While most information here may be factually correct, it should always be taken with a bit of salt and trying out for yourself. This is from the point of view of top players, and may not fully apply to someone completely new to the game, experiencing it for the first time.
De même, more experienced players should form their own opinions and conclusions from the game, as this is roughly done by two bozos at random times of the day, at random interactions throughout the day, and haphazardly where they argued over cats.
Up tech – helping you gain height, or taking advantage of height
Sauts: majority of games have this feature
- Saut
- Tu sais, to go up.
- Longer presses of the jump input results in higher jumps. This is the same for anytime you’re-saut, que ce soit’s off a wall or the ground.
- D'autre part, a short press will be a small hop.
- Jumps have an additive quality to the momentum, meaning jumping off more than one wall will greatly add to the final accumulated height.
- Ramp abuse
- Any ramp or tilted surface can be used to gain extra height. Running upwards and jumping will result in a considerably higher jump, que ce soit’s a staircase, incline or a pressure plate’s difference in ground height.
- Double saut
- This one has a special animation. Your clone’s arms will pull you up the ledge. If that animation plays and you go straight up with no horizontal movement. You did the double jump right. You can now add horizontal movement but a flawless one has no movement. The double jump is more a jump off a wall but if timed correctly at the right place it’s a massive boost.
- Late jump
- Late jump is a jump off of thin air, commonly known as Coyote Time within general game tech. You need to have just been touching some sort of ground to do this. Think of it like when scooby doo hasn’t realised he’s not on solid ground but over a cliff and jumps before he realises.
- Hyper jumping
- Rapidly pressing jump, mainly used in corners to preserve and even gain speed. Requires high speed to work properly; namely sticking to the wall you’re jumping away from.
Bounces: preserving height after a greater fall
- Vertical bounce
- Press jump when falling from a greater height.
- Used to preserve height, or to convert height into distance. A bounce without any directional input will stop momentum and send the character straight up.
- Horizontal bounce
- Press jump along with a movement input while falling.
- Used to cover longer distances. Pressing a direction (like forward) while performing a bounce will convert a bit of the height into speed towards that direction.
- Late bounce
- Let the character land for a few cadres(should still count as a bounce) before pressing jump.
- A bounce that is activated slightly after landing. This mechanic is a hard coded part of dark gamers patch for consistency. Doable without the patch but it’s mostly random.
- Speed bounce
- A directional late bounce, named after its characteristic look.
- The bounce converts almost all height into horizontal speed, making it very low and very fast.
- While not proven, you can also increase your chance for a natural late bounce by animation cancelling a trick or flip just before landing.
- Corner bounce
- A bounce off a slanted object. It gives massive horizontal speed.
- Also a regular 90 degree wall corner gives massive speed or height and is less controllable. Resulting angle may vary depending on your own approaching angle.
- Down bounce
- A bounce on the very edge of a ledge. It is a bounce that sends you down instead of up.
- Double late bounce
- A very niche, rare and extremely useless combination of a late bounce added on top of a (en retard) down bounce. Much more effective with natural bounces compared to Dark Gamer’s hardcoded bounces.
Trick tech – il’s cool
Combinaisons: enfiler’t break them
- Astuces
- Pressing the trick button, grants a decent amount of score.
- Fast animation, very spammable.
- Can only be done in the air.
- Flips
- Flips provide the most score at the cost of a longer animation.
- Très lent, extremely likely to break combo.
- Can be started from the ground by holding the trick button and pressing jump, as well as be performed mid-air by pressing a movement direction (for example forward, backwards etc) at the same time the trick button is pressed.
- Score
- Accumulated score will be converted into energy as well as hoverheat once landed.
- Points gained from using the same trick over and over will be diminished, encouraging diversity in the tricks used.
- Combinaisons
- Performing two or more tricks starts a combo.
- Combos will double the final score when the timer runs out.
- Animation cancel
- Animation cancelling is when you do a trick and land at the same time. You will still get the points for doing the trick. The animation will just not play.
