skipping is the high speed variant. You must predict your location and sometimes aim ahead to ensure that the rocket lands directly beneath you, or you might fail and touch the ground. You must always be crouching during these jumps, as failure to do so makes your jumps far less powerful.
  • Double rocket jumps, also known as sync jumps, require two rockets to detonate as you jump, and can only be performed on a few maps. If you fire a rocket downwards and fall after it, you eventually fall faster than your own shot. After landing, you then rocket jump as your first rocket strikes the ground. The combined explosions send you much farther and higher than is otherwise possible. Looking up at the rocket to see when it will reach you makes timing the jump easier. Using the Liberty Launcher or Direct Hit is inadvisable, as it makes this technique far harder, requiring a greater distance to catch up to your rockets.
  • Triple rocket jumps are a harder variant of the jump described above. They use three rockets instead of two and can be performed by either shooting two rockets in quick succession after dropping down, or by shooting a second rocket after having caught up with your first, then rocket jumping as they hit the ground. The force obtained from a triple rocket jump is extreme and comparable to a double sticky jump, allowing you to soar through entire maps.
  • Flicking is rapidly turning around and firing the rocket mostly behind you. This can be combined with any other technique to fine tune the direction and power of a jump. An easier equivalent is to face backwards while you make your rocket jump. Always turn in the direction of your weapon. Doing this results in a faster and more precise jump, as projectiles in the Source engine are spawned at the end of the player's viewmodel, not in the center of their screen. There are two other versions of this jump, called a Quad, in which you fire your rocket after your third one, which can lead into a Quint (five rockets) which propels you very high from the floor upwards into the air from the quad. There are many jumps like this in jump_sync.
  • Water jumping is using the water physics of the Source engine to gain extra momentum. Players that are in the process of surfacing in deep water receive a minor boost upwards; rocket jumping during this time (likely against a wall) augments this force into a very strong jump. Well is the most likely place to find this kind of jump. Ctapping in shallow water results in an incredibly strong jump.
  • No damage is dealt to the Soldier when rocket jumping if he has the Rocket Jumper equipped, although he still receives fall damage. To avoid fall damage when using the Rocket Jumper, the Soldier can launch a rocket just before landing the initial jump just in front of his feet. This does not launch him into the air again (as seen with a Pogo jump), but cancels out the momentum, thus stopping fall damage from being dealt.
  • Rocket jumping off of enemies or buildings allows the Soldier to scale small barriers without going too high.
  • Rocket jumping can be made more efficient with several items such as the Liberty Launcher and Gunboats, which decrease self-inflicted damage and allow for more rocket jumps without depending on health packs. When rocket jumping, the Mantreads increase air control and deal damage to enemies upon landing on them, while also nullifying any fall damage the Soldier would have gotten.
  • A bounce is when a player touches a teleportation system on a floor or platform on the same frame that they shoot their rocket, launching them up and preventing them to be teleported back to the beginning of a level. This is similar to a Bouncehop, in which you use the same technique, but you only use Space and do not require the use of a Rocket Launcher. There are various maps that include this type of jumping method. Including jump_bounce, jump_bouncerific and jump_bouncehop. Another variation of a bounce is a powerbounce. This is when you bouncehop using a Rocket Launcher on a teleport surface. to rocket jump higher then a normal bounce.
  • Edgebugging is when you land on the very edge of a block and you slide off it slightly. If done correctly, you maintain your falling state and horizontal velocity, but take no fall damage. You can also edgebug on surfaces with teleports on them. In addition to this, you can also edgeshot - which is when you shoot a rocket when you are edgebugging.
  • Crouchtapping or Ctapping is when you tap crouch a split second before you jump. This makes you get extra height when you do a rocket jump. Ctap rocket jumps are higher than normal rocket jumps because crouching puts you closer to the ground (closer to the epicenter of the blast) and sends you further when you rocket jump. Some maps require this type of jump to be completed, such as jump_legion.
  • Speedshots are done when you have a large amount of horizontal speed, you are close to the ground, and your rocket explodes 90 degrees below you. The timing is strict, but it allows for you to gain large amounts of speed and is necessary for certain rollouts and jump maps.
  • Jurf, or jump surf, is an extension of Surfing, but it is done with the inclusion of rockets. Combining surf ramps and rockets allows for you to gain more speed and abuse ramp slides. Jurfing is necessary for certain jump maps such as jump_jurf, and is very helpful in certain rollouts.

