View attachment wallbounce_bug_1.mp4
If you do a fatigued wall jump (melee then wall jump or wall jump after another wall jump before the grace period)
If you do a wall jump then your inputs will be messed with depending on whether or not you are facing the wall. (Even if its not fatigued, you can lose a lot of momentum due to "moving towards the wall", but as far as I can tell you only minimally gain bonus momentum from "moving away from the wall" depending on your input)
If you are facing the wall (or away) your A and D keys will take you forwards / backwards (towards the wall) / (away from the wall) for a split second.
If you are facing perpendicularly to the wall your W and S keys will take you rightwards / leftwards (towards the wall) / (away from the wall) for a split second.
It appears to be related to whether or not your character's model is "facing" the wall when you jump, or not.
This may be related to the infinite wall jump spots around the map (these also have directionality).
If you do a wall jump then your inputs will be messed with depending on whether or not you are facing the wall. (Even if its not fatigued, you can lose a lot of momentum due to "moving towards the wall", but as far as I can tell you only minimally gain bonus momentum from "moving away from the wall" depending on your input)
If you are facing the wall (or away) your A and D keys will take you forwards / backwards (towards the wall) / (away from the wall) for a split second.
If you are facing perpendicularly to the wall your W and S keys will take you rightwards / leftwards (towards the wall) / (away from the wall) for a split second.
It appears to be related to whether or not your character's model is "facing" the wall when you jump, or not.
This may be related to the infinite wall jump spots around the map (these also have directionality).
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