This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| universaltech:ag2dashing [2025/08/22 04:08] – small edit to test if icon changes compsoter | universaltech:ag2dashing [2026/02/25 08:57] (current) – Ag2Dashing no longer exists, page reflects that. compsoter | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | <WRAP announcement grey infobox> | ||
| + | {{: | ||
| + | In a undocumented minor patch (either build [[https:// | ||
| + | </ | ||
| + | |||
| ====== Ag2 Dashing ====== | ====== Ag2 Dashing ====== | ||
| {{htmlmetatags> | {{htmlmetatags> | ||
| Line 24: | Line 29: | ||
| ^ Tech Type | Universal | ^ Tech Type | Universal | ||
| ^ Difficulty | ^ Difficulty | ||
| - | ^ Character Dependent | + | ^ Character Dependent |
| - | ^ Stamina | + | ^ Stamina |
| - | ^ Inputs | + | ^ Inputs |
| </ | </ | ||
| AnimGraph2 is a new, more optimised animation system implemented in certain Source 2 games. AnimGraph2 is intended to replace the older, less optimised AnimGraph system. | AnimGraph2 is a new, more optimised animation system implemented in certain Source 2 games. AnimGraph2 is intended to replace the older, less optimised AnimGraph system. | ||
| - | During the switch to AnimGraph2, certain animations have had their properties changed, resulting in strange or unusual interactions compared to the rest of the cast. As of current writing, the characters | + | During the switch to AnimGraph2, certain animations have had their properties changed, resulting in strange or unusual interactions compared to the rest of the cast. As of current writing, |
| + | |||
| + | **Ag2Dashing** (short for AnimGraph 2 Dashing) was a technique that allowed you to gain large amounts of velocity out of a [[universaltech: | ||
| + | |||
| + | Ag2Dashing could only be done in select timeslots, or windows, for reasons still unknown. These timeslots were the same across | ||
| + | |||
| + | When Ag2Dashing, you would dash slide with a large amount of velocity (for dash bucket 1, '' | ||
| + | |||
| + | Ag2Dashing, with the right execution and appropriate method, was extremely effective; high speed and low-level pre-requisites (i.e. needing a slope and one stamina) allowed it to become a superb chasing or escape tool during the latter portion of its lifespan. | ||
| + | |||
| + | There were multiple methods to Ag2Dash, which are listed below the timeslots. | ||
| + | |||
| + | ===== Time Windows for Ag2Dashing ===== | ||
| + | Ag2Dashing only worked during set times in the match was dash bucket dependant. | ||
| + | {{tablelayout? | ||
| + | ^ Bucket | ||
| + | | Bucket 1 | 0: | ||
| + | | Bucket 2 | 0: | ||
| + | | Bucket 3 | 0: | ||
| + | |||
| + | ===== Methods to execute an Ag2Dash ===== | ||
| + | <WRAP> | ||
| + | <WRAP box> | ||
| + | ==== Regular ==== | ||
| + | <WRAP third right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | </ | ||
| + | <WRAP twothirds> | ||
| + | By dashing and then on the subsequent tick, sliding, you could execute an Ag2Dash. This method had the least obstacles to execution but requires tick perfect inputs. | ||
| + | |||
| + | If you press dash and crouch on the same tick instead of one after the other, you execute a worse variation that does not put you in the slide state colloquially called " | ||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== Slide Storage Method ==== | ||
| + | <WRAP third right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | </ | ||
| + | <WRAP twothirds> | ||
| + | You were able to utilise Slide Storage to execute an Ag2Dash. This method was extremely lenient in its timing window and was extremely consistent compared to the regular method. This method required you to either come to a standstill and use the backwards movement key, which might not be desirable depending on the situation; or to bind dash to scroll wheel or dash tick perfectly to avoid sliding before dashing. | ||
| + | |||
| + | To execute an Ag2Dash using Slide Storage, jump in the air, hold crouch. Upon landing, press any cardinal direction and dash. This method became considerably more consistent if you held the backwards movement key while on the slope to avoid sliding before dashing, by binding dash to the scroll wheel (this would allow you to use slide storage method without pressing the backwards movement key) or by dashing tick perfectly. | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== Poster Method ==== | ||
