Difference between revisions of "Dash"

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(created page based on Kijekin's thread; I have not verified some of the information)
 
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[[File:InnateAbility-Dash.png|right|thumb|Near the end of a dash.]]
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The '''dash''' is a special kind of movement that allows a knight to traverse distances very quickly, with a cooldown limiting its use.
  
The '''dash''' is a special kind of movement, that allows the knight to suddenly "long jump" or speed up for about one second. The default key combination for this action is Shift + Right Mouse Button. It cannot be activated in certain situations, such as when the knight is surrounded by enemies in a corner.
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Every knight is able to dash when in the field. New players can dash right out of their crash site and into action!
  
If the knight is standing still, then the knight jumps in the direction that he (or she) is facing. If the knight is moving, then he jumps in the movement direction. When unobstructed, the jump is five tiles long, in a straight line. Hitting an obstacle after the second square causes the dash to stop. Hitting an obstacle before the second square causes the dash to be deflected in a different direction.
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The default key combination for this action is Shift + Right Mouse Button. It cannot be activated in certain situations, such as when the knight is surrounded by enemies in a corner.
  
Dash does not deal damage or status to enemies, and the knight can take damage while dashing. However, the knight is immune to attacks for a brief period of time near the end of the dash. During this time, the knight actually disappears from the monsters' AIs, and they may drop the knight as a target.
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If the knight is standing still, then the knight jumps in the direction that the knight is facing. If the knight is moving, then the knight jumps in the movement direction.  
  
In some cases, the knight can draw nearby monsters with him on the dash. These cases may happen when the Right Mouse Button is pressed and then Shift is pressed after a small delay. A monster's dash can be deflected by obstacles in the same way as a knight's dash.
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When unobstructed, the jump is five tiles long, in a straight line. Hitting an obstacle after the second square causes the dash to stop. Hitting an obstacle before the second square causes the dash to be deflected in a different direction.
  
Dash was added to the game in {{release|2013-05-22}}.
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Dash does not deal damage or status to enemies, and the knight can take damage while dashing. Bear in mind that while the dash looks like a jump, it is not a true jump - so don't try to dash over floor traps and expect to take no damage.
  
==See Also==
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At the end of a dash, the knight is immune to attacks for a brief period. During this time, the knight seems to lose [http://en.wikipedia.org/wiki/Hate_%28video_gaming%29 aggro] in general - nearby enemies tend to lose or drop the knight as a target. Monsters that are unaware of the player's presence can remain unaware if the dash is used correctly.
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:For example, dashing in front of the Rocket Puppy in Depth 25 of the [[Firestorm Citadel]] usually lets the player pass without getting noticed by the puppy.
  
* [[Shieldbearer Guide|Shield Bash]]
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In some cases, the knight can draw nearby monsters into the dash path. This might happen when the Right Mouse Button is pressed and then Shift is pressed after a small delay. This combined "monster+player dash" can be deflected by obstacles in the same way as a knight's dash.
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==Notes==
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The dash mechanic was introduced with {{release|2013-05-22}}, along with the [[Shield Bash]]. Both were announced [http://forums.spiralknights.com/en/node/79568 here] on the forums.
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==Gallery==
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<gallery heights=100px widths=200px perrow=3>
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Image:InnateAbility-Dash-Overworld_range.png|Animation:<br/> Dash has a 5 tile range.
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Image:InnateAbility-Dash-Overworld_obstacle.png|Animation:<br/> Dash gets redirected by obstacles.
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Image:InnateAbility-Dash-Overworld_movement.png|Animation:<br/> Dashing can help a knight move dynamically.
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Image:InnateAbility-Dash-Cooldown_icon.png|Cooldown icon for the dash.
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Image:InnateAbility-Dash-Overworld_cooldown_HUD.png|This area of the HUD lets the player see how much time is left for the cooldown.
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Image:InnateAbility-Dash-Overworld-cooldown.png|Animation:<br/> Cooldown starts before the dash ends.
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</gallery>
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==See Also==
 
* [http://forums.spiralknights.com/en/node/106348 Player research] on which this article is based.
 
* [http://forums.spiralknights.com/en/node/106348 Player research] on which this article is based.
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[[Category:Combat]]
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[[Category:Terminology]]

Latest revision as of 13:17, 25 June 2015

Near the end of a dash.

The dash is a special kind of movement that allows a knight to traverse distances very quickly, with a cooldown limiting its use.

Every knight is able to dash when in the field. New players can dash right out of their crash site and into action!

The default key combination for this action is Shift + Right Mouse Button. It cannot be activated in certain situations, such as when the knight is surrounded by enemies in a corner.

If the knight is standing still, then the knight jumps in the direction that the knight is facing. If the knight is moving, then the knight jumps in the movement direction.

When unobstructed, the jump is five tiles long, in a straight line. Hitting an obstacle after the second square causes the dash to stop. Hitting an obstacle before the second square causes the dash to be deflected in a different direction.

Dash does not deal damage or status to enemies, and the knight can take damage while dashing. Bear in mind that while the dash looks like a jump, it is not a true jump - so don't try to dash over floor traps and expect to take no damage.

At the end of a dash, the knight is immune to attacks for a brief period. During this time, the knight seems to lose aggro in general - nearby enemies tend to lose or drop the knight as a target. Monsters that are unaware of the player's presence can remain unaware if the dash is used correctly.

For example, dashing in front of the Rocket Puppy in Depth 25 of the Firestorm Citadel usually lets the player pass without getting noticed by the puppy.

In some cases, the knight can draw nearby monsters into the dash path. This might happen when the Right Mouse Button is pressed and then Shift is pressed after a small delay. This combined "monster+player dash" can be deflected by obstacles in the same way as a knight's dash.

Notes

The dash mechanic was introduced with release 2013-05-22, along with the Shield Bash. Both were announced here on the forums.

Gallery

See Also

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