Shiv/Movement: Difference between revisions

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M2 Wall Jump: Correction, Shiv walljumps no longer require 0.25 stamina.
 
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List of known [[Character Tech|movement tech]] for '''Shiv'''.
List of known [[Character Tech|movement tech]] for '''Shiv'''.


{{TechCard
|name=Alt-fire
|file= Shivaltfire.mp4
|tech_type= Character Tech
|difficulty= Universal Basic
|inputs= Alt-fire
}}
== Alt-fire ==
== Alt-fire ==
[[File:Shivexample1.png|thumb|198x198px|Alt-fire movement angle.]]
[[File:Shivexample1.png|thumb|198x198px|Alt-fire movement angle.]]
Shiv does not have a zoom. Instead, he has an alt-fire ((AKA M2 (Mouse 2) or RMB (Right Mouse Button) )).
Shiv does not have a zoom. Instead, he has an alt-fire (<code>RMB</code> or <code>M2</code>).


Shiv’s alt-fire shoots three rounds out of his shotgun. The recoil knocks you back, similar to the gun [[https://wiki.teamfortress.com/wiki/Force-A-Nature|Force-A-Nature]] from Team Fortress 2. This alt-fire allows for more movement opportunities for Shiv.
Shiv’s alt-fire shoots {{#invoke:HeroData|get_alt_fire_var|Shiv|AmmoConsumedPerShot}} rounds out of his shotgun. The recoil knocks you back, similar to the weapon [https://wiki.teamfortress.com/wiki/Force-a-Nature Force-A-Nature] from ''Team Fortress 2''. This alt-fire allows for more movement opportunities for Shiv.


<WRAP box nobox>
Alt-fire sends you at an initial impulse of ''400'' units per second, after which you are subject to gravity and air drag.<ref>Tested through ''cl_showpos'' and through ''cvar'' unlocker.</ref> The amount of horizontal and vertical velocity you get out of alt-fire are components of the inital impulse and the angle you shot at.
<WRAP half column>
Alt-fire sends you at an initial impulse of ''404'' units per second, after which you are subject to gravity and air drag.((Tested through ''cl_showpos'' and through ''cvar'' unlocker.)) The amount of horizontal and vertical velocity you get out of alt-fire are components of the inital impulse and the angle you shot at.


If you're on the ground and you do not aim parallel to the ground, your horizontal velocity will be the component of the impulse and the aiming angle, but your vertical impulse will be eaten, resulting in less horizontal velocity.
If you're on the ground and you do not aim parallel to the ground, your horizontal velocity will be the component of the impulse and the aiming angle, but your vertical impulse will be eaten, resulting in less horizontal velocity.


When on the ground, usage of alt-fire will result in a vertical impulse of ''12'' units upwards((Shown through ''cvar'' unlocker.)). This results in Shiv being able to slide easily from an alt-fire by utilising Slide Storage.
When on the ground, usage of alt-fire will result in a vertical impulse of ''12'' units upwards.<ref>Shown through ''cvar'' unlocker.</ref> This results in Shiv being able to slide easily from an alt-fire by utilising Slide Storage.
 
Alt-fire always sends at ''404'' units per second((Test this through setting noclip friction to 0 and using alt-fire in a line; velocity is not additive.)); depending on your pre-existing velocity, alt-fire can be detrimental.


Alt-fire always sends at ''404'' units per second;<ref>Test this through setting noclip friction to 0 and using alt-fire in a line; velocity is not additive.</ref> depending on your pre-existing velocity, alt-fire can be detrimental.
=== History ===
=== History ===
<shiv_sm> Shiv has existed as a character for a large portion of the games lifespan, existing in Deadlock's predecessor, Neon Prime. In Neon Prime, <pl_shiv_sm> Shiv likely had no alt-fire. Eventually, Neon Prime was scrapped, and assets and the general game were integrated into Deadlock. Shiv existed in the files but was not selectable.
Shiv has existed as a character for a large portion of the games lifespan, existing in ''[[Deadlock]]'s'' predecessor, [[Neon Prime|''Neon Prime'']]. In ''Neon Prime,'' Shiv likely had no alt-fire. Eventually, ''Neon Prime'' was scrapped, and assets and the general game were integrated into Deadlock. Shiv existed in the files but was not selectable.