| + | <WRAP third right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | </ | ||
| + | <WRAP twothirds> | ||
| + | You could use the campaign posters from the Old Gods, New Blood update to execute an Ag2Dash. This method was a variation on the slide storage method which uses the posters to stop you from sliding and force you to stand up. | ||
| + | |||
| + | This method could also be done by instead using a light melee (although the light melee method requires slightly more strict timing, since using a poster is instant), or an ability/ | ||
| + | |||
| + | To execute an Ag2Dash using posters, be on a slope. Jump in the air, look down and place down a poster. Upon landing, press any cardinal direction and dash. If you bound dash to scroll wheel and spun it when you land, you could eliminate the chance that you might instead slide. | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== Air Dash Method ==== | ||
| + | <WRAP third right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | </ | ||
| + | <WRAP twothirds> | ||
| + | The air dash method was another variation of the Slide Storage method that utilises an air dash in order to prevent dashing early. | ||
| + | |||
| + | To execute an Ag2Dash using an air dash, jump in the air and air dash. Hold crouch and upon landing, press any cardinal direction and dash. | ||
| + | </ | ||
| + | </ | ||
| + | |||
| + | </ | ||
| + | |||
| + | ===== History of Ag2Dashing ===== | ||
| + | |||
| + | On the 23rd of March 2020, Valve released Half Life: Alyx, the third instalment in the Half Life series. Alyx utilised a new data driven skeletal animation system called AnimGraph to realistically control how the non-player-characters moved throughout the world, the specifics of which will not be covered here, but can be read about on [[https:// | ||
| + | |||
| + | AnimGraph worked well for the singeplayer Half Life: Alyx, but was ill-equipped for multiplayer games due to networking and bandwidth issues. To combat this, Valve worked on a sequel to this system, AnimGraph 2. | ||
| + | |||
| + | AnimGraph 2 would be quietly worked on and implemented into Deadlock from late 2024 into the middle of 2025, culminating in < | ||
| + | |||
| + | This push introduced the regular method of Ag2Dashing. Ag2Dashing would go under the radar for a few weeks until a few community clips on the r/ | ||
| + | |||
| + | The first mention of the term " | ||
| + | Named on a whim, didn't think it'd live this long. - compsoter | ||
| + | )). At this time, only the three characters could Ag2Dash, that being the three with Animgraph 2 enabled. At this point, everyone shared the same timeslot: ~'' | ||
| + | |||
| + | On the [[https:// | ||
| + | |||
| + | On the Six New Heroes update, Valve converted | ||
| + | |||
| + | On the Old Gods, New Blood update, Valve converted all remaining characters to AnimGraph 2. Consequently, | ||
| + | |||
| + | Ag2Dash timeslots became unclear during this time due to a lack of testing, and wouldn' | ||
| + | |||
| + | On the 2nd of February, the community member Acurrz noted that you could Ag2Dash by jumping back, holding crouch then dashing when you landed, leading to the discovery of other methods; on the 15th, mikoboy discovered the poster and air dash method, followed by .lithium_ using scrollwheel with the slide storage method. | ||
| + | |||
| + | On the 25th of February 2026 at approximately 7:00 AM AEST (9:00 PM UST or 1:00 PM PT), the regular method of Ag2Dashing got removed in a small undocumented patch, albeit not removing g2shitdashing. This patch resulted in a bug that allowed Ag2Dashing on flat ground from a regular grounded dash with extremely lenient timing (with a timing window larger than a second) and no timing windows using the slide storage method, allowing for extremely fast movement. | ||
| - | **Ag2Dashing** only works during set times in the match. From 0:00—0:30, 2:05—8:30 and 34:05 onwards, you are able to Ag2Dash. Any other time will result in a dash cut short. | + | 7-8 hours later at approximately 3:00 PM AEST (4:00 AM UST or 8:00 PM PT), Valve released |
| - | By dashing then on the next tick crouching on a ramp as these characters, you can gain a large impulse of speed, with peaks of '' | ||
| - | During the laning phase, this can be a faster way of getting to troopers to deny or confirm them. Outside of laning phase, this technique is extremely niche. | ||