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''' | '''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 | 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.