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Quake Champions Q:C
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Quake Champions Q:C
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emilie Apr 10, 2021 @ 10:47pm
VengeuR: How to 'Wall Clip' in QC (April 10, 2021)
'Wall Clip' definition (Quake Wiki):
In Quake, 'Wall Clip' (or 'Wall Slip'), is a collision bug that can be exploited to redirect current momentum to be parallel to the ground; granting more axis direction speed while not affecting vertical momentum.
The player must tap jump in mid-air just before colliding with a corner ever so slightly while dashing away, brushing against wall and sliding away from it.
While there's no correct exact angle of approach it's preferred to aim for 30-45 degrees.

The Wall Clip's usage is pretty similar to the Teleport Jump, while it is also similar to the High Wall Jump because of model collision.
The 'Wall Clip' is present in Quake 3 Arena, Quake Live and Quake Champions.
The effect can be improved by gaining more speed by any meaning of Strafe Jumping. When it is performed correctly, the player will pounce away from corners with correct angle, timing and speed.
https://quake.fandom.com/wiki/Wall_Clip

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How To 'Wall Clip' (in Quake Champions)
Published by myztrovengeur
April 10, 2021

Welcome to this short video.
Today, I will explain to you: what is a 'Wall Clip' and how to get an effective use of it during a Quake Champions match.

https://www.youtube.com/watch?v=dP_mo2KNpZo
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Youtube commenter, Pedro Barbani (April 10, 2021):
Rapha talked about this a time ago, called it 'shoulder clipping', and it's a strong mechanic to take advantage of, indeed.
He demonstrates the clipping at the lower level of mega area in Blood Covenant, the area with the columns.
He could strafe not losing any momentum just by clipping the columns "with the shoulder of the champion".
Same concept VengeuR is explaining here, I guess.

Youtube commenter, Максим Просов (April 10, 2021)
Thanks for the video, the analysis of non-trivial game mechanics always helps community to improve the skill level, which is one of the strengths of Quake compared to other shooters and their trend of simplifying games just for sake of the number of active players.

Youtube commenter, PR (April 10, 2021):
I like to think of this mechanic as a 'proper feature' instead of a 'bug'.
It's basically as if the player's limbs are trying to avoid the obstacles.
Something similar happens in real life to make the body movement smoother, for instance in free running/ parkour.
Last edited by emilie; Apr 10, 2021 @ 10:48pm