Jumping Skills

From Fortress Forever Wiki
Revision as of 05:01, 29 January 2008 by Mirvinmonkey-3 (talk | contribs)
Jump to navigationJump to search


Many classes have unique abilities that allow them to propel themselves around the map and gain access to high-up places. All classes (except the Scout and Civilian) also possess the ability to use their frag grenades for jumping at the cost of health. Here is a listing of all movement skills by class.

Concussion jumps

Concussion jumps are the #1 way to cover large distances across the battlefield.

Dropped

The basic premise is easy: drop a concussion grenade on the ground and then jump over it when it explodes. The resulting explosion propels you high into the sky. As with anything, practice is needed to get the timing and such down. Your direction of travel is based on the direction you are located relative to the grenade. Jumping directly over the grenade will send you up, jumping to one side will fling you horizontally. The concussion blast will also push you further the further away you are from the grenade itself, so for very long jumps you'll need to be right on the outskirts of the blast.

Hand held

As an alternative, you don't actually have to drop the concussion grenade in order to do a concussion jump. Just let the timer run its course and jump when it detonates. The timing of this is more difficult than a regular "dropped" jump, but it is more powerful and flexible. You will be boosted in the current direction that you are travelling, so you will need to time your jump in order to be sent in the direction you want.

Video Tutorial on Youtube (Low quality) or Stage6 (High quality)

More concussion jumping tips

Rocket jumps

To rocket jump, run, look straight down, then fire and jump at the same time. That's all there is to it. It takes some time to learn the timing between the jump and firing the RPG, but with a little practice, anyone can do it.

Some variations on this jump:

  • Jumping and firing the rocket at an angle while running backwards, to escape from pursuers.
  • Varying the timing of the jump and rocket to reduce the amount of damage done, when jumping shorter heights.

More rocket jumping tips

Pipe jumps

Explosive grenade jumps

Includes: Normal grenades, MIRV grenades, EMP grenades

Any explosion is going to assert a force on nearby objects. You can use this to your advantage by blowing yourself across the battlefield. Of course, you will lose a lot of health doing this, so you had better hope there is a health pack on the other side.

Basic dropped jump

This is pretty similar to the concussion grenade jump, only less powerful and it will hurt you. This time however you will need to be closer to the grenade to travel further, as the explosive force reduces over distance.

Hand held

Once again this is very similar to the hand held concussion jump, only more tricky and painful.

EMP jumps

Note that the explosive power of the Engineer's EMP grenade is relative to the amount of ammo in the nearby vicinity (including ammo that you are carrying). To get enough distance you will need to restock with lots of ammo in order to give yourself a good explosive boost.


Jumping Skills By Class

Scout:
Concjumping
Sniper:
Grenade Jump
Sniper Boost (used on another player, on a server with Friendly Fire off)
Soldier:
Rocket Jump
Grenade Jump
Demoman:
Pipe Jump
Grenade Jump
Detpack Jump (which, if you try it with your own detpack, is called 'suicide')
Medic:
Concjumping
Grenade Jump
HW Guy:
Grenade Jump (although they don't work that well since he's so heavy!)
Pyro:
Pyro Jump
Grenade Jump
Spy:
Grenade Jump
Engineer:
Railgun Jump
Grenade Jump
EMP Jump
Civilian:
None