

This acts as a trade-off horizontal momentum is lost in order to provide greater vertical displacement. By jumping forwards and firing the Force-A-Nature downwards, the Scout will propel himself higher than a double jump, but will still have the second jump available in reserve. The third "jump" produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double jump. With the Force-A-Nature equipped, the Scout can use the recoil from a shot while in mid-air to propel himself even higher for an effective triple jump. Scouts with this ability are distinct from other Scouts, as a second or third jump will emit a purple cloud beneath their feet. With this ability, the Scout can jump across larger gaps that would otherwise be inaccessible through double jumping. This can be used to negate fall damage by performing the second jump just before hitting the ground.Įquipping the Atomizer allows the Scout to perform a triple jump while fully deployed. It is possible to execute the second jump at any time while in midair. A careless double jump, however, has an easily predictable trajectory, allowing competent players to make a kill. This can be useful for avoiding enemy fire and ambushing incoming enemies. The extra height and distance this ability grants can be used to access areas which other classes cannot. This can be augmented with the Force-A-Nature, Boston Basher, Winger, or Atomizer, thus creating a wide variety of jumping variations.īy pressing the jump key a second time while in midair, the Scout can perform a second jump in any direction. The Scout is the only class with the innate ability to double jump. Using the Force-A-Nature to augment jumps. A similar effect can be achieved by using an enemy's explosive knockback to escape, similar to a blast jump. While retreating under fire, it may prove useful to keep jumping and gain some extra knockback from enemies shooting at you (if timed correctly). However, when in the air, the knockback is significantly more noticeable. Attempting to move forward with the movement keys (such as holding W) during the maneuver will prevent the player from strafing, while attempting to move backward will also result in a decrease of speed.Īll weapons deal a small bit of knockback, this is practically none while on the ground. While airborne, it can be performed by simultaneously strafing and turning smoothly in the same direction. By design, any jump involving an explosive will go farther with a crouch-jump than a regular jump.Īir strafing allows players to curve in mid-air to change their trajectory.


By default, a player may only crouch and uncrouch twice while in the air to prevent several exploits.Ĭrouch-jumping is also used to boost the effect of explosive knock back. This allows them to reach higher surfaces or shrink their hitboxes to dodge enemy fire. This will cause the classes to bring their legs up in world view and move an additional Hammer unit up, as well as reduce their height by 27 Hammer units from the bottom of their hitbox. Includes Festive, Botkiller and Australium variants.Īt any point during a jump, the player may crouch by pressing the pre-assigned button.
