Wall-run
Running along a wall without falling, on walls built for it.
How it works#
| Start | in the air, touching a wall-run wall, moving along it faster than 250 ups, holding forward |
| While running | gravity is off for a short time (0.8–1.5 s, set by the map), then fades back in; your speed along the wall is kept; the camera tilts away from the wall |
| Jump off | a jump press pushes you away from the wall, up and out, like a walljump |
| End | the time runs out, your speed drops below 250, the wall ends, or you release forward |
| Limit | one run per wall until you land or touch another wall: no climbing a single wall |
- Walljump or wall-run: a fresh jump press at a wall is always a walljump. You enter a wall-run by not pressing jump.
- Wall-run walls are marked: they look different (a strip of light, a texture), so you always know where a run is possible, and other routes stay as they are.
Feel and skill#
- At Airtime speeds a one-second wall-run crosses a whole section, so where you start it and when you leave it is the skill.
- Icy wall-run walls keep every bit of speed. Normal ones brake a little.
- Chaining: wall-run, jump off, walljump on the opposite wall, wall-run again.