On the [[https://forums.playdeadlock.com/threads/08-15-2024-update.16378/|08-15-2024]] patch, Shiv was added into matchmaking((Added a new hero, Shiv)). On release, Shiv had his alt-fire and it worked identically to how it works now. The impulse of alt-fire was ''500'' u/s.  
On the {{Update link|August|15|2024}} update, Shiv was added into matchmaking. On release, Shiv had his alt-fire and it worked identically to how it works now. The impulse of alt-fire was ''500'' u/s.  


On the [[https://forums.playdeadlock.com/threads/10-24-2025-update.87198/|10-24-2025]] patch, alt-fire knockback was decreased by 10%((Shiv: Alt fire knockback reduced by 10%)). The impulse of alt-fire sent was ''450'' u/s.  
On the {{Update link|October|24|2025}} update, alt-fire knockback was decreased by 10% The impulse of alt-fire sent was ''450'' u/s.  


On the [[https://forums.playdeadlock.com/threads/11-21-2025-update.90383/|11-21-2025]] patch, alt-fire knockback was decreased by a further 10%(("Shiv: Alt fire knockback reduced by 10%")) and the amount of ammo that alt-fire consumed was increased from 2-->3((Shiv: Alt fire ammo cost increased from 2 to 3)). After this point, the impulse became ''404'' u/s.
On the {{Update link|November|21|2025}} update, alt-fire knockback was decreased by a further 10% and the amount of ammo that alt-fire consumed was increased from 2-->3. After this point, the impulse became ''404'' u/s.


{{TechCard
{{TechCard
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|tech_type= Character Tech
|tech_type= Character Tech
|difficulty= Advanced Easy
|difficulty= Advanced Easy
|inputs= (either jump or be in the air, look downwards) → alt-fire (RMB)
|inputs= (either jump or be in the air, look downwards) → alt-fire
}}
}}
=== Force Jumping ===
=== Force Jumping ===
 
'''Force Jumping''' (also often called FaN Jumping)<ref>The name refers to Force Jumping in ''Team Fortress 2''. FaN means Force-A-Nature, a weapon from ''Team Fortress 2'' that had similar characteristics.</ref> is the act of using the recoil from Shiv’s alt-fire to boost yourself vertically; acting essentially, as a third, smaller [[Jumping|jump]].
**Force Jumping** (also often called FaN Jumping)((The name refers to Force Jumping in Team Fortress 2. FaN means Force-A-Nature, a weapon from Team Fortress 2 that had similar characteristics.)) is the act of using the recoil from Shiv’s alt-fire to boost yourself vertically; acting essentially, as a third, smaller [[universaltech:jump]].


Force Jumping is often used to get to heights not possible without.  
Force Jumping is often used to get to heights not possible without.  
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=== M2 Recoil Skip ===
=== M2 Recoil Skip ===


By inputting alt-fire followed immediately by a [[universaltech:dash|ground dash]] to move in the direction of your dash, you can ignore the backwards momentum from alt-fire. This is called a **M2 Recoil Skip**. This can be useful when chasing enemies.
By inputting alt-fire followed immediately by a [[Dashing|ground dash]] to move in the direction of your dash, you can ignore the backwards momentum from alt-fire. This is called a **M2 Recoil Skip**. This can be useful when chasing enemies.


