jumping jacks

Jumping Jacks

Jumping jacks See more about workouts, exercise ideas for when I don't want to leave the house.
71. Bonk Jump
With the Bonk! Atomic Punch equipped, the Scout can use the recoil from an opposing Sentry Gun shooting at him while he is invulnerable to propel himself up in the air. The higher the sentry level is, the longer the jump will be.
72. Basher Jump
By hurting himself with the Boston Basher or Three Rune Blade while in midair, the Scout can use the Bashers self damaging properties to get to places otherwise inaccessible. Such a maneuver is risky, however, as it only takes four missed swings to bring a non overhealed Scout with full health to exactly one hitpoint. Extensive use of medkits is therefore required. Much like rocket jumping, crouching while in midair will greatly increase the distance a Basher jumping Scout can travel. The Boston Basher can be used in conjunction with the Force A Nature to achieve maximum height or distance as the Scout in a single jump.
73. Quad Jump
By combining the Atomizers triple jump with the Force A Natures knock back, a Scout can perform four jumps in quick succession. This is for Scouts that are skilled with force jumps, and focus mainly on offense. This can be good for getting to an objective quickly while maintaining a height advantage. While this is a good offensive tactic, this can also help get into a hard to reach spot while defending.
74. Winger Jump
While having the Winger as the active weapon, the player gains 25% additional height in their jumps. This is useful for jumping onto or over things that Scouts normally cant. This also pairs well with the Atomizer & Force A Nature, increasing jumping distance even further.
75. Building Step jump
The Building Step jump utilizes the Engineers ability to stand on his own buildings in order to reach ledges that are at a medium height. It is executed by simply crouch jumping on top of a building and using the height gained to crouch jump up to the target ledge. While Sentry Guns are slightly taller than Dispensers, for this purpose, Dispensers are often more convenient to use due to a lower metal cost; there is almost no practical advantage to step jumping off of a Teleporter. Contrary to some expectations, the building does not have to be fully constructed or upgraded; the height it gives when stood on is constant, regardless of its animation and level.
76. Pyro rocket jump
The Pyro can take advantage of the knockback effect of reflected projectiles. By aiming the compression blast at his feet, the Pyro can redirect the Soldiers or Sentry Guns rocket into a powerful rocket jump. Because the Pyro has no self damage resistance, this jump generally sends the Pyro farther and higher than a Soldier could manage, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets will launch the Pyro higher into the air than the Soldiers rockets, but also inflict more damage.
77. Quick Fix jump
As a Medic using the Quick Fix, when the player you are healing does an explosive jump, the Medic is blasted with similar force in the same direction, but takes no damage although fall damage is still incurred . This only works with Soldiers, Demomen, and Pyros. It does not work with sentry jumps. This is useful to get Medics to the front lines faster, to allow them to reach otherwise inaccessible locations, and to make up for the health loss of explosive jumps.
78. Enemy assisted jump
While unlikely, it is possible to use opponents attacks to make jumps. For example, Bonk! Atomic Punch Scouts or Dead Ringer Spies can use the knockback of a high leveled Sentry Gun or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. Attempting to make enemy assisted jumps will often deal high damage and may result in being juggled.
79. Grenade jump
Much like rockets, stickies, and other explosives, a Demomans Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but is far more difficult to time and execute. They are rarely used in actual play, but are a niche for Demomen wielding the Chargin Targe, Splendid Screen or Tide Turner, which can also give a boost while jumping and is similar to rampsliding. This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere.
80. Cannon jump
Similar to the Grenade Launcher, the Loose Cannon can be used to perform explosive jumps without the detonation of sticky bombs, or to retain the use of a charge shield.