- 100 astuce
- Animation cancelling an airflip with a ground flip gives you an instant 100 trick score (25 + 25)*2combo
- Zaps
- When you get a 100 or more score you will get to Zap. This helps your teammates and also hurts your opponents. The way it does this is by either taking energy away or giving energy to them. The way you know how much is by the score 100+ 50%ish energy 200+ 100%ish energy. The numbers are not exact but very close.
Sliding/grinding: pretty cool and slippery
- The slide
- Holding the trick button with speed will initiate one of the two:
- Sliding is performed on the ground or wall.
- Sliding gives more options for control of movement.
- Just sliding will gradually reduce speed, whilst turning, with enough slide%, may increase speed.
- With hitting the soft cap for slide speed, this will become the preferred method of travel.
- The grind
- Grinding is done on rails, cables and various other thin objects scattered around the map.
- Holding forward will accelerate to max speed, whereas holding backward will decelerate to minimum speed.
- Grinding will be on a set path, but with a greater control over the character’s speed will be achieved.
- The character will snap to a grindable object as long as the trick button is held and hitting minimum slide/grind speed (6-10 vitesse) sur le chemin’s general direction.
- The snapping can be used to completely change movement direction.
- While not as strongly reinforced like previous patches, looking at the direction the character is grinding towards will help in preventing flying off in high speed grind turns.
- Slow slide/grind
- Maintaining a slide or grind at low speeds.
- Sliding/wall sliding/grinding
- Sliding on the ground gives you some hoverheat.
- Sliding on the wall gives you more hoverheat than ground sliding.
- Grinding gives you the same hoverheat as sliding but faster acceleration than running.
Movement tech – croyez-le ou non, moving is important
Surfing: quoi’s friction anyway
- Surfing
- Surfing is sliding left and right and gaining speed forward. Un minimum de 38% slide stat will do this, soft cap being 40%.
- The hack chip may increase slide acceleration beyond the 40% slide speed, but not something widely tested.
- Super surfing
- Surfing after you break your max slide speed limit. After that you can surf gaining infinite speed.
- Character direction
- Your character will look in the direction they’re generally heading. In terms of surfing, il’s common to hit a bump and be sent flying. This usually results in being sent completely off track, losing a lot of speed in the end.
- Holding scan will keep the character looking in the direction you’re scanning towards, to ensure pinging off into the wrong direction doesn’ça n'arrive pas.
- Only applies to 3rd person, and not 1st person.
En cours d'exécution: the thing you do less the more hours you have
- Low speed movement
- Acceleration and speed in Hover are very finicky stats. While speed is the maximum amount of speed while running, acceleration is how fast the character will go from 0-100% vitesse.
- En bref, this means a character with a max speed of 30 will reach 30 speed slower than a character with a max speed of 40, even if they have the exact same acceleration stat.
- This means having a high speed stat will benefit lower speed situations like sharp cornering just like high acceleration will.
- Wall running
- Slower descent than just falling, but not preventing descent like sliding. De plus, the character will become somewhat stuck to the wall, and it is difficult to exit the wall run without jumping away from the wall.
- Can also be utilised to run upwards without sacrificing height.
Rembobiner: does more than one would expect
- Rewinds
- The selling point of the gameplay. Very useful and can be combined with all previous as well as future tech.
- Momentum is kind of kept – an approximate in the direction in the x, y and z plane. Can give a speed boost when over a certain amount of speed.
- Tapping rewind while maintaining momentum above a certain speed will result in a higher run speed. Often used to break beyond the slide speed limit to start super surfing.
Gameball tech – unlike racing tech, this could be fully researched
Lancement: hope the dominant arm is working well
- Lancer
- Holding Scan will let you aim with a gameball in hand. Releasing Scan will let you throw the ball in that same arc.
- Boulet de canon
- Throwing a ball, mais tu as 95% or more ball handling, making a very straight shot with minimum drop. This is essentially maxing out the velocity of the character’s throw, meaning it will also fly extremely fast, and not only extremely straight.
