universaltech:sliding
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====== Sliding ====== | ====== Sliding ====== | ||
- | ~~CLOSETOC~~ | + | ---- |
- | <block classes #clip right width :language>{{ :: | + | <WRAP half right infobox> |
- | <wrap center lo>A short clip showcasing Sliding:</ | + | {{tablelayout? |
- | </block> | + | ^ <wrap centeralign> |
+ | ^ <wrap centeralign>{{ :: | ||
+ | ^ Tech Type | Universal | ||
+ | ^ Difficulty | ||
+ | ^ Stamina | 0 | | ||
+ | ^ Character Dependent | ||
+ | ^ Inputs | ||
+ | </WRAP> | ||
- | **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 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 takes no [[universaltech: | + | Sliding takes no [[universaltech: |
- | Sliding for more than 0.75 seconds (when [[universaltech: | + | Sliding for more than '' |
- | To execute a slide, move above the required speed threshold ('' | + | To execute a slide, move above the required speed threshold ('' |
- | ===== Items that increase Slide Distance | + | ==== Items that increase Slide Distance ==== |
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. | 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. | ||
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| 4,250 | < | | 4,250 | < | ||
- | ===== Timings for Late Slide Friction Penalty | + | ==== Timings for Late Slide Friction Penalty ==== |
{{tablelayout? | {{tablelayout? | ||
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| 3,000 | < | | 3,000 | < | ||
- | ===== Slide Conservation | + | ===== Slide Storage |
<block classes #clip right width : | <block classes #clip right width : | ||
- | <wrap center lo>A short clip showcasing Slide Conservation:</ | + | <wrap center lo>A short clip showcasing Slide Storage:</ |
</ | </ | ||
- | **Slide Storage** 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**((AKA Slide Conservation)) |
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). | 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 [[universaltech: | To execute, be airborne (through [[universaltech: | ||
+ | |||
+ | ==== Crouch Storage ==== | ||
+ | |||
+ | By applying the inverse principles of slide storage, one can instead trigger **crouch storage**((AKA Crouch Conservation)). 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. |
universaltech/sliding.1740778226.txt.gz · Last modified: 2025/03/22 10:03 (external edit)