Difference between revisions of "Jumping"

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==Sentry jumps==
 
==Sentry jumps==
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[[File:Sentryjump.png|thumb|A [[RED]] [[Engineer]] sentry-jumping on [[Gravel Pit]].]]
  
 
==Pumpkin jumps==
 
==Pumpkin jumps==

Revision as of 22:25, 15 October 2010


Jumping, like with other games, is a core ability of players in Team Fortress 2. Jumping is used to reach elevated positions, shorten walking distance or used tactically for many other reasons. You can jump by pressing default "A" for the Xbox 360 version, "Space" on PC and "Cross" on the PS3.

There are certain states a player can be in that prevents them from jumping, you cannot jump while:

Class-specific jumps

Scout

Double Jump

Triple Jump

Pyro

Reflecting projectiles

Rocket jumps

Sticky jumps

Sentry jumps

Pumpkin jumps

Exploit jumps

Patched ones only - we don't want to promote use of exploits.


Old page content

Scoutjump.png
Look at you chuckleheads down there!
The Scout

Jumping is used to get to elevated places that you cannot otherwise reach, or to shorten the distance you must walk in certain places. You can jump by pressing default "A" for the Xbox 360 version, "Space" on PC and "Cross" on the PS3.

Snipers with a scoped Sniper Rifle or drawn Huntsman, Heavies with a revved Minigun, players fleeing from the ghost in the event version of Harvest and those with an enemy player sitting on their head are all unable to jump.

There are several variations of the jump:

  • Regular Jump
  • Crouch Jump: By crouching in midair after jumping, a player can pull up their feet to climb up onto ledges unreachable by a normal jump, such as Engineer buildings. Available to all classes.
  • Double jump: Scouts can press the jump button again while falling or after jumping, resulting in a second jump in mid-air.
  • Triple Jump / FAN Jump: Scouts with the Force-A-Nature equipped can, by firing the FAN while in the air, gain can extra height or distance after a regular or double jump.
  • Rocket jump: Soldiers can fire a rocket at their feet while crouching in mid-air, using the knockback from the blast to send them flying. This technique can increase both vertical and horizontal jumping distance, at the cost of health.
  • Sticky jump: Demomen with a sticky launcher equipped can detonate a sticky under their feet while crouching in mid-air, using the knockback from the blast to send them flying. This technique can increase both vertical and horizontal jumping distance, at the cost of health.
  • Grenade jump: Skilled Demomen can crouch in mid-air above a pipe-bomb as it detonates, using the knockback from the blast to send them flying. While much harder to execute than a sticky jump, it doesn't do as much damage to the jumper and can be used by Demomen with the Chargin' Targe.
  • Sentry rocket jump: Engineers can crouch in mid-air above a set of rockets from a Level 3 Sentry Gun as they explode, using the knockback from the blast to send them flying. This is easy to accomplish with the Wrangler.
  • Sentry bullet jump / Bullet boosting: Engineers with the Wrangler can fire bullets at themselves, propelling them in any direction. While significantly more difficult than the rocket jump, bullet boosting allows the Engineer to take less damage and have more control over the distance and height of the jump.
  • Pyro jump: Pyros with the compression blast, while not having any explosives at their own, can execute Soldier rocket jumps and possibly even Demoman grenade jumps by changing the affiliation of an enemy's explosive and redirecting it at their own feet. This is very tricky to pull off, particularly because it requires a specific action from the enemy.

External links