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[ You think hiding all the way over here can save you?!
―Trooper rocket jumping to your location.
]

The blast jump is a movement mechanic that allows you, the player, to send yourself flying by use of explosives at the cost of your own health. Trooper and Annihilator are the classes most commonly associated with blast jumping due to their endless arsenal of explosives, and the Gunboats are commonly used to make blast jumping easier because of their significant reduction in self-inflicted blast damage and fall damage. Additionally, the Jumper weapons are typically used for practicing blast jumps, but can work outside of that as free high-mobility options for playing subclasses such as the ever-popular Trollper.

Mechanics and Arsonists are notable as blast jumpers due to their access to the Wrangler, Detonator and Thousand Degree Axe respectively, but aren't very common due to their lower practicality in-game. While it's technically possible to blast jump as any class with any weapon so long as there is a source that can cause explosions (including enemy Troopers, Annihilators and Sentries,) that won't be a focus of this page.

This page will go over most maneuvers possible with the Rocket Launcher and the Stickybomb Launcher and some other weapon-specific maneuvers, plus some extra "tech" that's possible to up your blast jumping game.

Before you try any of the blast jumps below, equip these specific weapons to help you practice blast jumping better.

  • For Trooper, use the Rocket Jumper and the Mantreads. You won't lose health from blast jumping or fall damage.
  • For Annihilator, use the Sticky Jumper and Galway Greaves. You won't lose health from blast jumping and will receive less fall damage (The Galway Greaves only protects you from 75% of it).

Basic Maneuvers[]

As the name says, these are basic and essential maneuvers that you must learn to become effective at blast jumping. With a few minutes of practice for each, you can probably learn all of these.


Basic Blast Jump[]

Trooper
Walk forwards, then jump with Space and crouch in midair with CTRL or C (from here on called the crouch-jump,) aim down and slightly to the right at the floor underneath you and fire a rocket with M1. If done correctly, you'll have performed a successful blast jump.


Annihilator
Place a stickybomb in the place where you intend to jump from, crouch-jump over said stickybomb and then detonate the sticky with M2 to perform the blast jump. You can place more stickies in the same place to be sent further and faster at the cost of more health.

As the name implies, this is the base of most blast jumping, and by far the most common type you'll use in a game-to-game basis.


Fail Jump[]

A variation of the basic blast jump where everything should be performed the same as a basic blast jump, except that you do not hold the crouch button before firing. You will be sent a much shorter distance, and if not using a Jumper weapon, take more damage from the resulting explosion. However, when used with the Jumper weapons, it serves as an effective method of closing gaps versus retreating targets.


Pogo Jump[]

Pogo jumping is, at its most basic form, chaining together multiple blast jumps without touching the floor. This can also be performed in a much more controlled manner by using the fail jump in tandem with a Jumper weapon. Additionally, you can transition from fail jumps to full blast jumps by simply holding down your Crouch button while midair.

Trooper
Most commonly, you'll simply want to perform a regular blast jump and then fire another rocket at where you predict that you'll land when you just after the peak of your jump. If performed correctly, you will see that the icon next to your health bar should not disappear during blast jumping.
Annihilator
This is a good deal harder than the Trooper when using the Stickybomb Launcher due to the fact that stickies are somewhat strange in the way they handle momentum. As of writing this page, the best way to more consistently pogo jump with stickies is to use the S key to slow down slightly just after firing a stickybomb to confirm that you're able to at least get caught in the blast.


Wall Jump[]

Trooper
Perform a regular blast jump and use A or D while moving your mouse in the same direction (from here on called the air strafe) to control your momentum and direct it towards the wall of your choice. Once you make it there and still have some upwards momentum, fire at the wall and turn to match the direction of your new momentum.
Annihilator
Similar to Trooper, perform a blast jump and air strafe towards the wall you want to blast jump from, then fire a sticky a little below where you expect to touch the wall and then detonate it as soon as possible by holding down M2.


