In this section we will cover a variety of techniques you can employ to make your Cannonknighting more efficient and deadly.
Trimping is a technique where you jump and charge onto an incline to launch yourself into the air. Contrary to popular belief, crouching isn't necessary, although it may be required to pull off the trimp as it moves the Demoman one Hammer unit up and can allow him to charge before he touches the incline.
You can also string trimps together, as shown in the video below.
A little-known technique is cart trimping, which is possible when the Payload cart is on a steep incline.
Trimping does not have to be used exclusively for getting picks! It can also serve as a good low-risk alternative for Cannon jumping.
One of the best features of the Loose Cannon is the ability to cook down your cannonball all the way and have it detonate, launching yourself into the air at a high speed. The Cannon jump is like a Rocket jump in that you have to jump and hold crouch before you fire. The Cannon jump functions like a Force-A-Nature jump because its method of propulsion is knockback. To achieve maximum height, you should aim at an extreme downward degree, but not directly at your feet.
Triple Cannon Jumping
This advanced technique involves firing on the ground, into the air, riding the ground cannonball into the air, performing an air pogo off of the airborne cannonball, and finally doing an overload jump to propel yourself even higher.
As a Cannonknight, you are easily able to keep up with your sticky jumping counterpart. Like all rollouts, the key is to practice!
By looking directly up and charging while underwater, you can get considerable distance while keeping the element of surprise on your side.
Popping is a useful technique that involves shooting someone with the Loose Cannon and knocking them far away, then using the nearby cannonball to jump toward the person that you knocked back to position yourself for a charge.
You can perform this move by cooking your Loose Cannon right after you begin your charge. Backblasting this way will only work with the Claidheamh Mòr, because otherwise you would have to begin cooking your Loose Cannon before your charge. If done correctly, your shield should make impact and then immediately after you should Cannon jump away, dealing a total of about 135 damage.
This form of popping adds an extra level of mobility to Cannonknight, allowing for him to make quick getaways. To do this, you must shoot your Cannon either right before or right after you begin your charge.