Note that this only works with ground dashes and not air dashes. Ground dashes directly set your velocity, while air dashes add to your existing velocity.
Note that this only works with ground dashes and not air dashes. Ground dashes directly set your velocity, while air dashes add to your existing velocity.
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}}
}}
=== M2 Wall Jump ===
=== M2 Wall Jump ===
**M2 Wall Jump** is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from Shiv’s alt-fire in addition to the [[universaltech:wall_jump|wall jump]]. To execute, aim towards a wall, alt-fire, and then press jump immediately after, ideally after one tick. Like with any wall jump, you can hold a direction to influence your wall jump trajectory while performing this technique.
'''M2 Wall Jump''' is the act of inputting alt-fire and then immediately wall jumping to gain the velocity boost from both the recoil from Shiv’s alt-fire in addition to the [[Wall Jumping|wall jump]]. To execute, aim towards a wall, alt-fire, and then press jump immediately after, ideally after one tick. Like with any wall jump, you can hold a direction to influence your wall jump trajectory while performing this technique.


This technique requires 0.25 [[universaltech:stamina|stamina]], and can be used to gain significant velocity away from the wall.
This technique can be used to gain significant velocity away from the wall.


The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs.
The input can be inconsistent depending on the geometry of the wall. If you don’t input the wall jump quickly enough after alt-fire, you’ll be too far away from the wall to wall jump and will perform an air jump instead, but if you press alt-fire and wall jump at the same time, alt-fire will sometimes not register due to the wall jump locking out inputs.


Firing alt-fire at a shallower angle to the wall can make this easier to perform at the cost of gaining less speed; this lets you move more laterally along the wall. It is also easier to do this on some walls than others the flatter and more plain the wall, the easier.
Firing alt-fire at a shallower angle to the wall can make this easier to perform at the cost of gaining less speed; this lets you move more laterally along the wall. It is also easier to do this on some walls than others - the flatter and more plain the wall, the easier.


Anecdotally, binding alt-fire and jump to keys on the same hand (e.g. both on keyboard or both on mouse buttons) can make the execution easier.
Anecdotally, binding alt-fire and jump to keys on the same hand (e.g. both on keyboard or both on mouse buttons) can make the execution easier.
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}}
}}
=== M2 Sliding ===
=== M2 Sliding ===
'''M2 Sliding''' is the act of using Shiv’s alt-fire to enter into the [[Sliding|slide]] state.


**M2 Sliding** is the act of using Shiv’s alt-fire to enter into the [[universaltech:slide]] state.
Shiv’s alt-fire knocks him back at a peak speed of ''404'' u/s in the ground and in the air. You can use this speed to start a slide, since the speed exceeds the ''350'' u/s threshold needed to start a slide.  


<shiv_sm> Shiv’s alt-fire knocks him back at a peak speed of ''404'' u/s in the ground and in the air. You can use this speed to start a slide, since the speed exceeds the ''350'' u/s threshold needed to start a slide.
Without items, you are only able to enter slide state for one shot; see ''Infinite M2 Slide'' to be able to continuously enter slide state while shooting.
 
Without items, you are only able to enter slide state for one shot; see [[hero:shiv#infinite_m2_slide|Infinite M2 Slide]] to be able to continuously enter slide state while shooting.


To execute M2 Sliding, use alt-fire and slide. When shooting, try and shoot parallel to the ground to get the most speed and acceleration out of the alt-fire shot.
To execute M2 Sliding, use alt-fire and slide. When shooting, try and shoot parallel to the ground to get the most speed and acceleration out of the alt-fire shot.
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}}
}}
=== M2 Slide Hopping ===
=== M2 Slide Hopping ===
'''M2 Slide Hopping''' is a technique where you are able to [[Bunnyhopping/Slide Bunnyhopping|slide Bunnyhop]] with alt-fire. This can be done without any items, but is harder than ''Infinite M2 Sliding''. The main advantage of M2 Slide Hopping is that it does not take any items at all and is faster than regular base walking speed. For these reasons, M2 Slide Hopping is good during the laning phase.


**M2 Slide Hopping** is a technique where you are able to [[universaltech:Slide Bunnyhop]] with alt-fire. This can be done without any items, but is harder than [[hero:shiv#infinite_m2_slide|Infinite M2 Sliding]]. The main advantage of M2 Slide Hopping is that it does not take any items at all and is faster than regular base walking speed. For these reasons, M2 Slide Hopping is good during the laning phase.
M2 Slide Hopping can be used for faster general traversal around the map or to make a slightly faster getaway if you are out of [[stamina]].
 
