
LuukasM_Shockbounce= Shockbounce
LuukasM_Shockbounce_shockbounce= Shockbounce
poem_LuukasM_Shockbounce_shockbounce_A= GG

LuukasM_Shockbouncea_dialog=
This map uses Bumper Clips.
Hit the bumper from the side, slightly below the middle.
Time your dash correctly and you can dash through the bumper and activate it on the other side.
Note that this input is not bufferable, and that bumpers have a dash cooldown after you hit them.

LuukasM_Shockbounceb_dialog=
This map uses Freeze Frame Ungrabs (aka Extra Ball tech).
Let go of grab during the freeze frames you receive from hitting the bumper.
This allows you to dash while holding a throwable.
In this case, a Battery.

LuukasM_Shockbouncec_dialog=
This map uses Jumpthrough Supers and Hypers.
If you are not familiar with the fundamentals of Bounce Helper, I recommend playing through the Bounce Helper Gym.
Perform a right dash through the Jumpthru and jump as you exit.
This gives you the distance and height of a Bounce Helper super.
Throughout this map, these will be indicated by sideways Jumpthrus with spikes on the side.

LuukasM_Shockbounced_dialog=
This can also be done with diagonal dashes to get the effect of a Bounce Helper Hyper.

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This map has Momentum Downdashes, courtesy of Bounce Helper.
When performing a downdash with active speed or momentum, the dash will angle depending on how fast you're going.
This can be used to perform an ultra and gain way more height after the jump, because of how Bounce Helper works.
Here, perform a Bounce Helper Super and quickly down dash and jump afterwards.

LuukasM_Shockbouncef_dialog=
If you hold a throwable item and enter water, you are able to dash while holding it.
This can be used to chain ultras while holding a throwable item.

LuukasM_Shockbounceg_dialog=
The foreground tiles in this map were created by PugRoy and Worldwaker2.
The background tiles, jumpthru reskin, and stylegrounds in this map were all made by Worldwaker2.
Special Thanks to Redbeanbun and elkw4273 for playtesting and providing feedback on the map.
