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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 (8.9 m/s) or are on an inclined surface, such as stairs. Additionally, the dash key (default: <code>Shift</code>) enables the character to perform a dash. [[Heroes]] have different dash speeds. | |||
{{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 Mastery}}. | *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 Mastery}}. | ||
[[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> next to a wall will cause the character to perform a Wall Jump, which does not consume stamina. You can Wall Jump multiple times per jump, but each Wall Jump | Pressing <code>Space</code> next to a wall will cause the character to perform a Wall Jump, which does not consume stamina. You can Wall Jump multiple times per jump, but each Wall Jump incurs a fatigue that reduces the height of successive Wall Jumps. This fatigue recovers non-linearly over the course of 1.25 seconds and recovers completely upon landing. Using a light or heavy melee while airborne will also incur fatigue. | ||
[[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|Stamina Mastery}}. | ||
[[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''. | ||
[[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|Stamina Mastery}}. | |||
[[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 a player holds the crouch key (default: <code>Ctrl</code>) while mantling, they will slide after climbing up. | ||
If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will get an 80% [[Movement Slow]], which will taper down to 20% over 2s. | If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will get an 80% [[Movement Slow]], which will taper down to 20% over 2s. | ||
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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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=== Dash Jump Cancel === | === Dash Jump Cancel === | ||
A dash jump cancel is a technique that allows the user to immediately jump after a dash without using additional stamina by casting an ability. A Dash Jump Cancel gives you less velocity than a reqular Dash Jump, and does not proc item effects. | |||
A dash jump cancel is performed by casting an ability in the middle of a dash jump. Due to differences in heroes move speeds, some Dash Jump Cancels are significantly harder, or cannot be followed up with a slide without items that increase move speed. | |||
==== Abilities that can be used to dash jump cancel. ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!Hero | !Hero | ||
!Ability | !Ability | ||
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!{{Hero Card Nav|Hero=Calico}} | !{{Hero Card Nav|Hero=Calico}} | ||
|{{AbilityIcon|Gloom Bombs}} | |{{AbilityIcon|Gloom Bombs}} | ||
| | | | ||
|- | |- | ||
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!{{Hero Card Nav|Hero=Grey Talon}} | !{{Hero Card Nav|Hero=Grey Talon}} | ||
|{{AbilityIcon|Spirit Snare}} | |{{AbilityIcon|Spirit Snare}} | ||
| | |Requires the ability to be fully cast. | ||
|- | |- | ||
! rowspan="2" |{{Hero Card Nav|Hero=Haze}} | ! rowspan="2" |{{Hero Card Nav|Hero=Haze}} | ||
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|- | |- | ||
! rowspan="2" |{{Hero Card Nav|Hero=Ivy}} | ! rowspan="2" |{{Hero Card Nav|Hero=Ivy}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Kudzu Bomb}} | ||
| | | | ||
|- | |- | ||
|{{AbilityIcon| | |{{AbilityIcon|Watcher's Covenant}} | ||
| | | | ||
|- | |- | ||
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|- | |- | ||
|{{AbilityIcon|Malice}} | |{{AbilityIcon|Malice}} | ||
|Casting | |Casting Malic requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Malice Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | ||
|- | |- | ||
!{{Hero Card Nav|Hero=Lash}} | !{{Hero Card Nav|Hero=Lash}} | ||
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|- | |- | ||
|{{AbilityIcon|Sand Blast}} | |{{AbilityIcon|Sand Blast}} | ||
| | | | ||
|- | |- | ||
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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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Prior to the [[Update:April_17,_2025|April 17, 2025 update]], players could use [[Melee Attack#Heavy Melee Cancel|Heavy Melee Cancel]] to maintain momentum from a Heavy Melee attack. However, the update significantly reduced the momentum preservation, making the technique nearly ineffective for movement purposes. | Prior to the [[Update:April_17,_2025|April 17, 2025 update]], players could use [[Melee Attack#Heavy Melee Cancel|Heavy Melee Cancel]] to maintain momentum from a Heavy Melee attack. However, the update significantly reduced the momentum preservation, making the technique nearly ineffective for movement purposes. | ||
== | == Further reading == | ||
* [https://dlmovement.wiki/doku.php/start Deadlock Movement Wiki] | |||
{{Gameplay Navbox}} | {{Gameplay Navbox}} | ||