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{{ | {{Template:Construction}}{{Main|Portal:Movement}} | ||
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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 (by default: <code>W</code>, <code>A</code>, <code>S</code>, and <code>D</code>). Pressing the jump key (by default: <code>Space</code>) makes the character jump, and holding it near a ledge allows the character to mantle (by default: <code>Space</code>). The crouch key (default: <code>Ctrl</code>) causes the character to crouch or slide if they have enough speed (8.9 m/s or 350 hu/s) or are on an inclined surface, such as stairs. Additionally, the dash key (default: <code>Shift</code>) enables the character to perform a [[Stamina|dash]] both on the ground and in the air. [[Heroes]] have differing move speeds and [[Stamina#Dash Speed|dash speeds]]. | |||
The character is controlled using movement keys | |||
{{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. | |||
=== 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. | ||
*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| | *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> | 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 after the first one costs 0.5 [[stamina]] and incurs a fatigue that reduces the height of successive jumps. This fatigue recovers non-linearly{{Citation needed}} over the course of 1.25 seconds and recovers completely upon landing. Using a 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. A dash performed in the air is called an Air Dash, and consumes the same amount of stamina as a grounded dash. You can Air Dash only once per jump, but this limit 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 during a dash and costs 1 [[ | A ''Dash jump'' is a fast long jump, which can be performed as an additive input during a dash during a set timing window and which costs 1 [[stamina]], for a total of 2 stamina. The timing of a ''dash jump'' is visualized by the stamina bars under your 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 === | ||
Double tapping crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes 0.5<ref>https://forums.playdeadlock.com/threads/12-29-2025-update.95233/#post-185824</ref> 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 climbing a nearby ledge. If a player holds the crouch key (default: <code>Ctrl</code>) while mantling, they will slide after climbing up, which is called a Mantle Glide. | ||
If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will | 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. | ||
=== 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. | ||
=== | === Jump Pads === | ||
{{Main|Jump pad}} | |||
Jump 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. | ||
=== 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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=== Dash Jump Cancel === | |||
Dash Jump Canceling is a technique that allows for Jumping immediately after a Dash without performing a Dash Jump. After performing a Dash for a short duration it is possible to spend 1 [[Stamina]] to perform a Dash Jump. Casting an ability during the Dash Jump window will immediately cancel it. This can then be followed up with a normal Jump. When done correctly a Dash Jump Cancel can be used to travel further than a Dash. | |||
Only some abilities provide a benefit when used to Dash Jump Cancel. Abilities with long cast time or abilities that slow movement during cast provide almost no benefit. | |||
{| class="wikitable" | |||
|+Abilities that can be used to Dash Jump Cancel | |||
!Hero | |||
!Ability | |||
!Notes | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Billy}} | |||
|{{AbilityIcon|Blasted}} | |||
| | |||
|- | |||
|{{AbilityIcon|Chain Gang}} | |||
| | |||
|- | |||
!{{Hero Card Nav|Hero=Calico}} | |||
|{{AbilityIcon|Gloom Bombs}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Doorman}} | |||
|{{AbilityIcon|Doorway}} | |||
|Only works when placing the doors. | |||
|- | |||
|{{AbilityIcon|Luggage Cart}} | |||
| | |||
|- | |||
!{{Hero Card Nav|Hero=Drifter}} | |||
|{{AbilityIcon|Stalker's Mark}} | |||
| | |||
|- | |||
!{{Hero Card Nav|Hero=Dynamo}} | |||
|{{AbilityIcon|Rejuvenating Aurora}} | |||
|Requires Rejuvenating Aurora to be upgraded to T3. | |||
|- | |||
!{{Hero Card Nav|Hero=Grey Talon}} | |||
|{{AbilityIcon|Spirit Snare}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Haze}} | |||
|{{AbilityIcon|Sleep Dagger}} | |||
| | |||
|- | |||
|{{AbilityIcon|Smoke Bomb}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Holliday}} | |||
|{{AbilityIcon|Powder Keg}} | |||
| | |||
|- | |||
|{{AbilityIcon|Bounce Pad}} | |||
|Provides a significant increase in velocity. | |||