Demoman jumps

Basic sticky jump

A sticky jump is any jump assisted by the explosive knock back of the Demoman's own stickies. Compared to the Soldier's rocket jump, the Demoman pays more health, but jumps much higher and farther. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, stickies deal 25% less self-damage. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they do not propel him farther. Any sticky jumping Demoman displays burning, smoky boots until he lands, similar to the Soldier.

To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius determines height, velocity, and damage taken to a significant degree. Crouch-jumping causes the explosion to launch you significantly farther.

Advanced sticky jump

Advanced sticky jumping techniques are similar to a Soldier's rocket jumping techniques, but the mechanics are somewhat different because of the sticky's arming period.

  • Double sticky jumps begin by setting two stickies on the ground instead of one. You lose vastly more health, but you jump much farther and higher. It is best to only attempt this jump while a Medic overheals you or ÜberCharges you. In regular games, this is often used to leap across an entire section of the map.
  • Triple sticky jumps use three stickies. They should not be done without an overheal, ÜberCharge, or the extra health from the Bootlegger/Ali Baba's Wee Booties. Because the player often lands with extremely reduced health, their destination should either be very high or far or have a Health Pack. No official maps are big enough to need this; a double sticky jump can get you to the same place with some health to spare.
  • Like rocket jumps, more powerful sticky jumps can be made by launching the sticky at the intersection between a wall and the ground. These jumps generally give you more speed and distance at the cost of some height.
  • Wall jumps can also be made with stickies. Because of the arming delay, the Demoman must launch a sticky at the wall and rapidly detonate the sticky under his feet before the wall sticky arms. Then he must detonate the wall sticky as he passes. The height and distance gained from this technique is extreme. It is possible but quite difficult to chain farther wall stickies together, but this can only be done on jump maps which heal you during your jumps.
  • Pogoing is also possible with the Demoman. To pogo, you must fire a new sticky at your destination and detonate the old one beneath you just before the second one arms. You repeat this combination over and over to remain in the air. Pogoing can also lead into a wall jump by placing the second sticky onto a wall. This often propels the Demoman at great speeds and can be useful to transition into a surf (negating fall damage).
  • Mid-air pogoing is one of the hardest Demoman jumping techniques. You place one sticky below yourself, fire another sticky upwards or outwards, and then jump after the airborne sticky. Alternatively, you can jump first and shoot the sticky in mid-air. If done correctly, you catch up to the sticky while it arms in mid-air, and you can detonate it for a further boost. While incredibly hard, it is possible to chain several mid-air pogos by continuing to shoot precise stickies in the air and detonating them, but is normally not possible outside of a jump map, as the Demoman sustains too much damage and dies.
  • No damage is dealt to the Demoman when sticky jumping with the Sticky Jumper out, although he still receives fall damage unless you shoot a sticky at your landing spot and time the detonation correctly.
  • By jumping over the sticky (whilst crouching) and detonating just before you hit the ground, you can sticky jump at a shallow angle with much forwards momentum. This is useful to speed through corridors with low ceilings - examples of such corridors include the sewers on 2Fort and the Payload tunnels on Hoodoo.

Grenade jump

Much like rockets, stickies, and other explosives, a Demoman's Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but is far more difficult to time and execute. They are rarely used in actual play, but are a niche for Demomen wielding the Chargin' Targe, Splendid Screen, or Tide Turner, which can also give a boost while jumping and is similar to rampsliding. This allows for Demoknights to perform trimps without a ramp as they jump before charging and strafing (to recieve extra height). This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. Grenades deal 25% less self-inflicted damage.

There are three rules of thumb for executing a good grenade jump.

  • Fire straight down or against a wall or corner to control grenade positioning. Firing it forward makes it very difficult to track, and it may explode before you have reached it.
  • Crouch-jump over the grenade roughly two seconds after you fire it, absorbing as much of the explosion as possible. Jump too early, too late, or without good timing, and the jump has little power or control.
  • Vertical jumps require you to crouch-jump without any lateral motion. Proper grenade placement gives you the proper momentum to bypass a high barrier.
  • Shooting a grenade at an enemy if he is very close while jumping allows higher jumps.

To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulses increasingly faster as it nears detonation.

The Iron Bomber is useful for performing grenade jumps, as its projectiles do not move far from where they land. This lets you position yourself over your grenades much more easily.

Caber jump

The Ullapool Caber can be used to jump; by striking the ground or a nearby wall, the Demoman is launched directly upwards, making it useful to reach some high locations. However, caber jumps are more damaging than sticky jumps or grenade jumps and, while easier, are not as effective. It is also possible to use caber jumps in combination with sticky jumps and grenade jumps; by striking a wall while airborne, the Demoman gains a significant boost. In addition to this, it is possible to combine a surf (gliding over a ramp at high speeds) with a caber jump by crouching and striking the ground with the caber at the end of the aforementioned ramp. This often means that the Demoman has more airtime and momentum.

