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Movement

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Standard Movement

Standard movement consists of directional inputs (W,A,S,D), Jump (Space), Crouch (Control while no directional input held)

And additionally leaning under Q and E

Aux power

Maneuvers, throwing and backup weapon usage consumes AUX power1)2)

The lower the AUX power the weaker the maneuver, between 50-0 aux the max maneuver speed scales from the shell's cap to 8m/s3)

While in a maneuver state Core generation4) from damage is quadrupled and Combat Rating5) bonus gets applied

Performing a maneuver while airborne requires and consumes an aerial charge 6)

Maneuvers dont decelerate for the first 0.5s

Maneuver types:

List of all maneuvers sorted by the default activation key:

Shift

Name Prerequisite Type Tap/Hold Can be Airborne? Can Knockdown? AUX Cost Maneuver state duration
Air Dash While airborne as Dragon and Drifter Pack inactive - Tap ✓ ✓ 7) 25
Dive Hold for prone/slide Dive/Slide Tap/Hold 20
Somersault While airborne with Acrobatics Roll Tap 25 1s
Strafe While a heavy weapon equipped/scanning/nano-wiring an object - Tap X 20
Wall Flip While climbing Roll Tap X 25
Wall Dive While climbing Dive Hold X 20

Control

Name Prerequisite Type Tap/Hold Can be Airborne? Can Knockdown? AUX Cost Maneuver state duration
Dodge While sideways input held - Tap 8) 25
Groundslam While airborne as Dragon and over 5m above ground - Tap ✓✓9) 20
Slide While moving Slide Hold X 10) 20

Space

Name Prerequisite Type Tap/Hold Can be Airborne? Can Knockdown? AUX Cost Maneuver state duration
Air Jump - - Tap X 25
Wall Jump While climbing - Tap X X 20

Other

Name Condition Type Tap/Hold Can be Airborne? Can Knockdown? AUX Cost Maneuver state duration
Quick-melee Dash Quickmelee - Tap X 25
Roll While slide-diving for less than 0.5s and moving over 4m/s, or when landing while facing the current velocity and moving at over 10m/s Roll - X 10 1s
Shoulder Bash Dodge into an enemy, deals 25% increased damage - Tap 11) 25
Temporal Suspension Rmb while airborne with Temporal_Suspension - Hold ✓✓12) X 0 1s

Climbing

If you touch a wall while facing it or press an input in it's direction while airborne, you attach to a wall, while on a wall you can move in all directions using the directional keys while consuming 15 aux per second

Wallrun (Horizontal climb) max speed is tied to your aux, with max aux being your ground speed

In the bottom center of your hud you can see the Surface Vector Assist bar, its percentage depends on how far away from the wall you are looking, if its empty, the assist gets disabled and you fall

Relocations

Sources

Effects

2s disable13) within 4m of the exit point

Deal telefrag damage14) (will kill unless shifter) to targets within 1m of exit point

Body Impacts

Deal 25 - 50 damage based on velocity (4 - 12m/s) while maneuvering

Knockdowns

Knockdowns require you to perform the maneuver for over 0.25s and still moving at over 5m/s, exception being rhino shoulder bash

Hover Boost15) is the only other movement ability that can knockdown (when above 10m/s)

Airborne body impacts have 25% increased knockdown power

1) , 6)
See: Damage
2)
See: HUD
3)
See: Damage) Aux power regeneration is reduced by 50% while in a maneuver state ===== Maneuvers ===== Being in a maneuver state is indicated by a » symbol near the aux bar((See: HUD
4)
See: Core
7)
Can Knockdown Rhino
8) , 10) , 11)
Only if Rhino
9) , 12)
Doesn't require an aerial charge
14)
See: Damage
15)
See: Dragon