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	<id>https://oblivion.azuriteforest.net/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Oblivion%3APunch_Clipping</id>
	<title>Oblivion:Punch Clipping - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://oblivion.azuriteforest.net/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Oblivion%3APunch_Clipping"/>
	<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Punch_Clipping&amp;action=history"/>
	<updated>2026-06-16T12:37:18Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Punch_Clipping&amp;diff=3752&amp;oldid=prev</id>
		<title>&gt;MeemawHustlin at 08:49, 20 February 2023</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Punch_Clipping&amp;diff=3752&amp;oldid=prev"/>
		<updated>2023-02-20T08:49:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:49, 20 February 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l20&quot;&gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Instructions==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Instructions==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Face the wall you intend to clip through, then charge a forward attack and quicksave approximately halfway through the animation. Try to have as perpendicular of an angle as possible so that you do not drift horizontally during the attack.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Face the wall you intend to clip through, then charge a forward attack and quicksave approximately halfway through the animation. Try to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be moving into a corner or &lt;/ins&gt;have as perpendicular of an angle as possible so that you do not drift horizontally during the attack.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Exit to the main menu of the game via the Escape Key menu or enter a new area of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Exit to the main menu of the game via the Escape Key menu or enter a new area of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Load your quicksave and hold running forward while the screen is loading.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Load your quicksave and hold running forward while the screen is loading.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot;&gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Mechanics==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Mechanics==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Punch Clipping works because the player loads into the game before the walls do, allowing them a short amount of time to move past the wall before it loads in. This is why a more perpendicular angle results in a greater success rate, as the player will be moved farther past the wall in the window of time before the wall loads in properly. This is also why flatter walls are easier to clip through. A curved wall has multiple planes of collision the player must move past, whereas a flat wall only has the single plane of collision.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Punch Clipping works because the player loads into the game before the walls do, allowing them a short amount of time to move past the wall before it loads in. This is why &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a corner or &lt;/ins&gt;a more perpendicular angle results in a greater success rate, as the player will be moved farther past the wall in the window of time before the wall loads in properly. This is also why flatter walls are easier to clip through. A curved wall has multiple planes of collision the player must move past, whereas a flat wall only has the single plane of collision.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The unloading and reloading of a cell can be performed in two different ways as mentioned in the instructions. Leaving the cell in-game or quitting to the main menu will cause the game to reload all of the terrain again upon loading the quicksave.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The unloading and reloading of a cell can be performed in two different ways as mentioned in the instructions. Leaving the cell in-game or quitting to the main menu will cause the game to reload all of the terrain again upon loading the quicksave.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wikidb:diff:1.41:old-3751:rev-3752:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>&gt;MeemawHustlin</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Punch_Clipping&amp;diff=3751&amp;oldid=prev</id>
		<title>&gt;MeemawHustlin: Created page with &quot;{{GlitchBox |title |category = Clipping |aka |image |videoLink |caption |v1 = ✔ |v115 = ? |v12 = ? |v121 = ✔ |foundby |datefound |archaeologist |archdate |source }} &#039;&#039;&#039;Punch Clipping&#039;&#039;&#039; is a Save Clip variation where the player can clip through walls and objects to get out of bounds by using a charged punch attack.  ==Instructions==  # Face the wall you intend to clip through, then charge a forward attack and quicksave approximately halfway...&quot;</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Punch_Clipping&amp;diff=3751&amp;oldid=prev"/>
		<updated>2023-02-19T00:38:09Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{GlitchBox |title |category = Clipping |aka |image |videoLink |caption |v1 = ✔ |v115 = ? |v12 = ? |v121 = ✔ |foundby |datefound |archaeologist |archdate |source }} &amp;#039;&amp;#039;&amp;#039;Punch Clipping&amp;#039;&amp;#039;&amp;#039; is a &lt;a href=&quot;/wiki/Oblivion:Save_Clipping&quot; title=&quot;Oblivion:Save Clipping&quot;&gt;Save Clip&lt;/a&gt; variation where the player can clip through walls and objects to get out of bounds by using a charged punch attack.  ==Instructions==  # Face the wall you intend to clip through, then charge a forward attack and quicksave approximately halfway...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GlitchBox&lt;br /&gt;
|title&lt;br /&gt;
|category = Clipping&lt;br /&gt;
|aka&lt;br /&gt;
|image&lt;br /&gt;
|videoLink&lt;br /&gt;
|caption&lt;br /&gt;
|v1 = ✔&lt;br /&gt;
|v115 = ?&lt;br /&gt;
|v12 = ?&lt;br /&gt;
|v121 = ✔&lt;br /&gt;
|foundby&lt;br /&gt;
|datefound&lt;br /&gt;
|archaeologist&lt;br /&gt;
|archdate&lt;br /&gt;
|source&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Punch Clipping&amp;#039;&amp;#039;&amp;#039; is a [[Oblivion:Save Clipping|Save Clip]] variation where the player can clip through walls and objects to get out of bounds by using a charged punch attack.&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
# Face the wall you intend to clip through, then charge a forward attack and quicksave approximately halfway through the animation. Try to have as perpendicular of an angle as possible so that you do not drift horizontally during the attack.&lt;br /&gt;
# Exit to the main menu of the game via the Escape Key menu or enter a new area of the game.&lt;br /&gt;
# Load your quicksave and hold running forward while the screen is loading.&lt;br /&gt;
# Your character will sometimes end up carrying their punch animation straight through the wall, allowing you to move out of bounds.&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
* This glitch is partially luck dependent. Not all walls can be clipped through as easily as another. Flatter walls tend to work better.&lt;br /&gt;
* This tech is almost always less useful than a normal [[Oblivion:Save Clipping|Save Clip]] with a high movement speed. An exception to this is the [https://youtu.be/mNqZn0kPzXU Revenge%] speedrun category.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Punch Clipping works because the player loads into the game before the walls do, allowing them a short amount of time to move past the wall before it loads in. This is why a more perpendicular angle results in a greater success rate, as the player will be moved farther past the wall in the window of time before the wall loads in properly. This is also why flatter walls are easier to clip through. A curved wall has multiple planes of collision the player must move past, whereas a flat wall only has the single plane of collision. &lt;br /&gt;
&lt;br /&gt;
The unloading and reloading of a cell can be performed in two different ways as mentioned in the instructions. Leaving the cell in-game or quitting to the main menu will cause the game to reload all of the terrain again upon loading the quicksave.&lt;/div&gt;</summary>
		<author><name>&gt;MeemawHustlin</name></author>
	</entry>
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