Cannon jump

Similar to the Grenade Launcher, the Loose Cannon can be used to perform explosive jumps without the detonation of sticky bombs, or to retain the use of a charge shield. Cannonballs deal 25% less self-inflicted damage.

  • While burning the fuse with Loose Cannon, fire a cannonball and jump at the moment it is about to explode, while standing near and facing a wall; it shall send you airborne. This can also be done while running and facing the ground; however, the timing is tricky. If the jump is not made with proper timing, you do not achieve a high jump, and only move a few feet.
  • While in the air, you can extend the length of your jump using the Chargin' Targe, Splendid Screen, or Tide Turner.
  • An alternative way to cannon jump is to burn the fuse until the cannonball blows in the barrel, and crouch-jump in the precise moment of the blast, giving a more powerful boost. When doing so, the Demoman should aim approximately behind him, as the explosion of the cannonball takes place inside the weapon.

Rampsliding

Rampsliding, or Trimping, uses the charging ability of the Chargin' Targe, the Splendid Screen, or the Tide Turner to propel the Demoman off of inclined surfaces.

  • Approach the incline you wish to slide off of at full running speed. Depending on its steepness, this is sometimes required.
  • Jump and charge at the slope simultaneously. If this surface would be too steep to walk on, you likely need to stand as close as you can to the surface before doing this.
  • If you are jumping from a distance, attempt to mid-air strafe sideways into the ramp (this is best done with the Tide Turner). Due to how the Source engine handles air strafing, you gain a significant amount of speed.
  • The strafe keys do not do anything while charging, nor can you crouch. Turn the camera left or right to navigate.
  • Once the charge ends, you regain access to normal air strafing controls. This can be extra useful if you are not using the Tide Turner, since the other shields have limited turn control while charging. You can end the charge manually by swinging a melee weapon.
  • Your speed can have an impact on whether or not the slide works. For example, you can slide a shallower ramp by going faster.
  • Some ramps are a bit steep, but are still barely walkable. In these cases, the amount of speed required for a successful rampslide is not as high. Simply jumping and charging directly at the surface may work.

Pyro jumps

Deflected rocket jump

The Pyro can take advantage of the knockback effect of reflected projectiles to jump. By aiming the compression blast at their own feet, the Pyro can redirect incoming Soldier's or Sentry Gun's rockets into a powerful rocket jump. Because the Pyro has no resistance to self-inflicted damage, this jump generally sends the Pyro farther and higher than what a Soldier could do, but also means that the Pyro takes considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets launch the Pyro higher into the air than the Soldier's rockets, but also deal more self-inflicted damage.

Flare jump

The Pyro can use the explosive flares shot by the Detonator or Scorch Shot to gain additional jump height and distance. It can be used to clear gaps or jump to higher areas that are normally unreachable by the Pyro, which can prove useful for ambushing. The Detonator jump is significantly more powerful than the Scorch Shot jump. While incapable of damaging enemies, the explosion created by the Detonator's flare colliding with the world boosts the Pyro who shot it, preventing a necessity of timing a difficult manual detonation.

Due to a bug, the Flare Gun can also be used to flare jump when shot close to a wall under a specific angle.[1]

Thermal Thruster jump

The Pyro can use a Thermal Thruster's charge to launch themselves in the direction they are looking at. When activating the Thermal Thruster, the initial liftoff sends the Pyro up a short distance in the direction they are aiming. The weapon's mobility greatly outperforms that of the Detonator and Scorch Shot, but it lacks offensive capability outside of its stomp effect akin to Mantreads. Its slow switch speed makes it more useful for sneaking into higher levels of the map than for making quick escapes or jumping into an attack.

Engineer jumps

Building Step jump

The Building Step jump utilizes the Engineer's ability to stand on his own buildings in order to reach ledges that are at a medium height. It is executed by simply crouch-jumping on top of a building and using the height gained to crouch-jump up to the target ledge. While Sentry Guns are slightly taller than Dispensers, for this purpose, Dispensers are often more convenient to use due to a lower metal cost; there is almost no practical advantage to step jumping off of a Teleporter. Contrary to some expectations, the building does not have to be fully constructed or upgraded; the height it gives when stood on is constant, regardless of its animation and level.

