
God of War 3:R - Magneto Jump (A New Technique - 2021)
New glitch-technique in God of War 3:R. A technique that amplifies Kratos' ability to detect, and grab, ledges. (This works on PS4 and also on PS3, untested on other platforms at this date).
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Points of interest:
1. Striking certain types of collision with 'Severe Judgement' (untested with other attacks/weapons), massively amplifies Kratos' ability to detect ledges. He will magnetically grab ledges that are ridiculously high-up, or ledges that should be too low to grab, including ledges that are underfoot (not sure how far down he can detect).
It takes practice to get it right, but here are instructions: For grabbing ledges high-up: hit an enemy or glitched Archer Soul with Severe Judgement-attack (SJ), after a jump or jumps. Near the peak of your SJ, air-dash once towards the ledge and then flick Bow.
For low ledges: same as above, except use just 1 jump.
Very important that Kratos dashes directly square towards the ledge. The timing of the dash and bow/head-flick is the most important factor.
NOTE: Kratos must be facing flush towards the ledge you want to grab.
2. Striking these types of collision can be used to do massive high jumps, but for ledges only, as far as I can tell? At 0:17 I show Kratos grabbing the top of the water trap puzzle-box by using just *one* jump and Severe Judgement, and at 0:56 I grab the top of the massive door at The Forge with a double jump, still don't know what the limits are.
3. You can breach solid collision by grabbing ledges that should be too low to grab. So far this works on all ledges that the game classifies as being ''grabbable". You'd think that Kratos would be able to detect a ledge that is low (since he's close to it). I tried many times to do it without the magnetic effect, but it seems like you *do* need to strike this type of collision? Also, this opens-up the possibility of finding new 'Levitation Ledges', as grabbing awkward ledges is the main ingredient for levitating.
4. It's possible to create permanent archer souls if you summon one as you are standing on uneven collision, or *as you are landing on* slippery collision. So far I've managed to create these things at most sections of the game, areas to do this are common. Summoning other types of souls on these types of collision simply makes them vanish as soon as they spawn.
5. The properties of a permanent archer soul is completely different than usual. So far, these are some of its properties that I've noticed:
-Kratos' ability to detect ledges is greatly amplified if he strikes them with, at least, Severe Judgement (untested with other attacks/weapons).
-once spawned, the archer will either stay where it spawned, slide around randomly, or will always specifically slide to some point on the map.
-they have solid collision that registers hits by certain (all?) attacks.
-when attacked, they bleed ten times more than any enemy, blood gushes out!
-Kratos can't walk through them, and he can only move them slightly with his body. Attacks are best for moving them, though some attacks are better than others for this.
-Kratos can combat grapple towards them, and results vary. With blades and Nemesis Whip: Kratos starts to combat grapple but you can then redirect the destination of the grapple. With the right setup, this is a type of long jump for NG, but needs to be fleshed-out more. With Hades Claws: Kratos gets knocked back and grunts, so sadly, no type of Claws High jumps that you can normally do with its combat grapple. With Cestus: Kratos tries to bring the archer to him, but the archer won't budge, Kratos gets stuck-in-place for a few seconds and all you can do is spin him around while he's in an odd pose.
At some areas, the combat grapple tries to grapple something unseen very far. This causes his blades to zip around very chaotically with the graphics really messed-up.
-they can't seem to be launched by any means (?). If we could find a way, we would be able to infinitely launch them with Bow/Combat Grapple, since they never die. Or at least, do some decent, custom Combat Grapple-jumps.
-shooting them with Nemesis Rage keeps its affects lingering (glitch potential).
6. 1:32 A new skip of the Music Puzzle (version 3) using a wall breach by grabbing a chest's ledge. This is the fastest variation, since this also skips the Siren cutscene.
7. 4:27 Showing that pots can also be used to grab low ledges, and should also be possible to use for Magneto Jumps.
8. 4:37 - 5:09 Showing a controlled setup using enemies to grab low ledges. Stone-freezing enemies makes life easier when doing so.
9. 5:10 - 5:42 Showing that enemies can also be used to do Magneto Jumps.
10. Why 'Magneto Jump' as a name, and not something like 'Severe Judgement Magnetic Jump'? I haven't tested any of this with any other weapons, or their attacks, yet. Don't know if this is only related to Severe Judgement, so I'm open to suggestions for a name...
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