Wall Climb[]

This is a minor variation of the Wall Jump that, as the name implies, allows you to climb up walls.

This is performed similarly to the Wall Jump as well, only that you aim down as much as possible while still aiming at the wall to maximize your vertical momentum. If you start to move away, then you can use W to lower your backwards momentum, and then perform the aforementioned air strafe to wrangle yourself back towards the wall as successful air strafing gives a small boost to aerial momentum. Keep in mind that you may have to look slightly more upwards as you perform wall climbs in quick succession to account for higher speed or higher ping.


Wall Pogo[]

This is another minor variation of the wall jump where you chain together multiple wall jumps on one or more walls, hence the addition of the "pogo." Frankly, there isn't too much to say about the wall pogo other than the extra air strafing involved making it a bit harder, although not enough to make it impractical for normal gameplay.


Advanced Maneuvers[]

These maneuvers will take a good bit more time to master and put into normal gameplay due to their difficulty, but reward you much more. It's not required to learn these, but help massively in movement at the cost of a slightly higher risk.


Overload Jump[]

These jumps are specific to the Wrecker's Yard and Loose Cannon, weapons that can be misfired after charging for too long, and thus allow you to easily cause explosions midair by simply holding down M1. Note that using the Gunboats or a shield with explosive damage resistance is essentially required due to the amount of self-damage you take from the explosions.

Wrecker's Yard
Wait to load 3 rockets, and then as the load animation for the 4th rocket is about to finish, crouch-jump and then aim in the opposite direction of where you intend to go, and then let go of M1 to unleash the barrage as normal or use it to perform more powerful blast jumps in quick succession. Note that it may be beneficial to start looking upwards slightly when moving at higher speeds to account for ping, as at certain points looking straight down will cause the misfire explosion to miss you completely.
Loose Cannon
Simply hold down M1 until you misfire while crouch-jumping and looking down to perform a simple blast jump, or use it in tandem with another explosion such as another uncharged cannonball or a nearby sticky to gain the best of both worlds in terms of height and momentum.


Speedshot[]

While a speedshot is somewhat similar to a pogo in that you chain blast jumps, the speedshot is typically used to preserve some horizontal momentum right after touching the ground.

To perform this, simply fire a rocket or an Iron Force grenade underneath you right as you touch the ground, but not for long enough that you automatically uncrouch and the icon disappears. While this may sound simple on paper, the timing to perform a speedshot is much stricter than you may think at first.


Sync Jump[]

This is the hardest maneuver to learn as the timing is relatively strict and requires you to be moving at or slightly faster than the speed of one of your own rockets, which translates to moving very fast or being very high up in the air.

Once you've fulfilled this condition, fire one rocket at where you predict that you'll land about a second before you actually do. Next, right when you touch the ground, crouch-jump and fire another rocket, and if timed correctly, you should be caught in the explosion radius of both rockets at relatively the same time and be sent flying as a result.

Esoteric/Class-Specific Maneuvers[]

These are a set of miscellaneous maneuvers that vary wildly in their usage; some may be practical for specific playstyles, and some may only ever see use in community-made maps specially made for blast jumping of that kind.


Blast Trimp[]

Requires a Shield and any Grenade Launcher

A blast trimp, at its core, is firing a grenade at the floor and charging (with M2) into its explosion radius as just as it's about to explode. Due to Annihilator's decreased gravity while charging, the explosion will send you very high into the air while also preserving your charging speed. Blast trimping can travel huge distances quickly if performed optimally, and can be put to its most effective use on large, open maps with high invisible ceilings such as Harvest or Upward.

While any grenade launcher can be used to blast trimp, the Iron Force and Loose Cannon stand out as the best grenade launchers for blast trimping due to their ease of control. And speaking of which:

Iron Force
Simply fire a grenade down and slightly in front of you, then crouch-jump and charge forwards immediately after. Since the grenade detonates on its own once it touches a surface, there's no need to wait.
Loose Cannon
Like the Overload Jump from earlier, simply crouch-jump and then charge right as the launcher is about to misfire.