M2 Slide Hopping can be used for faster general traversal around the map or to make a slightly faster getaway if you are out of [[universaltech:stamina]].


The tradeoff is that M2 Slide Hopping without items is hard to do without consuming ammo; the timing is tricky, but can be mastered.
The tradeoff is that M2 Slide Hopping without items is hard to do without consuming ammo; the timing is tricky, but can be mastered.


To M2 Slide Hop (assuming no items):
To M2 Slide Hop (assuming no items):
* First, __move with enough speed to start a [[universaltech:slide]]__ and be in the air. The easiest way to gain this speed is to either [[universaltech:iad|Instant Air Dash]] or [[universaltech:Dash Jump]]; both are valid.
* First, move with enough speed to start a [[Sliding|slide]] and be in the air. The easiest way to gain this speed is to either [[Dashing/Instant Air Dash|Instant Air Dash]] or [[Dashing/Dash Jumping|Dash Jump]]; both are valid.
* While in the air,  
* While in the air,  
**Face roughly perpendicular to where you want to go.__ (e.g. face left or right if you want to go forward)
**Face roughly perpendicular to where you want to go. (e.g. face left or right if you want to go forward)
**Hold the movement key that results in forward movement__ in your current camera position (e.g. hold D if you are facing left of where you want to go.)
**Hold the movement key that results in forward movement in your current camera position (e.g. hold D if you are facing left of where you want to go.)
*Land and slide.__ The easiest way to slide is to hold the duck key and buffer slide during steps 2a—3, to activate [[universaltech:Slide Conservation]].
*Land and slide. The easiest way to slide is to hold the duck key and buffer slide during steps 2a-3, to activate [[Sliding|Slide Conservation]].
*Nearly immediately after sliding, __use alt-fire to gain momentum__. Slide for ''~.5'' seconds  
*Nearly immediately after sliding, use alt-fire to gain momentum. Slide for ''~.5'' seconds  
*Switch movement keys smoothly to the forward movement key.__ (e.g. If you were holding the left movement key, shift over to the forward movement key.) While doing this, __move your camera to the forward direction__.
*Switch movement keys smoothly to the forward movement key. (e.g. If you were holding the left movement key, shift over to the forward movement key.) While doing this, move your camera to the forward direction.
*[[universaltech:Jump]]__ and __repeat steps 2a—4__.
*[[Jumping|Jump]] and repeat steps 2a-4.


{{TechCard
{{TechCard
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}}
}}
=== Infinite M2 Slide ===
=== Infinite M2 Slide ===
'''Infinite M2 Slide''' requires items to be bought from the shop that increase fire rate. A minimum of +22% fire rate<ref>{{ItemIcon|High-Velocity Rounds}}, {{ItemIcon|Rapid Rounds}}, {{ItemIcon|Slowing Bullets}}</ref> is required, but a higher percentage is recommended, and will result in higher leniency, speed and control. It can also be done with the item {{ItemIcon|Fleetfoot}} which increases [[Sliding|slide]] distance by 35% on its own.


**Infinite M2 Slide** requires items to be bought from the shop that increase fire rate. A minimum of +22% fire rate((<item_high_velocity_rounds> <wrap retailsemibold>High Velocity Rounds</wrap>, <item_rapid_rounds> <wrap retailsemibold>Rapid Rounds</wrap>, <item_slowing_bullets> <wrap retailsemibold>Slowing Bullets</wrap>)) is required, but a higher percentage is recommended, and will result in higher leniency, speed and control. It can also be done with the <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap> item <item_fleetfoot> <wrap retailsemibold>Fleetfoot</wrap> (<wrap retailsemibold><color #2EC4B6><soul> 1,600</color></wrap>) which increases [[universaltech:dash]] distance by 25% on its own.
Using this faster fire rate, you can chain M2 shots while in a [[Sliding|slide]] to maintain or even gain speed that exceeds the threshold of ''350'' u/s.


