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In ''[[Deadlock]]'', there are a variety of methods for traversing the map. | In ''[[Deadlock]]'', there are a variety of methods for traversing the map. | ||
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Several heroes and items have specific movement tech that cannot be executed otherwise. | Several heroes and items have specific movement tech that cannot be executed otherwise. | ||
Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 [[wikipedia:inch|inch]]. Therefore, 1 hu is roughly equal to and represents .0254 m. | Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 [[wikipedia:inch|inch]]. Therefore, 1 hu is roughly equal to and represents .0254 m. | ||
There is no fall damage in ''Deadlock''. | There is no fall damage in ''Deadlock''. | ||
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== Basic Movement == | == Basic Movement == | ||
=== Controls === | === Controls === | ||
The character is controlled using movement keys | '''Note:''' Keys listed below assume QWERTY layout on an ANSI keyboard. | ||
The character is controlled using movement keys, typically <code>W</code>, <code>A</code>, <code>S</code>, and <code>D</code>. Pressing the jump key (default: <code>Space</code>) makes the character jump, and holding it near a ledge allows the character to mantle. The crouch key (default: <code>Ctrl</code>) causes the character to crouch or slide if they have enough speed or are on an inclined surface, such as stairs. Additionally, the dash key (default: <code>Shift</code>) enables the character to perform a dash. | |||
{{Main|Move Speed|Movement Slow}} | {{Main|Move Speed|Movement Slow}} | ||
Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially. | Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially. | ||
=== Air Jump === | === Air Jump === | ||
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. | Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. Against some walls, air jumping against the surface that is just too tall for a single jump will refund the stamina for the air jump. | ||
*At the start of each game, you are only permitted one Air Jump per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina | *At the start of each game, you are only permitted one Air Jump per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Superior Stamina}}. | ||
[[File:Air_Jump.mp4|center|800px]]<center>'''Air | [[File:Air_Jump.mp4|center|800px]]<center>'''Air jumping'''</center> | ||
=== Wall Jump === | === Wall Jump === | ||
Pressing <code>Space</code> | Pressing <code>Space</code> away from the wall will cause the character to perform a Wall Jump, which does not consume stamina. You can Wall Jump only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Superior Stamina}}. | ||
[[File:Wall_Jump.mp4|center|800px]]<center>'''Wall Jumping'''</center> | [[File:Wall_Jump.mp4|center|800px]]<center>'''Wall Jumping'''</center> | ||
=== Air Dash === | === Air Dash === | ||
Dashing midair can be done similarly to a grounded dash. | Dashing midair can be done similarly to a grounded dash. This consumes one stamina. You can Air Dash only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Superior Stamina}}. | ||
[[File:Air_Dash.mp4|center|800px]]<center>'''Air Dashing'''</center> | [[File:Air_Dash.mp4|center|800px]]<center>'''Air Dashing'''</center> | ||
=== Dash Jump === | === Dash Jump === | ||
A ''Dash jump'' is a fast long jump, which can be performed | A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent ''dashing''. The timing of a ''dash jump'' is visualized by the crosshair turning blue while ''dashing.'' While the crosshair is blue, the player can press jump to ''dash jump''. | ||
* If hero has {{ItemIcon|Kinetic Dash}} or {{ItemIcon|Arcane Surge}} ''Dash jump'' will only cost 1 stamina if items are not on cooldown. | |||
[[File:Dash_Jump.mp4|center|800px]]<center>'''Dash Jumping'''</center> | [[File:Dash_Jump.mp4|center|800px]]<center>'''Dash Jumping'''</center> | ||
=== Down Dash === | === Down Dash === | ||
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina. You can Down Dash only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Superior Stamina}}. | |||
