Punch Jump: Difference between revisions
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The [[Punch Jump]] ''(also known as Punch Dash)'' is an advanced technique mainly used to cover distances quickly or to execute a triple air jump. | |||
<br>It's taught to the player in the advanced part of the tutorial, where you need to hop over a huge gap using the triple air jump. | <br>It's taught to the player in the advanced part of the [[Tutorial|tutorial]], where you need to hop over a huge gap using the triple air jump. | ||
<br>To execute this, you first need to charge up a punch, | <br> | ||
<br>[[File:Cobaltwikiapunchjump1.jpg]] | |||
<br>To execute this, you first need to charge up a punch, | |||
<br>[[File:Cobaltwikiapunchjump2.jpg]] | |||
<br>then begin rolling, | |||
<br>[[File:Cobaltwikiapunchjump3.jpg]] | |||
<br>and while you're facing the ground during the roll, you release the punch and launch yourself off the ground. | |||
<br> | |||
<br>To do a triple air jump, you need to press the jump button very quickly after the roll is finished, and then you'll be able to do 2 secondary jumps in mid-air. | <br>To do a triple air jump, you need to press the jump button very quickly after the roll is finished, and then you'll be able to do 2 secondary jumps in mid-air. | ||
Latest revision as of 10:58, 7 August 2025
The Punch Jump (also known as Punch Dash) is an advanced technique mainly used to cover distances quickly or to execute a triple air jump.
It's taught to the player in the advanced part of the tutorial, where you need to hop over a huge gap using the triple air jump.
To execute this, you first need to charge up a punch,
then begin rolling,
and while you're facing the ground during the roll, you release the punch and launch yourself off the ground.
To do a triple air jump, you need to press the jump button very quickly after the roll is finished, and then you'll be able to do 2 secondary jumps in mid-air.
Breacher Dashing
Due to the amount of knockback the Slugger Breacher weapon gives on fire, you can use this to your advantage to gain high speed quickly by firing at the point where you'd usually release the charged punch.
You can keep up your speed by rolling.