Wow, that's really cool. I wish more of the parkour animations were consistent where it required a specific input, in both Syndicate and Unity. But this is amazing, I may have to try this out now that Syndicate is free on PC
Its incredible this stuff actually works and yet it is never explained or acknowledged. Surely some game dev implemented this and would have liked it to be mentioned? Thanks for sharing anyway, tested it myself and was so surprised it worked. Love seeing Evie's cape spinning round!
I'm glad you tested it out and came back for feedback. funny story:I frequently use spins in Unity with the ACU Fixes mod, and it has a similar input. I kept pressing the parkour down button during swings out of habit and discovered this.
It's nice that they added a way to consistently execute this move. It would be a darn beatin' shame if they neutered jumps & ejects to the point that it makes it completely worthless aside from the cool factor...
honestly feels like it was always a feature since unity but the spin distance in unity sometimes could be ridiculous, i think that's why they limited the feature in unity and for syndicate it feels like they didn't test it enough and forgot to turn it off.
I discovered something, in syndicate only, the parkour mechanics are directly related to the angle of your camera. If you maintain high profile and tilt the camera down or up, it will cause you to do a similar parkour down or up path, without pressing parkour down button. And for side hops, which is one of the main downgrade in the parkour here, you can actually trigger side hops more consistently by pressing just one time while going left/right and tilting the stick precizely, more precize than in unnity, near a ledge you can grab/jump on. For my experience, this technique prevented to do huge side jumps which are really annoying sometimes This is not easy to master but quite conveniently when you can read your environment
Very good comment, but keep in mind that you can prevent side hops from triggering literally anytime by pressing down the parkour up button as you sprint. Syndicate's main superiority claim regarding parkour over Unity is that it relies heavily on accuracy (hence the camera-driven movements) and a few extra animations to make it as hassle-free and incredibly gratifying as possible.
Awesome find, thank you for sharing with us. Syndicate actually has a lot of these unexplained techniques, like how you can trigger different pistol kills from different angles or the unique hidden blade kill animation when near a train car's edge. It's just too bad the game came out when people had relatively short patience for anything AC after the whole buggy Unity release mess.
Good find, I just tried it out and yeah it is pretty intuitive. It does seem to work perfectly on isolated poles but if there's a prop that is too close (usually windows), jacob/evie would just default to a regular parkour down ledge grab. I do wish I found this before I finished the game last week lol. I look forward to using this more in future when I do a replay.
Im sure this also work horizontal or vertical movement facing in those direction. Gotta test it out, since the basic also seems to close like the unity side eject. Usually we randomly flip down with the camera facing vertical down. Thx for sharing
technically this tech should work for ps4 too. is it not working in console? also this tech doesn't work on all poles. so you may need to experiment to see where it works.
Wow, that's really cool. I wish more of the parkour animations were consistent where it required a specific input, in both Syndicate and Unity. But this is amazing, I may have to try this out now that Syndicate is free on PC
make sure to practice a lot to get the timing right.
My man Jacob just fooling around on a random Tuesday morning 😂
true!
wow! cant believe you actually figured it out! hats off for cracking it!
TBH Found it by accident during recent playthrough. thanks for watching!
Its incredible this stuff actually works and yet it is never explained or acknowledged. Surely some game dev implemented this and would have liked it to be mentioned? Thanks for sharing anyway, tested it myself and was so surprised it worked. Love seeing Evie's cape spinning round!
I'm glad you tested it out and came back for feedback.
funny story:I frequently use spins in Unity with the ACU Fixes mod, and it has a similar input. I kept pressing the parkour down button during swings out of habit and discovered this.
This is really cool I try to incorporate this into my movement whenever I revisit syndicate
It's nice that they added a way to consistently execute this move. It would be a darn beatin' shame if they neutered jumps & ejects to the point that it makes it completely worthless aside from the cool factor...
honestly feels like it was always a feature since unity but the spin distance in unity sometimes could be ridiculous, i think that's why they limited the feature in unity and for syndicate it feels like they didn't test it enough and forgot to turn it off.
Thanks for the tutorial!
It´s always nice and useful to learn about the parkour tech
Thanks for watching!
I discovered something, in syndicate only, the parkour mechanics are directly related to the angle of your camera.