Examples of potential locations for a Building Step jump include RED's advanced spawn on Dustbowl's stage 3 (which allows Engineers to return to spawn easily) and RED's right side of Gold Rush's stage 1 (which allows Engineers to reach a common setup location from an unexpected direction).

Note that savvy enemies are capable of using a Dispenser for a jump, just as its Engineer can. Disguised enemy Spies can also use Sentry Guns in this way.

Sentry rocket jump

There are two ways to Sentry Gun rocket jump;

  • The easiest method is to wrangle your level 3 Sentry and fire rockets at your feet while you crouch-jump. Since the Engineer receives no resistance to self-inflicted damage, he loses a great deal of health but flies very far. Landing spots must be chosen carefully.
  • A harder method allows the Engineer to jump and carry his Sentry with him. You must fire the rockets, switch away from the Wrangler, and pack-up the Sentry before the jump carries you out of range.

Scripting can automate the hard method, but the technique can be learned manually. While looking at your Sentry Gun, tap the following keys in rapid succession: Crouch-jump and fire rockets simultaneously, switch to your last weapon, then pack-up the Sentry Gun. If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.

Using the hard method, you can rapidly relocate and redeploy your Level 3 Sentry in unusual and/or aggressive locations. The Rescue Ranger can also be used in place of this technique, as it allows you to haul buildings from a distance, if you have a line of sight to them. When using the Rescue Ranger, make sure that you are able to see the Sentry from your destination, and ensure you have 100 metal to haul it to you. You can also use the Rescue Ranger's building pickup ability in the air.

It is recommended that you jump in the direction the rockets were fired, as the launch angle can be hard to determine otherwise.

Sentry bullet jump

Sentry bullet jumps are more difficult than Sentry rocket jumps, but they can be performed with any Sentry and often do less damage to the Engineer. The Gunslinger's Mini-Sentry is especially useful for bullet jumping. It deals even less damage and fires faster, providing more knockback for the jump.

The technique is deceptively simple. Stand on top of your Sentry Gun, aim in the direction you want to go, crouch-jump, and fire. Your bullets should propel you high into the air. Most bullet jumps fail due to aiming too low or because the angle of the Sentry Gun's fire is not pushing you up fast enough to overcome gravity.

If you have difficulty bullet jumping at angles, a simpler technique is deploy your Sentry beside the location you want to reach, stand on it, and fire almost straight up. Once you are nearly at the height you desire, aim a touch in the direction you wish to go, and the last few bullets shall nudge you horizontally at your target.

Energy Orb jump

An Energy Orb jump utilizes the Short Circuit's self-inflicted damage when in close range of a enemy, giving almost the power of a Rocket Jump.

  • This jump can deal less self-damage than that of the Sentry Rockets jump, as a Energy Orb jump only takes 15-20 Health points.
  • How far the energy orb blast pushes you depends on how much self-inflicted damage the inital jump did to the enemy and you.

Other jumps

Quick-Fix jump

As a Medic using the Quick-Fix, when the player you are healing does an explosive jump, you are blasted with similar force in the same direction, but take no damage (although fall damage is still incurred). This only works with Soldiers, Demomen, and Pyros. It does not work with Sentry jumps. This is useful to get Medics to the front lines faster, to allow them to reach otherwise inaccessible locations, and to make up for the health loss of explosive jumps.

Enemy-assisted jump

While unlikely, it is possible to use opponents' attacks to make jumps. For example, Bonk! Atomic Punch Scouts or Dead Ringer Spies can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. Attempting to make enemy-assisted jumps often deals high damage and may result in being juggled.

Pumpkin jump

A Pumpkin jump uses Pumpkin bombs to launch the player into the air.

  • Lighter classes should stand far away and crouch-jump while shooting the Pumpkin.
  • Heavier classes can stand beside the Pumpkin and fire for a larger boost. The Heavy can jump farther than the Demoman's sticky jump for roughly half his health.
  • The Demoman's shields reduce damage done by Pumpkin explosions.
  • When using the Gunboats, using rockets to destroy a Pumpkin reduces the Pumpkin bomb's explosive damage.
  • Could be also done with the Alien Walkers found on 2Fort Invasion and Probed.

Inability to jump

There are certain states a player can be in that prevent them from jumping;

  • While charging with the Chargin' Targe, Splendid Screen and Tide Turner as the Demoman.
  • While spinning a primary weapon as the Heavy.
  • Drawing an arrow while wielding the Huntsman or the Fortified Compound as the Sniper.
  • Taunting.
  • Crouching.
  • While stunned.
  • There is something above the player (If the mentioned object does not allow a full jump, the player jumps, stops, and falls when the model reaches the object).
  • They are underwater.
  • They are in the air (with the exception of the Scout's double jump).
  • They have already performed a double jump, triple jump, quadruple jump, or force jump.

