Dashing/Dash Jumping: Difference between revisions

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=== Dash Jump Strafe Jumping ===
=== Dash Jump Strafe Jumping ===
'''{{Tooltip|Dash Jump Strafe Jumping|Name by LȊGHTBRINGER}}''' allows you to change motion and direction while airborne after a Dash Jump. This does not consume extra stamina, making it useful for navigating the map or chasing opponents in non-linear paths. To execute, perform a Dash Jump, then strafe in midair while moving to redirect your trajectory.
'''{{Tooltip|Dash Jump Strafe Jumping|Name by LȊGHTBRINGER}}''' allows you to change motion and direction while airborne after a Dash Jump. This does not consume extra stamina, making it useful for navigating the map or chasing opponents in non-linear paths. To execute, perform a Dash Jump, then strafe in midair while moving to redirect your trajectory.
[[Category:Movement]][[Category:Universal Tech]]
[[Category:Movement]][[Category:Universal Tech]]{{DISPLAYTITLE:Dash Jumping}}

Revision as of 07:36, 25 January 2026

Dash Jump
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Tech Type: Universal Tech
Difficulty: Basic Mechanics
Character Dependent: No
Inputs: DashJump (when timing window is open)

Dash Jumping is a quintessential part of high level and advanced movement in Deadlock. Dash Jumping costs two bars of stamina.

While dashing, a small timing window opens (the window is open for 0.2 seconds, which starts 0.3 seconds into the dash) for the execution of a dash jump, during which the stamina bar quarter-circle will flash blue. If done correctly, your character will execute a dash jump. If you fail the timing, you will be locked out of the dash jump.

Dash Jumps work by setting your velocity to a fixed sequence; prior momentum is disregarded and your speed is instantly set to 611 u/s. For this reason, Dash Jumps are not recommended for continuing momentum and in the middle of movement sequences with techniques such as ZMC. Because speed is set to a fixed amount which is relatively high compared to normal walking and sprinting speeds, Dash Jumps are usually used at the start of movement sequences for a quick burst of momentum.

If you leave a ledge after the initial dash, the Dash Jump window will still be open; this means that you can Dash Jump in the air if the initial dash was grounded. Intentionally doing this is called a Coyote Dash Jump. This is very useful if you are trying to maximise the distance covered. This Dash Jump will not count as an air action, meaning you preserve your Air Jumps and Wall Jumps.

Dash Jump Slide Bunnyhop
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Tech Type: Universal Tech
Difficulty: Advanced Easy
Character Dependent: No
Inputs: Dash Jump, hold crouch. While sliding, jump

Dash Jump Slide Bunnyhop

Dash Jump Slide Bunnyhop lets you maintain momentum after a Dash Jump. Immediately after Dash Jumping, you are airborne; by holding the crouch key, you can initiate a slide upon landing. While sliding, perform a bunnyhop to preserve speed and move faster across the map for the same stamina cost.

Dash Jump Strafe Jumping
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Tech Type: Universal Tech
Difficulty: Advanced Easy
Character Dependent: No
Inputs: Dash Jump, Air Strafe, then slide to maintain momentum

Dash Jump Strafe Jumping

Dash Jump Strafe Jumping allows you to change motion and direction while airborne after a Dash Jump. This does not consume extra stamina, making it useful for navigating the map or chasing opponents in non-linear paths. To execute, perform a Dash Jump, then strafe in midair while moving to redirect your trajectory.