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I have a video on my channel where I demo each of the techs and give my opinion on them, if that helps any.
https://www.youtube.com/watch?v=K24cMtN5VOg
I use sprint because I don't like double tap dash, which usually ends up getting me killed from accidental pressing at times. At least sprint you have to be actually moving in order to see it function, so it works like an increased movement speed forward.
Multi-jump because pusle jump doesn't really give much mid-air choice in direction change with ease. I like using it due to cliffs and things. I barely use the grapple, but when I do it is only for minor climbing issues that multi-jump can't be used for; also if that doesn't work, then I use platforms and continue using multi-jump from those.
Spike ball I only use for get in/out of tight spaces, and sometimes climb walls, but not always.
https://steamcommunity.com/sharedfiles/filedetails/?id=730483027
https://steamcommunity.com/sharedfiles/filedetails/?id=790347339
using dash + multiple jumps forward, give you extreme high speed to move forward.
here is how it work: dash, 2-3 times jump forwards, dash in the air, repeat.
Just came by to say that by combining triple-jump & air-dash with two extra tools to occupy your loadout, you can achieve some of the most insane air time and movement capabilities that the game has to offer, that GENUINELY puts the other tech options to COMPLETE SHAME.
if you have a grappling hook, you can launch a grapple onto the ground ahead of you and disengage it shortly after pulling yourself forward, building some INSANE forward momentum which simultaneously outperforms rocket-jump, sprint & sonic sphere without costing any energy. Triple-jump allows you to maintain this air time and momentum for considerably longer than the other jump techs. Even without the use of grappling hook, the mere triple-jump/air-dash combo allows you to stay off the ground for a good amount of time.
It's also now that I want to mention why I think this is more practical than sprint; where sprinting consumes energy, is unreliable on rough terrain, and overrides ALL other actions aside from jumping, grappling hook sidesteps all of that and only requires some sleight of hand and a slot in your inventory, while also being considerably faster.
The other essential item that I use is a generated broadsword with the uppercut ability. By switching items mid-uppercut, you cancel the animation BEFORE it halts your momentum, sending you off with even more upward speed than rocket-jump if you time it right (which is REALLY not difficult to do after a bit of practice). This technique in combination with multi-jump/air-dash allows you to scale mountains and achieve insane heights with ease, as using a jump or dash after uppercut canceling gives you enough buffer time to compound multiple uppercuts before touching the ground. This is also where air-dash becomes invaluable, as it's the only non-jump tech that can save you from fall damage in the case that you run out of jumps.
Not to mention how movement bonuses affect these techniques; get your hands on a mobility or gravity augment, combine with a couple blue/green stimpacks, and you can FLY across entire planets in the span of a few minutes.
Because these techniques make sonic & spike sphere completely obsolete, I use water sphere. It's not an amazing ability on its own but the extra water mobility and lack of speed reduction on land (as opposed to the others) is appreciated :)