Jumping

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Jumping, like with other games, is a core ability of players in Team Fortress 2. Jumping is used to reach elevated positions, shorten walking distance or used tactically for many other reasons. You can jump by pressing default "A" for the Xbox 360 version, "Space" on PC and "Cross" on the PS3.

There are certain states a player can be in that prevents them from jumping, players cannot jump while:

Class-specific jumps

Scout

Whoosh!

Double Jump

By pressing the jump key a second time after the initial jump, the Scout can perform a second jump in any direction. The extra height and distance this ability grants can be used to access places which other classes cannot.

Strategy
Main article: Scout strategy
File:F2rf9d.png
Triple-Jumping
  • Double jumping disregards air physics, so the Scout can quickly shift from one direction to another by holding the respective directional key as you jump. Use this to dodge enemies during combat or to quickly peek around corners with out taking damage.
  • Use Double jumping to avoid fall damage. The Scout can fall great distances and avoid taking extra damage by using the second jump just before landing.
  • If your timing is right, you can Double jump over enemies' heads. Use this to confuse your foes.
  • Care should be taken when dodging Snipers, as a careless Double jump (such as at the peak of the first jump) will leave the Scout falling through the air in a smooth, easily traced path, a prime target for a skilled Sniper.

Triple Jump

With the Force-A-Nature equipped, the Scout can use the recoil from a shot to propel himself even higher into the air while airborne from his second jump for an effective Triple Jump. The third 'jump', produced by the Force-A-Nature shot has a more horizontal carry, and is slightly more difficult to aim and predict than a double-jump. However, the Triple jump allows the Scout to reach all sorts of places even Scattergun equipped Scouts cannot reach by Double jumping alone.

Yet another jump, similar to the Triple jump is the Force Jump. By running into a jump and firing a shot downwards 'against' your jump, you propel yourself upward more significantly than a Double jump, but with your second jump still usable. Doing this kills your horizontal momentum in trade off for the vertical height gain until your make your normal second jump.

Pyro

Like the other classes, the Pyro is able to jump by taking advantage of the knock-back effect of Projectiles. However unlike most other classes, the Pyro's Compression Blast ability allows skilled Pyro much more control over explosive projectiles. The Rocket, being the only projectile that explodes on impact with any surface, is the most controllable projectile a Pyro could have flying towards him, a Pyro is able to airblast this rocket to any position around his body and pull off a perfect Rocket Jump.

Rocket jumps

A rocket jump is any jump assisted by the explosive knock back of the Soldier's own rockets. A player can propel himself 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 40% damage resistance against any rocket he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands.

Basic Rocket Jumping

Simultaneously jump and fire a rocket at your feet. The angle of the shot and your distance from the explosion will determine the velocity and height you reach. Crouch just after you jump and just before you fire, and the explosion will launch you significantly further. The sooner you set off the explosion after you jump, the further and faster you'll fly.

Advanced Rocket Jumping

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

Rocket jumps can be made off a wall or column instead of off the ground. Aim down at the corner where the wall intersects the ground, jump, crouch, and fire. These jumps tend to have a low angle and high velocity, and often they can go further than regular jumps.

Wall jumps can be made while against a wall in the air. Continue to hold crouch while in the air, and fire down just below yourself on the wall. 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. On a jump map, you will often find an area where you must fire down repeatedly at a surface just below you, thus holding yourself in the air. On a regular map, you pogo by firing almost entirely down as you approach the ground, popping you back up in the air and generally gaining even more velocity. This technique is difficult and requires a lot of practice.

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.

All rocket jumps can be augmented with air strafing.

Sticky jumps

Sentry jumps

Pumpkin jumps

Exploit jumps

Patched ones only - we don't want to promote use of exploits.

Related Achievements

Scout

64px Batter Up

Perform 1000 double jumps.

64px Pop Fly

Kill 20 players while double-jumping.


Old page content

Scoutjump.png
Look at you chuckleheads down there!
The Scout

Jumping is used to get to elevated places that you cannot otherwise reach, or to shorten the distance you must walk in certain places. You can jump by pressing default "A" for the Xbox 360 version, "Space" on PC and "Cross" on the PS3.

Snipers with a scoped Sniper Rifle or drawn Huntsman, Heavies with a revved Minigun, players fleeing from the ghost in the event version of Harvest and those with an enemy player sitting on their head are all unable to jump.

There are several variations of the jump:

  • Regular Jump
  • Crouch Jump: By crouching in midair after jumping, a player can pull up their feet to climb up onto ledges unreachable by a normal jump, such as Engineer buildings. Available to all classes.
  • Double jump: Scouts can press the jump button again while falling or after jumping, resulting in a second jump in mid-air.
  • Triple Jump / FAN Jump: Scouts with the Force-A-Nature equipped can, by firing the FAN while in the air, gain can extra height or distance after a regular or double jump.
  • Rocket jump: Soldiers can fire a rocket at their feet while crouching in mid-air, using the knockback from the blast to send them flying. This technique can increase both vertical and horizontal jumping distance, at the cost of health.
  • Sticky jump: Demomen with a sticky launcher equipped can detonate a sticky under their feet while crouching in mid-air, using the knockback from the blast to send them flying. This technique can increase both vertical and horizontal jumping distance, at the cost of health.
  • Grenade jump: Skilled Demomen can crouch in mid-air above a pipe-bomb as it detonates, using the knockback from the blast to send them flying. While much harder to execute than a sticky jump, it doesn't do as much damage to the jumper and can be used by Demomen with the Chargin' Targe.
  • Sentry rocket jump: Engineers can crouch in mid-air above a set of rockets from a Level 3 Sentry Gun as they explode, using the knockback from the blast to send them flying. This is easy to accomplish with the Wrangler.
  • Sentry bullet jump / Bullet boosting: Engineers with the Wrangler can fire bullets at themselves, propelling them in any direction. While significantly more difficult than the rocket jump, bullet boosting allows the Engineer to take less damage and have more control over the distance and height of the jump.
  • Pyro jump: Pyros with the compression blast, while not having any explosives at their own, can execute Soldier rocket jumps and possibly even Demoman grenade jumps by changing the affiliation of an enemy's explosive and redirecting it at their own feet. This is very tricky to pull off, particularly because it requires a specific action from the enemy.

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