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== Speed == | == Speed == | ||
− | Speed is measured using hammer units/sec. The standard is 300 hu/sec or 100%. This is the speed of the Pyro, Sniper, and | + | Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you don't lose any speed. Crouched movement becomes 33% |
=== Scout === | === Scout === | ||
{| class="wikitable" cellpadding=2 style="width: 100%; text-align: left;" | {| class="wikitable" cellpadding=2 style="width: 100%; text-align: left;" | ||
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− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Condition |
− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Normal |
− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Crouched |
− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Backwards |
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* '''''Default''''' | * '''''Default''''' | ||
− | * Uncharged | + | * Uncharged Baby Face's Blaster: |
* Charged Baby Face's Blaster: | * Charged Baby Face's Blaster: | ||
+ | * With Crit-A-Cola effect: | ||
+ | * Uncharged Baby's Face's Blaster with Crit-A-Cola: | ||
+ | * Charged Baby's Face's Blaster with Crit-A-Cola: | ||
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*'''133%''' | *'''133%''' | ||
− | *''' | + | *'''87%''' |
+ | *'''172%''' | ||
+ | *'''167%''' | ||
+ | *'''108%''' | ||
*'''173%''' | *'''173%''' | ||
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*'''44%''' | *'''44%''' | ||
− | *''' | + | *'''29%''' |
+ | *'''57%''' | ||
+ | *'''56%''' | ||
+ | *'''36%''' | ||
*'''58%''' | *'''58%''' | ||
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*'''120%''' | *'''120%''' | ||
− | *''' | + | *'''78%''' |
+ | *'''155%''' | ||
+ | *'''150%''' | ||
+ | *'''98%''' | ||
*'''156%''' | *'''156%''' | ||
|} | |} | ||
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{| class="wikitable" cellpadding=2 style="width: 100%; text-align: left;" | {| class="wikitable" cellpadding=2 style="width: 100%; text-align: left;" | ||
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− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Condition |
− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Normal |
− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Crouched |
− | ! style="background-color: # | + | ! style="background-color: #FFA500; color: #FFFFFF" | Backwards |
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* '''''Default''''' | * '''''Default''''' | ||
− | * | + | * Escape Plan, 121-160 Health: |
* Escape Plan, 81-120 Health: | * Escape Plan, 81-120 Health: | ||
* Escape Plan, 41-80 Health: | * Escape Plan, 41-80 Health: | ||
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=== Pyro === | === Pyro === | ||
− | + | Default: 100% | |
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− | + | With Gas Jockey's Gear set: '''110%''' | |
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=== Demoman === | === Demoman === | ||
− | + | Default: '''93%''' | |
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− | + | With Head-Taking Sword equipped and 1 head: '''101%''' | |
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− | + | With Head-Taking Sword equipped and 2 heads: '''108%''' | |
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− | + | With Head-Taking Sword equipped and 3 heads: '''116%''' | |
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− | + | With Head-Taking Sword equipped and 4+ heads: '''123% ''' | |
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− | + | With Scotsman's Skullcutter equiped: '''73%''' | |
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− | + | Charging with Chargin' Targe or Splendid Screen: '''250%''' | |
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=== Heavy === | === Heavy === | ||
− | + | Default: '''77%''' | |
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− | + | While Minigun is spun up: '''37%''' | |
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− | + | While Brass Beast is spun up: '''15%''' | |
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− | + | Wielding Gloves of Running Urgently: '''100%''' | |
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=== Engineer === | === Engineer === | ||
− | + | Default: '''100%''' | |
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− | + | While hauling a [[building]]: '''75%''' | |
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=== Medic === | === Medic === | ||
− | + | Default: '''107%''' | |
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− | + | Wielding [[Overdose]] at 100% charge: '''117%''' | |
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− | + | Healing a [[Scout]] with Quick-Fix: '''133%''' | |
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=== Sniper === | === Sniper === | ||
− | + | Default: '''100%''' | |
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− | + | With a Rifle zoomed in: '''27%''' | |
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− | + | With Huntsman drawn: '''53%''' | |
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=== Spy === | === Spy === | ||
− | + | Default: '''100%''' | |
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− | + | Disguised as [[Heavy]]: '''77%''' | |
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− | + | Disguised as [[Soldier]]: '''80%''' | |
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− | + | Disguised as [[Demoman]]: '''93%''' | |
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− | + | All other disguises: '''100%''' | |
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== Other Movement Techniques == | == Other Movement Techniques == | ||
=== Crouch Jumping === | === Crouch Jumping === | ||
− | Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up and can allow access to things otherwise inaccessible by basic jumping. | + | Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping. |
=== Double Jump === | === Double Jump === | ||
− | When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for | + | When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for manoeuvring around maps or dodging and confusing enemies. |
=== Boston Basher Jump === | === Boston Basher Jump === | ||
− | A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands| | + | A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|badlands]]. |
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=== Rocket Jump === | === Rocket Jump === | ||
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Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping. | Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping. | ||
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=== Sticky Jump === | === Sticky Jump === | ||
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=== Sentry Jump === | === Sentry Jump === | ||
− | There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump. By quickly switching to a different weapon and | + | There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump. By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]]. |
− | + | [http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry jumping] | |
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=== Explosive Surfing === | === Explosive Surfing === | ||
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team. | Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team. | ||
− | + | One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s | |
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