If you maintain high profile and tilt the camera down or up, it will cause you to do a similar parkour down or up path, without pressing parkour down button.
And for side hops, which is one of the main downgrade in the parkour here, you can actually trigger side hops more consistently by pressing just one time while going left/right and tilting the stick precizely, more precize than in unnity, near a ledge you can grab/jump on.
For my experience, this technique prevented to do huge side jumps which are really annoying sometimes
This is not easy to master but quite conveniently when you can read your environment
hmm, sounds interesting, will definitely check it out. thanks for reaching out!
Very good comment, but keep in mind that you can prevent side hops from triggering literally anytime by pressing down the parkour up button as you sprint.
Syndicate's main superiority claim regarding parkour over Unity is that it relies heavily on accuracy (hence the camera-driven movements) and a few extra animations to make it as hassle-free and incredibly gratifying as possible.
Awesome find, thank you for sharing with us. Syndicate actually has a lot of these unexplained techniques, like how you can trigger different pistol kills from different angles or the unique hidden blade kill animation when near a train car's edge. It's just too bad the game came out when people had relatively short patience for anything AC after the whole buggy Unity release mess.
Excellent tutorial👍, it also works on protruding girders as well
thanks brother!
The coolest part of this video is that he somehow has his hood up
Good find, I just tried it out and yeah it is pretty intuitive. It does seem to work perfectly on isolated poles but if there's a prop that is too close (usually windows), jacob/evie would just default to a regular parkour down ledge grab. I do wish I found this before I finished the game last week lol. I look forward to using this more in future when I do a replay.
yeah the tech is not polished. requires a lot of testing, also it's a 2 part input, i'm curious why there is no mention of it anywhere.
Can you tell me how you did that Leap of Faith from the ztipline? I needed that as a challenge but I couldnt figure it out lol
Aye that's simple, just press parkour down mid zip.
@@MagnumSpydyrIN OIh really? 😂 Sorry its my first AC, I feel like an idiot now
@@CR4ZY_K1W1 no worries, enjoy your first ac!
Im sure this also work horizontal or vertical movement facing in those direction. Gotta test it out, since the basic also seems to close like the unity side eject. Usually we randomly flip down with the camera facing vertical down. Thx for sharing
thanks for watching, good luck with the tests!
very cool man! makes parkour looks incredibly nice with these moves 👍 do you play on pc or ps?
I play on pc. Have fun with this move.
Thanks for letting us know about this man.
Does it alway work in every swing or it just some limit location like ACU ?
it doesn't work on every swing, so you gotta test it out on various places.
Awesome stuff, do you know if this will work in Unity?
I haven't tested it out on Unity since I already use ACU fixes for that.
@@MagnumSpydyrIN Really hope it does as I play on console and would like to see that animation more
i feel your pain bro!
@@MagnumSpydyrINACU fixes makes this move easier?
@@NoName-yw1pt that mod only works in Unity, and has a dedicated button for spinning descents.
Can you send me what grapichs pack are u playing with pls?
no mods or reshade, just using max game settings, if that's what you're asking.
@@MagnumSpydyrIN Really? My game looks shit compared to this
Holy shit thats cool
Also consider changing your config file to get rid of that pesky low framerate cloth animation
thanks!
Pretty nice
Thanks!
What outfit is that
Victory Outfit Mod from nexus.
Time to spin
indeed!
Does it work with unity ?
sadly it only works in syndicate.
😎👉👉 you're pretty good
Thanks!
My mind: 🤯
I had the same reaction when i found that out!
Super ❤❤
Thanks!
Наконец то появился нормальный гайд, а не эти высери от ютуберов с большой аудиторией которые ничего не могут
Спасибо за просмотр! Надеюсь, это помогло.
@@MagnumSpydyrIN не помогло, я уже это знал, но полезная информация, ты молодец
aye, thanks!
Please please man help for tutorial ps4😢😢😢
technically this tech should work for ps4 too. is it not working in console?
also this tech doesn't work on all poles. so you may need to experiment to see where it works.
EZ
Gg
Syndicate was such a downgrade from unity honestly
indeed!
Hey @LeoKRogue just tested this myself and it actually works relatively consistently. Thought you'd like to know :D