- Ball speed
- The final speed of the gameball is decided by ball handling as well as your own speed. Par exemple, a cannonball will add your speed on top of its own ridiculous speed, becoming a railgun. De même, if a Greendy throws a ball in the opposite direction of where she was heading, it will be at a standstill, hovering where she let go of it.
Travail d'équipe: makes the dream work
- Ballguard
- An invincible shield that will allow you to hold onto the ball while you get bumped. You will still lose energy in this state. It will not reactivate on the last player that has touched the ball, and will work on not only enemies, but teammates as well.
- Passage
- Passing will give your teammate a ballguard. You can use this to trade invulnerability frames between each other, allowing you to move the ball up the court. It also allows you to do a slam dunk into the goal without giving up possession of the gameball.
- Self passing
- Self passing is throwing the ball to somewhere you’re going to be. It also allows you to juke your opponent and allow for some sick looking plays.
- Dribble
- An advanced form of self pass where the ball is bounced off the ceiling, wall or the ground.
Ball drop: getting it as it’s falling from the ceiling
- Totempoling
- The plebstomper. You do a vertical bounce under the ball drop, and rewind just before hitting the ceiling to catch the ball as soon as it drops, to easily throw it into the enemy net, before rewinding back under the net. The average player has trouble countering this, as the majority of the content isn’t mid-air.
- Standard ball drop
- The most commonly used drop is a double jump off the side of the arena and air strafing to where the ball drops. Difficult to time, but will secure the ball drop and provide ample momentum to dodge interceptors.
- Fence jump
- The middle of the arena has two fences. Performing a double jump off of these will give ample height, almost comparable to a standard ball drop, but lower in height.
Bumping: here we go again.
- Bump
- Running into an opponent will cause a bump, taking into consideration your character’s bump force, the other character’s bump resistance, and finally the speed difference between each other. Usually resulting in the one being bumped to be pushed away, and for the bumper to come to a stand still.
- Bumps are also affected by ping somewhat. Some things can register as a critical hit, while others will not register any contact at all. It may result in a futile attempt of a bump, or an extremely effective bump from barely any contact.
- Jump bump
- Jumping while bumping an opponent will more often than not increase the distance that the opponent is flung. Friction on ground usually stops the people involved, whereas air acceleration is not as strong as ground acceleration.
- You can also bump them straight up when they are falling from a shot or were just up in the air. This can take quite a while to fall from so it’s good to launch them straight up.
- Bounce bump
- Using a bounce to bump into an opponent, resulting in a greater distance flung, than regular running and/or jumping in most cases. Requires a readable setup compared to other options.
- Arena bump
- Bumping your opponent out of the arena. It can happen the most on the blue side(?) because of the big hole.
Game sense – knowing how to play takes its own time
General settings: because this small detail may help a long way
- Camera settings
- Your camera settings should be at max distance. And highest Fov.
- Graphical settings
- En bref, the lower the graphical settings, the higher the fps. En général, higher fps is wanted, and a lower ping is desired. Il n'y a’t a huge difference visually, but the amount of frames saved definitely makes a difference.
Création de personnage: là’s more to it than individual bonuses
- Team color
- Score in the opposite color. Your color is to be protected. The GPS arrow in the middle bottom of the screen should point what to pursue, if lost or disoriented.
- Personnages
- Anon, the standard character. No ups or downs. Hella basic, one might add – a touch ordinary, peut-être, even plain.
- Breaker anon, a more gameball oriented anon. Very supportively built, meant to knock opponents out of the way for a lead attacker with the high bump force and low resistance. Also has a good ball handling stat along with this.
- Greendy, a very quick and agile character. With insane stat boosts to jump and acceleration, she is by far the most suited to general race missions. With a tradeoff to gameball stats like bump force/resistance and ball handling being reduced, it makes her less ideal of a choice for most other missions.
