Wall Jumping: Difference between revisions

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Mechanics pages: numbers verified against decompiled game code; prose informed by downwell.fandom.com (CC BY-SA)
 
Corrections: dry factual tone, code-verified facts, removed cut content and First-appearance rows
 
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'''Wall jumping''' is ''Downwell''{{'}}s least-explained trick: press jump while right next to a wall and moving away from it, and you get a second jump with much greater height than usual.
'''Wall jumping''': pressing jump while next to a wall and moving away from it gives a second jump with much greater height than usual.


== How it works ==
== How it works ==
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Anything that switches you to the ordinary jump sprite forfeits the wall jump: shooting, walking off a ledge, jumping without holding a direction, or having just wall jumped.
Anything that switches you to the ordinary jump sprite forfeits the wall jump: shooting, walking off a ledge, jumping without holding a direction, or having just wall jumped.


Wall jumps preserve your [[Combos|combo]], making them a handy way to regain height mid-chain.
Wall jumps preserve the current [[Combos|combo]].


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 02:27, 5 July 2026

Wall jumping: pressing jump while next to a wall and moving away from it gives a second jump with much greater height than usual.

How it works[edit]

Whether a wall jump is available depends on Welltaro's current sprite. If he is tumbling toward the wall — the rolling animation you get from jumping off the ground, an enemy or a doodad while holding a direction — the kick is available. It can be used once per airborne stretch, and only with full charge; taking a hit in mid-air grants another one.

Anything that switches you to the ordinary jump sprite forfeits the wall jump: shooting, walking off a ledge, jumping without holding a direction, or having just wall jumped.

Wall jumps preserve the current combo.