Jump Pad
JUMP PADS | ||
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Appearances | ||
2-1, 2-2, 2-3 4-S, 4-4 5-1 6-2 7-4 The Cyber Grind |
Jump Pads are platforms which launch the player, Light and Medium enemies, all projectiles, thrown Held Objects (expect Florp), and gibs in the direction they are angled. They first appear in 2-1: BRIDGEBURNER as blue glowing squares with rising circular effects. 7-4: ...LIKE ANTENNAS TO HEAVEN introduces steam grates which work functionally identical to Jump Pads as part of the Earthmover. The Jump Pad at the end of the level is unique as it locks the player's movement and Arms.
Jump Pads conserve the momentum of the player (e.g. dashing) and projectiles moving into them and will launch them appropriately. Slamming onto a Jump Pad gives the player slightly more height. Enemies caught by Jump Pads with no midair movement (which includes most Light and Medium grounded enemies, except for Soldiers on Brutal difficulty) will be forced to continuously bounce until they are pushed off or killed. This makes them easy targets for weapons such as a frozen rocket from the
Freezeframe Rocket Launcher or landing a + Parry style bonus on a
Mannequin.
Malicious Face corpses will bounce upwards on Jump Pads, regardless of their angle. They can still kill enemies with + Mauriced, except for enemies immune to the effect such as
Ferrymen.
Jump Pads can be spawned in the Sandbox with the
Spawner Arm. Unfrozen Jump Pads can be moved around with physics such as explosions or the
Whiplash. The
Spawner Arm can also alter the amount of force the Jump Pad launches entities at.
Game Mechanics | |||
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Player | |||
Assists • Cheats (Debug Console) • Health (Hard Damage) • Movement • Parrying • Style • Weapons | |||
World | |||
Difficulties • Levels • Points • Ranking • Seasonal Events • Sound Effects • Soundtrack • Status Effects | |||
Entities | |||
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Easter Eggs | ![]() ![]() |