|- | |||
!{{Hero Card Nav|Hero=Infernus}} | |||
|{{AbilityIcon|Napalm}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Ivy}} | |||
|{{AbilityIcon|Entangling Thorns}} | |||
| | |||
|- | |||
|{{AbilityIcon|Kudzu Connection}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Kelvin}} | |||
|{{AbilityIcon|Frost Grenade}} | |||
| | |||
|- | |||
|{{AbilityIcon|Frozen Shelter}} | |||
|It is possible to cancel the Frozen Shelter before hitting the wall. | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Lady Geist}} | |||
|{{AbilityIcon|Essence Bomb}} | |||
| | |||
|- | |||
|{{AbilityIcon|Malice}} | |||
|Casting Malice 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}} | |||
|{{AbilityIcon|Flog}} | |||
| | |||
|- | |||
! rowspan="4" |{{Hero Card Nav|Hero=McGinnis}} | |||
|{{AbilityIcon|Mini Turret}} | |||
| | |||
|- | |||
|{{AbilityIcon|Medicinal Specter}} | |||
| | |||
|- | |||
|{{AbilityIcon|Spectral Wall}} | |||
| | |||
|- | |||
|{{AbilityIcon|Heavy Barrage}} | |||
|Due to the slow Heavy Barrage Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
!{{Hero Card Nav|Hero=Mina}} | |||
|{{AbilityIcon|Rake}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Mirage}} | |||
|{{AbilityIcon|Fire Scarabs}} | |||
|Each separate cast can be Dash Jump Canceled. | |||
|- | |||
|{{AbilityIcon|Djinn's Mark}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Mo & Krill}} | |||
|{{AbilityIcon|Scorn}} | |||
| | |||
|- | |||
|{{AbilityIcon|Sand Blast}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Paige}} | |||
|{{AbilityIcon|Conjure Dragon}} | |||
| | |||
|- | |||
|{{AbilityIcon|Captivating Read}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Paradox}} | |||
|{{AbilityIcon|Pulse Grenade}} | |||
| | |||
|- | |||
|{{AbilityIcon|Kinetic Carbine}} | |||
| | |||
|- | |||
|{{AbilityIcon|Paradoxical Swap}} | |||
| | |||
|- | |||
!{{Hero Card Nav|Hero=Pocket}} | |||
|{{AbilityIcon|Flying Cloak}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Seven}} | |||
|{{AbilityIcon|Lightning Ball}} | |||
| | |||
|- | |||
|{{AbilityIcon|Static Charge}} | |||
| | |||
|- | |||
|{{AbilityIcon|Power Surge}} | |||
| | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Shiv}} | |||
|{{AbilityIcon|Serrated Knives}} | |||
|Casting Serrated Knives requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Serrated Knives Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
|{{AbilityIcon|Bloodletting}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Sinclair}} | |||
|{{AbilityIcon|Vexing Bolt}} | |||
|Casting Vexing Bolt requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Vexing Bolt Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
|{{AbilityIcon|Spectral Assistant}} | |||
| | |||
|- | |||
|{{AbilityIcon|Rabbit Hex}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Vindicta}} | |||
|{{AbilityIcon|Stake}} | |||
| | |||
|- | |||
|{{AbilityIcon|Crow Familiar}} | |||
|Crow Familiar Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
|{{AbilityIcon|Assassinate}} | |||
|Requires the ability to be fully cast and unscoped before jumping to be able to be followed up with a slide. | |||
|- | |||
! rowspan="2" |{{Hero Card Nav|Hero=Viscous}} | |||
|{{AbilityIcon|Splatter}} | |||
|Splatter Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
|{{AbilityIcon|Puddle Punch}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Vyper}} | |||
|{{AbilityIcon|Screwjab Dagger}} | |||
| | |||
|- | |||
|{{AbilityIcon|Lethal Venom}} | |||
| | |||
|- | |||
|{{AbilityIcon|Petrifying Bola}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Warden}} | |||
|{{AbilityIcon|Alchemical Flask}} | |||
| | |||
|- | |||
|{{AbilityIcon|Willpower}} | |||
|Willpower Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
|{{AbilityIcon|Binding Word}} | |||
| | |||
|- | |||
! rowspan="3" |{{Hero Card Nav|Hero=Wraith}} | |||
|{{AbilityIcon|Card Trick}} | |||
|Card Trick Dash Jump Cancel cannot be followed up with a slide without items that increase move speed. | |||
|- | |||
|{{AbilityIcon|Full Auto}} | |||
| | |||
|- | |||
|{{AbilityIcon|Telekinesis}} | |||
| | |||
|} | |||
== Movement abilities == | == Movement abilities == | ||
Certain abilities are classified in-game as Movement Abilties. These abilities are disabled by the {{ItemType|Tech}} {{ItemIcon|Slowing Hex}}. | |||
{| class="wikitable" style="text-align:center; width:auto;" | {| class="wikitable" style="text-align:center; width:auto;" | ||
! Hero | ! Hero | ||
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|} | |} | ||
== | == Trivia == | ||
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. | |||
== References == | |||
<references /> | |||
== Navigation == | |||
{{Gameplay Navbox}} | {{Gameplay Navbox}} | ||
[[Category:Movement]] | |||