Turbo Overkill

Turbo Overkill

Not enough ratings
Infinite Air Time - A guide to keeping Johnny airborne
By Canoe
A quick tutorial for keeping Johnny airborne for as long as possible.
   
Award
Favorite
Favorited
Unfavorite
Grappling Hook into Triple Jump
You can either start off by grappling into the air (either by grappling an enemy or a hook in an arena), or simply by jumping.

From here, jump as many times as you can to keep the air going and let your hook recharge.

Find an enemy (or hook) and quickly tap 'E' to grapple onto them. This will provide a small upward force on Johnny, and it returns your jumps. You can repeat this process indefinitely.

Teleporters around the arena using the Syntech Portals augmentation are another method of doing this. Teleporting to a portal in an arena provides a small upwards force and returns your jumps.

Once you have the augmentation installed, the portals are in virtually every arena and look like this:







Here is a video demonstrating the movement using the grapple hook and triple jump.

In case the player above is not functional, here's a link to the video:
https://youtu.be/r--3yEH6xiU
Recommended Augmentations
OVERDRIVE: ARMS
- Gives you two extra aug slots, one in each arm. There is no reason to not have this equipped at any given moment once you obtain it.





OVERDRIVE: LEGS
- Gives you two extra aug slots, one in each leg. Having this on is a necessity and can give you wiggle room to add movement augs to your legs while keeping other good augs (like the collector augmentations for the chainsaw) equipped.





Kicking Power
- Gives you a huge speed boost when activating sliding. If you slide in the air, you will still get this speed boost. You can further chain speed boosts by sliding, jumping, sliding, repeatedly. This is a great option for vastly increasing your speed in the air.





Triple Jump
- Pretty self-explanatory. Makes staying airborne much easier, and can help you chain Kicking Power boosts together





Syntech Portals
- Teleport to portals around arenas for increased mobility. Some portals are mounted to walls, placing you high in the air.


Additional Notes
Triple jump is not required to make this work, but it is highly recommended to make staying in the air easier.

The grappling hook is not obtainable until at least Episode two with some other optional augs not becoming available until episode three.

It is worth noting that any weapons with a charge time (telefragger, charging rockets, magnum lock-on) will reset their charge when using the grappling hook. This is not the case when teleporting to a syntech portal. You can start the air tech, charge the telefragger and teleport to a syntech portal while the telefragger is charging to keep the airtime and the charge on the weapon going.

Later in the game, certain bosses will frequently use attacks that sweep the ground. Being airborne makes it virtually impossible for many of their attacks to hit you. It's also great for feeling like a force of ♥♥♥♥♥♥♥ nature.

Please comment with any other movement tech you have found.
3 Comments
Canoe  [author] 26 Aug, 2023 @ 9:54am 
Grappling rockets IS effective until you run out of rockets. There's a great level in the steam workshop that will teach additional movement tech regarding the grapple. Will update the guide at a later time with the rocket tech
Myst3ry 26 Aug, 2023 @ 5:13am 
or

grappling rockets
artzpiip 25 Aug, 2023 @ 12:36pm 
Another tech: You can dash and slide at the same time while in the aie, greatly increasing the effeciveness of a dash. It also helps you get more airtime once mid-air jumps are exhausted.

Also, Agile is a decent mobility augment as well.