Starbound

Starbound

View Stats:
Best jump and dash techs?
Multi vs rocket and air vs blink vs sprint.
Sphere is spike ball
Last edited by Some Random Dead Guy; Sep 28, 2016 @ 12:55am
< >
Showing 1-9 of 9 comments
Seraphita Sep 28, 2016 @ 12:59am 
I always used Triple Jump and always will. And sphere for me is water sphere. I never cared for spike ever. It's slow as crap and only allows wall climbing? I can do that with jump/hookshot. For dash, I always used sprint and always will as well because I can run fast. I don't use other ones.
Buffmania Sep 28, 2016 @ 1:57am 
spike (so I don't have to akwardly hook up vertical shafts and wait for tool switch cooldowns), sprint and pulse. Yes, pulse. It goes high enough to dodge effectively without having to mash keys and doesn't get all borked up when you jump next to a wall.
Tecorsuh Sep 28, 2016 @ 6:51am 
I have been running with multi-jump, sprint, and spike ball.

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
tamorr Sep 28, 2016 @ 7:04am 
I prefer multi-jump, sprint, and spike ball/water ball. I use the water ball only when I want to skim the surface of a water planet without having to hold another button down to cross the oceans...

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.
Dan Feb 22, 2019 @ 4:20pm 
Call me a necromancer all you want, I'm leaving a comment no matter how old this thread it. Rocket Jump boi. That's all.
mP3+Z Feb 28, 2019 @ 6:41am 
these two mods
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.
Last edited by mP3+Z; Feb 28, 2019 @ 6:43am
jabberwok Feb 28, 2019 @ 7:46am 
Warframe Parkour....
Mase Dec 27, 2024 @ 5:05pm 
Someone still playing Starbound in the year 2024??? What!!!

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 :)
Noodlesocks Dec 30, 2024 @ 1:02pm 
Sprint and double jump for me with a pocket rising slash weapon if I need a third jump. For ball I go water for liquid planets.
< >
Showing 1-9 of 9 comments
Per page: 1530 50