While it's possible to blast trimp with any shield, the Chargin' Targe and Tide Turner stand out amongst the others as the former provides enough explosive damage resistance to perform four blast trimps instead of the normal three (assuming no fall damage is taken,) and the latter opens up a massive range of air control that allows you to take your blast trimp anywhere you want.


Sentry Jump[]

An extremely simple blast jump, but much, much more powerful than what the Trooper or Annihilator can normally come up with. Once you have a Level 3 sentry gun constructed, use the Wrangler to manually fire a rocket salvo at your desired spot with M2, and then crouch-jump as the salvo reaches you.


Detonator Jump/Detjump[]

requires Detonator

Using the Detonator, you can perform a sort of mini-blast jump to help you reach places that would normally be inaccessible otherwise or take more time to get to. However, unlike most other methods, you can use the Thousand Degree Axe's "hit yourself on miss" downside to extend the distance gained from a detjump as well as potentially stall in the air until you can use another Detonator shot. Note that due to a single detjump combined with an Axe miss costing about half your health in self-damage, it's recommended to have a friendly Doctor overheal you before performing these.


Additional Tech[]

These are movement mechanics that can be combined with all types of blast jumps in order to further enhance your movement.

Bunnyhopping[]

Bunnyhopping, commonly shortened to bhopping, is tech used to extend the distance gained from an initial blast jump. By precisely pressing Space or even just mashing it just before you land, you can preserve the speed you gain by doing so and even use it to chain into later blast jumps if you become good enough at it. This can be applied effectively anywhere that has a flat and decently long stretch to assist in rollouts to an objective, but has especially great use on specific maps such as:

  • The hill overlooking the first control point on Lift Auth
  • The stretch between spawn and the control point on Harvest
  • The stretch to the third control point in the facility in Manufacturing
  • The wooden bridge section on Upward after GRN has captured the second point


Ledgeboosting[]

Ledgeboosting is tech that you can use to gain extra height off of a sloped surface or short ledge/wall during a blast jump. When you have a decent amount of momentum from jumping around, simply fire a rocket slightly behind you almost right as you hit the ground on/right next to the surface you want to ledgeboost off of.

A few examples of where this can be applied most effectively:

  • The stairs next to the control point on Lakeside
  • The alternative window entrance to the base on Rig
  • The hill just past the first control point on Upward
  • The ramp leading down to the final capture point on Badwater

Tips[]

  • Most enemies won't bother to look up in the sky, so you can use blast jumping as a way to sneak past enemies.
    • However, look out for more alert, experienced players. To them, blast jumping is really an announcement that you exist and need to be killed.
    • A Mechanic's Sentry Gun can quickly kill you while you're unaware, so beware.
    • Weapons such as the Reserve Shooter or Direct Hit will deal more damage against blast jumping players.
  • Remember that holding S or any key that is the opposite direction of your current momentum will cause you to slow down very quickly. This is very useful for avoiding overshooting your target(s) by mistake.
  • As a Trooper, you can use your blast jumping skills to be come a "Trollper", which is where you use the Rocket Jumper, Mantreads and Market Gardener.
  • As an Annihilator, the more grenades you place down before jumping, the further you will travel with a blast jump.
  • If you love blast jumping but still want your weapon to deal damage to foes, there are specific weapons that will help you.
  • If you want to practice your blast jumping uninterrupted, join a community server with infinite ammo enabled (or alternatively, buy VIP and create your own server,) find the map of your choice that you want to practice on, equip the weapon of your choice that you want to practice blast jumps with, and practice away to your heart's content.

Related Achievements[]

Trooper[]

Death from Above
As a Trooper, kill 20 enemies from above.
Airtracker
Kill multiple enemies with a single rocket while blast jumping.
Old Abe
Kill an enemy with the Reserve Shooter while blast jumping.

Annihilator[]

Iron Sights
Kill 5 blast jumping Troopers with the Iron Force.


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