- Watabax (and shirtless variant), a character which in hindsight looks weak, is a buffed anon when in hoverheat. Getting an insane boost in all stats puts him just barely below every specialist in their respective area, meaning he can keep up in races with Greendy and her jumps, throw almost as far as Liff can, bounce just as well as Krow with the added bonus of trick time to more easily build zaps. Grind speed is one of the few visible traits that isn’t boosted by Hoverheat, making him lack in this area.
- Liff is the optimal gameball character. With a slight debuff to slide and grind, he has a huge boost to ball handling as well as energy, along with increased air acceleration to maneuver perfectly with a gameball in hand mid-air, and easily maintain hoverheat. With the ability to effortlessly keep hoverheat, it makes him a great choice even outside gameball for comfy movement.
- Veelan, the most aggressive with the highest run speed in the game, and is even faster with dark gamer’patch. Crippled when it comes to air battles, and definitely falls short as a result, where even the slightest height is a huge advantage. Because of the lack of air movement, she may very well fall short in races as well if they aren’t grounded.
- Otello, the king of sliding. Gaining a boost in all energy related stats, but has the lowest hoverheat stat of all, means that stats not affected by hoverheat is his forté, like sliding, grinding and combo building.
- Krow is most known for his bounces, but has good ball handling and a horrible jump stat along with acceleration and speed deficiency.
- Grind-E is a decent alternative to Otello(?)
- E-Cop (Breaker E-Cop) has a tricky hitbox for gameballs
- Administrator is a different kind of Liff, with a bit more stealth and ball handling but less overall mobility making him somewhat capable in capable hands.
- Holotello was op and kinda meh after patch nerf
- Puces
-
- Poing (strength chip) grants the character overall handling with gameballs like ball handling, bump force/resistance. Hidden stat is acceleration, giving half the value of the main stat.
- >> (speed chip) grants the character a straight speed and acceleration bonus.
- ^ (jump chip) grants the character a straight jump and bounce bonus.
- Botte (slide chip) grants the character the majority of energy related stats, such as grind/slide speed and energy bonus. Energy increases the rate at which you gain Hoverheat.
- Crâne (hack chip) grants the character the rest of the energy related stats, such as hoverheat (caché) and combo timer along with hacking as well as stealth. Hoverheat stat increases the stat bonus you gain from being in Hoverheat (note characters like Watabax and Krow having substantially higher percentage of this stat than others). Stealth doesn’je ne fais rien, while hacking lets the character open locked containers for extra chips.
- Your character should be lvl 10 with full red chips for peak performance.
Constructions
- While possible, c'est’t recommended to have more than 5 of the same chip as diminishing returns are severe past that amount. Stats gained will be horrible in value, even in comparison to a chip that isn’t worth much, like a hack chip.
- With a full, properly built character, it will be hard to distinguish the miniscule differences with general builds, whereas it makes a more obvious difference with a proper, focused build.
- Focusing on a character’s strengths will truly make them shine in their area of expertise, while still having enough room to cover their weaknesses.
Extra notes: some helpful tips maybe?
Raccourcis clavier
- Having something suitable for what you’re doing is recommended. The most used actions should be bound to the easiest accessible inputs (Par exemple, WASD for movement, Q for rewind and E for scan, LMB/RMB for jump/trick respectively etc).
- This one is really up to preference. There are people who have used a controller + mouse combination, controller only, keyboard and mouse etc. So I would suggest like you should with any game go over all the key binds and do what YOU think is best. Because what works for some doesn’t work for everyone.
Teammates
- Some missions include, or allow teammates to participate. Do note that AI are mainly horrible teammates and usually take up time, whereas players can (généralement) hold a conversation, making them much more effective as teammates, which can lead to passing and other interesting interactions in missions.
- Pass The Ball. Pass The Ball. Pass The Ball. Pass The Ball. Unless its an AI then hold onto it with a deathgrip.
C'est tout ce que nous partageons aujourd'hui pour cela Hover guide. Ce guide a été initialement créé et rédigé par Sakuragi. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.