Using this faster fire rate, you can chain M2 shots while in a [[universaltech:slide]] to maintain or even gain speed that exceeds the threshold of ''350'' u/s.
Furthermore, slides allow for infinite shooting, allowing you to slide infinitely with no ammo loss, and if done from a ground [[Jumping|jump]], costs no bars of [[stamina]]. This allows the slide to go on forever as long as you keep shooting. The Infinite M2 Slide also allows you to make sharp turns with the slide.
 
Furthermore, slides allow for infinite shooting, allowing you to slide __infinitely with no ammo loss__, and if done from a ground [[universaltech:jump]], costs no bars of [[universaltech:stamina]]. This allows the slide to go on forever as long as you keep shooting. The Infinite M2 Slide also allows you to make sharp turns with the slide.


The Infinite M2 Slide itself does not cost any stamina.  
The Infinite M2 Slide itself does not cost any stamina.  


You cannot initiate an Infinite M2 Slide from a [[universaltech:Dash Slide]]; when shooting, you will exit out of the slide.  
You cannot initiate an Infinite M2 Slide from a [[Dashing/Dash Sliding|dash slide]]; when shooting, you will exit out of the slide.  


You can initiate an Infinite M2 Slide out of an M2 Slide; however, the inputs are very tight (to execute an Infinite M2 Slide out of an M2 Slide, press crouch and alt-fire at the same time).
You can initiate an Infinite M2 Slide out of an M2 Slide; however, the inputs are very tight (to execute an Infinite M2 Slide out of an M2 Slide, press crouch and alt-fire at the same time).


You can slide in one of two ways:
You can slide in one of two ways:
* Backwards
* Backwards: This has limited combat potential due to facing backwards to where you want to go. Sliding backwards requires holding the backwards movement key (by default, S).
** This has limited combat potential due to facing backwards to where you want to go. Sliding backwards requires holding the backwards movement key (by default, S).
* Sideways:<ref>Sideways Infinite M2 Slide is often better than backwards Infinite M2 Slide. Use it more. Sideways Infinite M2 Slide also allows you to execute Infinite M2 Slide Acceleration.</ref> This has the most combat potential due to your crosshair being closer to the forward direction. This is the only way that you can start accelerating using the Infinite M2 Slide. Sliding sideways requires holding either the left or right movement key (by default, A or D).
* Sideways((Sideways Infinite M2 Slide is often better than backwards Infinite M2 Slide. Use it more. Sideways Infinite M2 Slide also allows you to execute Infinite M2 Slide Acceleration.))
** This has the most combat potential due to your crosshair being closer to the forward direction. This is the only way that you can start accelerating using the Infinite M2 Slide. Sliding sideways requires holding either the left or right movement key (by default, A or D).


To execute Infinite M2 Sliding, be in a slide, hold a directional movement key and hold M2 to it to be buffered and automatically time it for you. The easiest way to initiate an Infinite M2 Slide is to jump and hold the duck key, then shoot((From the air, shoot early (near the apex of the jump) to make the technique easier.)).
To execute Infinite M2 Sliding, be in a slide, hold a directional movement key and hold M2 to it to be buffered and automatically time it for you. The easiest way to initiate an Infinite M2 Slide is to jump and hold the duck key, then shoot.<ref>From the air, shoot early (near the apex of the jump) to make the technique easier.</ref>


{{TechCard
{{TechCard
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}}
}}
=== Infinite M2 Slide Acceleration ===
=== Infinite M2 Slide Acceleration ===
 
'''Infinite M2 Slide Acceleration''' is a technique where you Infinite M2 Slide sideways and shoot perpendicular to where you are going.
**Infinite M2 Slide Acceleration**((AKA Infinite M2 Slide Accel)) is a technique where you [[hero:shiv#infinite_m2_slide|Infinite M2 Slide]] sideways and shoot perpendicular to where you are going.


