Movement Tech: Wall Jumps & Slides
Wall jumps with a charge window, ledge grabs that pull you up, and crouch slides with a real entry boost.
What Actually Landed
Three movement verbs came online together, and they interlock.
Wall jump. Contact a wall in the air to push off it. It charges over 0.2s, so a late contact is worth more than an early one, then locks out for 1s. The boost is 1.5x.
Ledge grab. Catch a lip you cannot quite reach, hang, then pull yourself up. The hang times out after 2s, so a missed grab is a real commitment, not a free climb.
Crouch slide. Sliding gives a 1.4x entry boost and a 1.5s cooldown. It can be cancelled into a jump for 1.3x more — which is the actual "cancel" tech in this build, and the thing this post used to get wrong.
Why They Stack
Sliding into a wall converts your horizontal speed into the wall jump's directional push, so the route is slide → contact → kick. Miss the contact and you keep the slide, which is a recovery, not a failure.
Rocket Jumps Still Work
Self-knockback is halved when it moves you, and self-damage is excluded from your score, so a rocket jump stays a legitimate option rather than a punish.
A Correction
This post previously described a "dash cancel" — a dash you interrupt with a wall jump. No such dash exists in the engine. The only dash is the Blade's 48-unit melee lunge, and what we called a dash cancel was the crouch slide's jump cancel all along. The numbers above are from the movement simulation.