


Sliding | |
---|---|
Tech Type | Universal |
Difficulty | Basic Mechanics |
Stamina | 0 |
Character Dependent | No |
Inputs | Crouch walk above 350 u/s or when on a ramp |
Sliding is a fundamental part of movement in Deadlock. Sliding allows you to gain momentum down slopes and to conserve already gained momentum to gain further distance. Sliding is only available while on the ground. While you are sliding, blue smoke will be emitted behind you, and there will be small dust trails on your sides. Sliding also gives you infinite ammo until you stop sliding; this is incredibly useful for combat and maximising DPS1)
Sliding takes no stamina to execute; you only have to be moving at a speed higher than 350
u/s (or 8.9
m/s) to initiate the slide. After executing the slide, you will eventually decelerate to a complete stop.2) Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised.
Sliding for more than 0.75
seconds (when Dash Jumping, 1.00
second) applies increased friction.3) This impacts your ability to maintain momentum. Items that have the +Slide Distance statistic increase the amount of time until the increased friction is applied by +``0.25`` second increments.
To execute a slide, move above the required speed threshold (350 u/s
or 8.9
m/s) or be moving at any speed on a ramp, and crouch. You should automatically slide.
The amount of distance covered when sliding can be increased with items that have the +Slide Distance statistic on them. Slide Distance does not increase the speed of the slide, but instead moves the friction increase intended to stop you to a further time, therefore increasing distance.
Price (Souls) | Type of Item | Item Name | Slide Distance Increase | Slide Distance + hidden friction reduction4) |
---|---|---|---|---|
1,250 | ![]() | Fleetfoot | +25% | +27% |
3,000 | ![]() | Burst Fire | +50% | +56% |
4,250 | ![]() | Combined Fleetfoot and Burst Fire | +75% | +90% |
Price (Souls) | Type of Item | Item Name | Slide Distance Increase | Time until penalty (s) | Time until penalty when Dash Jumping (s) |
---|---|---|---|---|---|
N/A, Base stats | 0.75 | 1.00 | |||
1,250 | ![]() | Fleetfoot | +25% | 1.00 | 1.25 |
3,000 | ![]() | Burst Fire | +50% | 1.25 | 1.50 |
A short clip showcasing Slide Storage:
Slide Storage5) is the act of infinitely buffering a slide input for later use. This allows you to slide on objects and ramps instantly without minimal speed. Incredibly small parts of map geometry (e.g curbs, lips of edges) that would be impossible to slide on normally are able to be slid on using Slide Storage.
Slide Storage allows you buffer a slide input while in the air; this allows you to slide after any airborne action (e.g. dash jumping, jumping).
To execute, be airborne (through jumping, dash jumping, etc.) and then hold the crouch button. While the crouch button is held, your slide is being buffered. If you then move down a ramp, fall off a slope or have enough speed, you will begin sliding.
By applying the inverse principles of slide storage, one can instead trigger crouch storage6). This allows you to stop on objects and ramps near instantly without any sliding.
Crouch storage allows you to hold a crouch while in the air; this allows you to stay crouching after any airborne action (with the exception of down dashing).
To execute, hold the crouch button before dashing or going airborne. While the crouch button is held, your crouch is stored. Now, no matter what surface you're on or what speed you're going, you will never slide.
0.1875
3.1875
when sliding from a grounded dash, and 0.6875
when from a Dash Jump (Thanks Altimor)