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    Deep dive
    GameplayJanuary 15, 2026

    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.