[[File:Downdash.mp4|center|800px]]<center>'''Down dashing'''</center> | [[File:Downdash.mp4|center|800px]]<center>'''Down dashing'''</center> | ||
=== Mantle === | === Mantle === | ||
Mantling is the act of | Mantling is the act of jumping towards a ledge and climbing it. | ||
If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will get | If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will fall and get [[Status Effects#Stun|stunned]]. | ||
=== Stamina === | === Stamina === | ||
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There are multiple elements on the map that let players move uniquely. | There are multiple elements on the map that let players move uniquely. | ||
=== | === Launch Pads === | ||
Launch Pads are small vents that push heroes through the air after standing on them. | |||
=== Ropes === | === Ropes === | ||
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As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent. | As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent. | ||
=== Heavy Melee Cancel === | |||
Heavy Melee Cancel lets you interrupt the recovery animation of a Heavy Melee by using specific active items or abilities. By activating these items during the lunge portion of the attack, you can preserve the forward momentum, opening up extended movement options. | |||
Heavy Melee Cancel is a valuable technique for melee-focused builds, as it allows you to bait enemies into wasting their parry. | |||
[[File:Heavy_Melee_Cancel.mp4|center|800px]]<center>'''Baiting Heavy Melee using Heavy Melee Cancel'''</center> | |||
To Perform a Heavy Melee Cancel: | |||
# Equip an active item that allows Heavy Melee cancellation or play a character with an ability that enables it. | |||
# Initiate a Heavy Melee, then activate the item or ability during the lunge phase to cancel the recovery while maintaining momentum. | |||
==== Items that cancel Heavy Melee ==== | |||
{| class="wikitable sortable" | |||
! Price ({{Souls|Souls}}) | |||
! Type of Item | |||
! Item Name | |||
|- | |||
| {{Souls|1,250}} | |||
| {{ItemType|Weapon}} | |||
| {{ItemIcon|Fleetfoot}} | |||
|- | |||
| {{Souls|6,000}} | |||
| {{ItemType|Armor}} | |||
| {{ItemIcon|Colossus}} | |||
|- | |||
| {{Souls|6,000}} | |||
| {{ItemType|Armor}} | |||
| {{ItemIcon|Unstoppable}} | |||
|- | |||
| {{Souls|6,000}} | |||
| {{ItemType|Weapon}} | |||
| {{ItemIcon|Vampiric Burst}} | |||
|} | |||
==== Abilities that cancel Heavy Melee ==== | |||
Some characters can Heavy Melee Cancel with their abilities, though they are locked out of immediate follow-ups due to ability restrictions | |||
{| class="wikitable sortable" | |||
! Hero | |||
! Ability | |||
|- | |||
| {{HeroIcon|Dynamo}} | |||
| {{AbilityIcon|Singularity}} | |||
|- | |||
| {{HeroIcon|Ivy}} | |||
| {{AbilityIcon|Stone Form}} | |||
|- | |||
| {{HeroIcon|Kelvin}} | |||
| {{AbilityIcon|Ice Path}}, {{AbilityIcon|Frozen Shelter}} | |||
|- | |||
|} | |||
[[File:Heavy_Melee_Cancel_Movement.mp4|center|800px]]<center>'''Double Jump then Heavy Melee Cancel using {{ItemIcon|Fleetfoot}} then Slide'''</center> | |||
=== Melee Jump === | === Melee Jump === | ||
Melee jumping is the technique of using a heavy melee timed with a ''Wall Jump'' to go up without double jumping, thus saving a Stamina bar.[[File:Melee_Jump.mp4|center|800px]]<center>'''Melee Jumping and then ''Mantling'''''</center> | Melee jumping is the technique of using a heavy melee timed with a ''Wall Jump'' to go up without double jumping, thus saving a Stamina bar.[[File:Melee_Jump.mp4|center|800px]]<center>'''Melee Jumping and then ''Mantling'''''</center> | ||
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== Movement abilities == | == Movement abilities == | ||
{| class="wikitable" style="text-align:center; width:auto;" | {| class="wikitable" style="text-align:center; width:auto;" | ||
! Hero | ! Hero | ||
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|} | |} | ||
== | == Further reading == | ||
* [https://docs.google.com/document/d/1yfPHJsMrKcg_8wqa95qu0sOFxRdzKLF_eUWOZX7RLHc/edit?usp=sharing (EN-GB) Deadlock Movement] community document | |||
= | |||
{{Gameplay Navbox}} | {{Gameplay Navbox}} | ||