Team Fortress 2

Team Fortress 2

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A Guide for Demoman's Jumps
By Chris
Hope you're ready because today I will teach you how to do all demoman's jumps and sometimes when to use them and strategy etc.
   
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Intro
First, I want to say I just made you read this intro and second, well, nothing, I just made you read this too :D
Sticky Jump
A sticky jump is any jump assisted by the explosive knock back of the Demoman's own stickies. Compared to the Soldier's rocket jump, the Demoman pays more health, but jumps much higher and farther. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, the Demoman has 25% damage resistance against any sticky he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they will not propel him farther. Any sticky jumping player will display burning, smoky boots until he lands.

To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius will determine height, velocity, and damage taken to a significant degree. Crouch-jumping will cause the explosion to launch you significantly farther.

Demonstrative video :
Grenade Jump
Much like rockets, stickies, and other explosives, a Demoman's Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but it's far more difficult to time and execute a good grenade jump. These are rarely used in actual play, but they have a niche for Demomen wielding the Chargin' Targe or Splendid Screen, which can give a boost while charging and is similar to ramp sliding. This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. The Ullapool Caber can also be used to grenade jump, performed by crouching and striking the ground or adjacent wall.
There are three rules of thumb for executing a good grenade jump :
  • Fire straight down or against a wall or corner to control grenade positioning. Firing it forward will make it very difficult to track, and it may explode before you've reached it.
  • Crouch-jump over the grenade roughly two seconds after you fire it, absorbing as much of the explosion as possible. Jump too early, too late, or without good timing and the jump will have little power or control.
  • Vertical jumps require you to crouch-jump without any lateral motion. Proper grenade placement will give you the forward momentum to bypass a high barrier.
  • Shooting a grenade at an enemy if he is very close while jumping will allow higher jumps.

    To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulse increasingly faster as it nears detonation. It helps to be facing in the direction you wish to go.

    Demonstrative video :

    Ulapool Caber demonstrative video :

    Grenade Launcher + Chargin' Targe demonstrative video :
Rampsliding
Rampsliding uses the charging ability of either the Chargin' Targe or Splendid Screen to propel the player off inclined surfaces.
  • Approach the incline you wish to slide off of at full running speed. You must not be stationary.
  • Jump and charge at the base of the ramp simultaneously. The steeper the incline, the closer to the ramp's base you must be.
  • Simultaneously attack to cancel the charge and jump to go airborne when at the very top of the ramp.
  • If timed correctly, you will preserve all forward momentum and fly through the air. Use the strafe keys and mouse to maneuver!

    In my opinion you should try it after you learned all the previous jump because this one is a bit harder, it may look easy, but just practice it when you think you are ready and good enough.

    Demonstrative video :
Cannon Jump
  • While burning the fuse with Loose Cannon, fire a cannon ball and jump at the moment as it is about to explode, while standing near and facing a wall, it will send you airborne. This can also be done while running while facing the ground. However, the timing is tricky if you do not jump in time, you will not be able to be pushed upwards into the air, instead you will be moved forward a few meters.
  • While in the air, you can extend the length of your jump using Chargin' Targe or Splendid Screen and kill a player with a melee weapon or land on them.
  • Also, the knockback of the explosion will send you slow enough for you to strafe in the air, which can be used as an advantage.

    Demonstrative video :
Demo/Medic Jump
  • While healing a Demoman with a Quick Fix the Demoman can do any type of jump, and the medic's will be thrown with the demoman.

    Attention !!!!
    This type of jump works ONLY with the Quick Fix.

    Demonstrative video :
Ending
Thanks for reading the guide and I hope I helped you.
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Click here[www.operatorchan.org] to see the canin version of this guide.



I am really sorry if you didn't like that version ... :D
I was just kidding :)
9 Comments
Bread™ Oct 15, 2024 @ 8:11pm 
Good to know they need the quick fix... Now it's time to be a Uber for medics. :)
Aya Shmara Nov 16, 2021 @ 3:45am 
mores video are blocked
Chris  [author] Jun 1, 2013 @ 9:07am 
bada-bing bada-boom :D
So you liked it yeah ?
Untitled Goose May 31, 2013 @ 10:36am 
well i guess this guide was.... a blast! :D
Chris  [author] Apr 5, 2013 @ 12:29am 
no problem, hope you liked it and I hope it helped you :)
devious goon Apr 4, 2013 @ 9:44am 
Thanks for the guide :D
rainau Mar 8, 2013 @ 2:10pm 
np
Chris  [author] Mar 8, 2013 @ 1:58pm 
thx man
rainau Mar 8, 2013 @ 1:56pm 
Best for New Sticky Jumpers!