Category:Advanced Skills

Welcome! This page lists down the several advanced moves which are highly effectivee in the game, especially if it is only you being the only one left in the team.
 * Back Worm

Back Heaven/Reverse Spike
Like the back worm, a back heaven (or Reverse Spike) is a heaven/spike done behind. It shares similar characteristics with the back worm above.

Trajectory Change/Left-Right
The trajectory change (or Left-Right) is a skill that is commonly used to confuse opponents into moving in the wrong direction when juggling rockets. This will be very essential for rockets at speeds of more than 9 air-blasts.

To Initiate: Start by letting the rocket come directly in front of you. When it does, quickly shift your aim towards one side and right-click.

Effectiveness: When players initiates a trajectory change:

Downside: Chance of succession is really slim because in order to do so, estimation of when to air-blast and to which degree do you shift your aim to is crucial. If it shifts too far, it results in a side-stab, which is considered cheap by many players. If it shifts too little, it won't work. Hence, it is always important to know when you should do it, and when you should not.
 * 1) It allows them to confuse their opponents in moving in the wrong direction, especially when an opponent is already juggling another rocket. By doing so, it either forces the opponent to move towards one side so that it allows the rocket to follow his/her current movement, making him vulnerable or to air-blast his current rocket and to move in another way, which is sometimes impossible as doing the jug the opposite way you just did will require lots of time.
 * 2) It also creates a small delay which may force opponents to underestimate it.

Crescent Airblast/Tryhard Blast
The Crescent Air-Blast, also known as the Tryhard Blast, is a near 360-degree air-blast respective from the direction of travel of the rocket. This can cause a trajectory change and may also confuse your opponents as to which direction you are going to air-blast the rocket. It also pumps in the player a significant amount of pure confidence and respect.

To Initiate: Turn in the direction that the rocket is travelling (while doing so, perform a juggle) until you see your opponent again, then air-blast the rocket back. E.g. If the rocket is coming to you from the left, do an anti-clockwise juggle, but now with your view being fixed on the rocket. Then, air-blast it back when you have made a full 360-degree turn or until you have seen your opponent.

Effectiveness: When a player performs a Crescent Air-Blast: Downside: As the name suggests, it is a try-hard blast, in which executing this trick is very difficult, especially when the battle gets intensified. Only use if you are very sure of your timing and skill. Sometimes, it is not that effective, and it would be exactly the same as a regular jug, just with more risks. However, a variant of the crescent air-blast can say otherwise.
 * 1) The enemy could get confused as to which direction the player wishes to air-blast, and may confuse it for a backfire/back air-blast, and overestimates the rocket.
 * 2) The rocket may also get flicked if the player turns properly, causing a more forward propulsion, altering the time it takes for the rocket to reach the opponent.
 * 3) It gives confidence to the player, as well as respect...and a rare chance at winning the day's lottery.

Reverse Crescent Airblast
The Reverse Crescent Air-Blast is the variant of the above mentioned Crescent Air-Blast which is much more effective at confusing enemies as you would be returning the rocket in the opposite direction from which the enemy has juggled, causing an immediate trajectory change. Instead of doing a 360-degree air blast, you do a NEGATIVE 360-degree air-blast, relative of the direction of travel of the rocket. In other words, if the rocket is travelling from your left, you will do a clockwise-turn instead and air-blast the rocket in the opposite direction.