Jump exploits

These jump exploits allow players to perform unusual and unintended behavior.

Needle boosting

Prior to the Atualização de 31 de dezembro de 2007, Syringe Gun needles pushed friendly players a small amount. With enough Medics using needle boosting, the player could be launched very high on a wave of needles.

Bunny hopping (speed)

Prior to the Atualização de 31 de outubro de 2007, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from bunny hopping, allowing players to move far faster than intended.
Despite this patch, you still get a small speed boost when air strafing.

Bunny hopping (airborne)

When the player jumps within a very short time span right after landing from an explosive jump, the falling sound continues to play and the player is still considered airborne; consequently, the player is still granted effects like guaranteed crits with the Market Gardener. This bug is not yet patched.

Conquistas relacionadas

Leaderboard class scout.png Scout

Vamos Pular
Vamos Pular
Dê 1000 pulos duplos.


Bola Alta
Bola Alta
Mate 20 jogadores durante pulos duplos.
O Ciclo
O Ciclo
Em uma única vida, mate um inimigo enquanto você está na terra, no ar e na água.


Leaderboard class soldier.png Soldier

Sai de Baixo
Sai de Baixo
Dê um salto com foguete e mate 2 inimigos antes de pousar.


Sai de Cima
Sai de Cima
Mate 10 adversários que estejam no ar com o Tiro Certo.


Missão Dada É Missão Cumprida
Missão Dada É Missão Cumprida
Durante um salto com foguete, mate um inimigo com o Compensador antes de pousar ou logo após pousar.
Desafio das Águias
Desafio das Águias
Dê o salto com foguete mais alto possível usando pulo e agachamento.


Asas da Glória
Asas da Glória
Mate um soldier inimigo enquanto ambos você e o alvo estão no ar.


Destruição Mútua Ar-segurada
Destruição Mútua Ar-segurada
Durante um salto com foguete, use um foguete para matar um inimigo que está saltando com foguete que lhe mata com um foguete.

Leaderboard class pyro.png Pyro

Isqueiro
Isqueiro
Incendeie um Soldier que está no ar por causa de um salto com foguete.


Leaderboard class demoman.png Demoman

Uísque Duplamente Matado
Uísque Duplamente Matado
Mate dois inimigos durante um salto com stickies.


Dança Escocesa
Dança Escocesa
Dê um salto com stickies por uma distância realmente longa...
Ponte Aérea
Ponte Aérea
Dê um salto com stickies até um ponto de controle e capture-o.


A Peça Escocesa
A Peça Escocesa
Mate alguém com um golpe corpo a corpo enquanto dá um salto com stickies.


Leaderboard class heavy.png Heavy

Marxa para a Morte
Marxa para a Morte
Mate 10 inimigos que estão no ar usando uma metralhadora giratória.


Leaderboard class sniper.png Sniper

Caiu Morto
Caiu Morto
Mate um Scout no ar com o rifle de precisão ou com um arco e flecha.
Caçador de Cangurus
Caçador de Cangurus
Mate um inimigo no ar que esteja saltando com um foguete ou uma granada com o rifle de precisão ou um arco e flecha.

Update history

Atualização de 31 de outubro de 2007
  • Added anti-bunny hopping code

Atualização de 20 de novembro de 2007

  • Fixed jump/taunt exploit

Atualização de 31 de dezembro de 2007

  • Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations

Atualização de 1º de abril de 2008

  • Fixed crouch-jump exploit that allowed players to get outside of the world

Atualização de 11 de dezembro de 2008

  • Added smoke to the feet of a rocket jumping Soldier

Atualização de 6 de março de 2009

  • You can now duck twice in the air. Scout double jumps reset the in-air jump counts
  • Added "tf_clamp_airducks" convar, set to 1 by default
    • Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
  • Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights

Atualização de 3 de junho de 2011

  • Added new community contributed response rules for Scout's double jump

Atualização de 15 de dezembro de 2011 (Australian Christmas 2011)

  • [Não documentado] Jumps made with the Detonator are now higher

Atualização de 28 de março de 2018 #2

  • Fixed the Scout's double-jump failing when attempted immediately after switching to any weapon (instead of just The Atomizer)

Atualização de 8 de outubro de 2020

  • Fixed players not being able to rocket jump or stickybomb jump during a truce

Veja também

Referências

Links externos