For there to be a noticeable amount of acceleration you need either
For there to be a noticeable amount of acceleration you need either
* A minimum fire rate of around 40%,
* A minimum fire rate of around 40%,
* A minimum fire rate of 12% with the <weapon> <color #9E6203>Weapon</color> item <item_fleetfoot> <wrap retailsemibold>Fleetfoot</wrap> (<wrap retailsemibold><color #2EC4B6><soul> 1,600</color></wrap>) or
* A minimum fire rate of 12% with {{ItemIcon|Fleetfoot}} or {{ItemIcon|Burst Fire}}.
* The <weapon> <color #9E6203>Weapon</color> item <item_burst_fire> <wrap retailsemibold>Burst Fire</wrap> (<wrap retailsemibold><color #2EC4B6><soul> 3,200</color></wrap>).


With Infinite M2 Slide Acceleration, you can reach peak speeds of ''~1300'' u/s, although the highest speed you will practically reach is ''~900'' u/s.
With Infinite M2 Slide Acceleration, you can reach peak speeds of ''~1300'' u/s, although the highest speed you will practically reach is ''~900'' u/s.
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|inputs=Slice and Dice
|inputs=Slice and Dice
}}
}}
== Slice and Dice ==
== Slice and Dice ==
=== Slice and Dice Leap ===
=== Slice and Dice Leap ===


<wrap retailsemibold>Slice and Dice</wrap> is Shiv's second ability, in which he dashes ''12.37'' metres or ''487'' units forward, dealing <spirit> <wrap retailsemibold><color #E1A0FF>Spirit</color></wrap> damage to opponents in the way. <wrap retailsemibold>Slice and Dice</wrap> ignores pre-existing momentum and velocity and ends you with zero momentum; <wrap retailsemibold>Slice and Dice</wrap> can be thought of as a set velocity sequence.
'''''Slice and Dice''''' is Shiv's second ability, in which he dashes ''12.37'' metres or ''487'' units forward, dealing Spirit damage to opponents in the way. '''''Slice and Dice''''' ignores pre-existing momentum and velocity and ends you with zero momentum; '''''Slice and Dice''''' can be thought of as a set velocity sequence.


When in the air, <wrap retailsemibold>Slice and Dice</wrap> can be aimed in nearly every direction, with exception of directly overhead and beneath, which will instead send at a 89° angle ((''abilites.vdata'', ''citadel_ability_shiv_dash'', ''DashAngleThreshold''))((This can be seen most clearly when enabling ''cl_showpos 2'' and monitoring your X and Y coordinates)). This can be used for traversal as a "second" dash.
'''''Slice and Dice''''' can be aimed in nearly every direction, with exception of directly overhead and beneath, which will instead send at a 89° angle. <ref>''abilites.vdata'', ''citadel_ability_shiv_dash'', ''DashAngleThreshold''</ref><ref>This can be seen most clearly when enabling ''cl_showpos 2'' and monitoring your X and Y coordinates</ref> This can be used for traversal as a "second" dash.


When landing onto the ground during an airborne initiated <wrap retailsemibold>Slice and Dice</wrap>, you will continue in the direction of initial casting.
'''''Slice and Dice''''' disregards all prior momentum and stops you with zero velocity; '''''Slice and Dice''''' is best used at the very end of a chain of actions or at a rollout. '''''Slice and Dice''''' is also disabled by {{ItemIcon|Slowing Hex}}, potentially making rollouts utilising '''''Slice and Dice''''' unfeasible when chased.


<wrap retailsemibold>Slice and Dice</wrap> disregards all prior momentum and stops you with zero velocity; <wrap retailsemibold>Slice and Dice</wrap> is best used at the very end of a chain of actions or at a rollout. <wrap retailsemibold>Slice and Dice</wrap> is also disabled by <item_slowing_hex> <wrap retailsemibold>[[itemtech:slowinghex|Slowing Hex]]</wrap>, potentially making rollouts utilising <wrap retailsemibold>Slice and Dice</wrap> infeasible when chased.
== References ==
<references />


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