Shiv/Movement

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List of known movement tech for Shiv.

Alt-fire
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Tech Type: Character Tech
Difficulty: Universal Basic
Inputs: Alt-fire

Alt-fire

Alt-fire movement angle.

Shiv does not have a zoom. Instead, he has an alt-fire (RMB or M2).

Shiv’s alt-fire shoots 4 rounds out of his shotgun. The recoil knocks you back, similar to the weapon Force-A-Nature from Team Fortress 2. This alt-fire allows for more movement opportunities for Shiv.

Alt-fire sends you at an initial impulse of 400 units per second, after which you are subject to gravity and air drag.[1] 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.

When on the ground, usage of alt-fire will result in a vertical impulse of 12 units upwards.[2] 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;[3] depending on your pre-existing velocity, alt-fire can be detrimental.

History

Shiv has existed as a character for a large portion of the games lifespan, existing in Deadlock's predecessor, 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 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 October 24, 2025 update, alt-fire knockback was decreased by 10% The impulse of alt-fire sent was 450 u/s.

On the 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.

Force Jumping
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: (either jump or be in the air, look downwards) → alt-fire

Force Jumping

Force Jumping (also often called FaN Jumping)[4] is the act of using the recoil from Shiv’s alt-fire to boost yourself vertically; acting essentially, as a third, smaller jump.

Force Jumping is often used to get to heights not possible without.

To execute, jump, look downwards and use alt-fire. You should move up slightly.

M2 Recoil Skip
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Tech Type: Character Tech
Difficulty: Universal Basic
Inputs: Alt-fire → Ground dash

M2 Recoil Skip

By inputting alt-fire followed immediately by a 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.

M2 Wall Jump
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Tech Type: Character Tech
Difficulty: Adanced Easy
Inputs: Alt-fire → 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 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 stamina, and 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.

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.

M2 Sliding
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Alt-fire→ Slide (on ground, don’t press slide immediately after the M2; wait ~0.1 seconds)

M2 Sliding

M2 Sliding is the act of using Shiv’s alt-fire to enter into the 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.

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.

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.

M2 Slide Hopping
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Tech Type: Character Tech
Difficulty: Advanced Hard
Inputs: (Move at speed) → Slide → Alt-fire → Jump → Repeat

M2 Slide Hopping

M2 Slide Hopping is a technique where you are able to 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 can be used for faster general traversal around the map or to make a slightly faster getaway if you are out of 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.

To M2 Slide Hop (assuming no items):

  • First, move with enough speed to start a slide and be in the air. The easiest way to gain this speed is to either Instant Air Dash or Dash Jump; both are valid.
  • 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)
    • 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 Slide Conservation.
  • 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.
  • Jump and repeat steps 2a-4.
Infinite M2 Slide
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Tech Type: Character Tech
Difficulty: Advanced Hard
Inputs: Slide → alt-fire (can be buffered by holding right click)

Infinite M2 Slide

Infinite M2 Slide requires items to be bought from the shop that increase fire rate. A minimum of +22% fire rate[5] 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 Fleetfoot which increases slide distance by 35% on its own.

Using this faster fire rate, you can chain M2 shots while in a 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 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.

The Infinite M2 Slide itself does not cost any stamina.

You cannot initiate an Infinite M2 Slide from a 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 slide in one of two ways:

  • 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).
  • Sideways:[6] 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.[7]

Infinite M2 Slide Acceleration
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Tech Type: Character Tech
Difficulty: Advanced Hard
Stamina: 0-1
Inputs: Slide (Continue to hold slide) → alt-fire (can be buffered by holding right click)

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.

For there to be a noticeable amount of acceleration you need either

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.

Infinite M2 Slide Acceleration is useful for traversing the map and quickly escaping fights downhill. As with the Infinite M2 Slide, this can either cost no stamina and two rounds, one bar of stamina, or nothing if done on a ramp.

To execute, first start an Infinite M2 Slide sideways, then shoot perpendicular to where you are moving.

Slice and Dice Leap
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Slice and Dice

Slice and Dice

Slice and Dice Leap

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.

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. [8][9] This can be used for traversal as a "second" dash.

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 Slowing Hex, potentially making rollouts utilising Slice and Dice unfeasible when chased.

References

  1. Tested through cl_showpos and through cvar unlocker.
  2. Shown through cvar unlocker.
  3. Test this through setting noclip friction to 0 and using alt-fire in a line; velocity is not additive.
  4. 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.
  5. High-Velocity Rounds, Rapid Rounds, Slowing Bullets
  6. 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.
  7. From the air, shoot early (near the apex of the jump) to make the technique easier.
  8. abilites.vdata, citadel_ability_shiv_dash, DashAngleThreshold
  9. This can be seen most clearly when enabling cl_showpos 2 and monitoring your X and Y coordinates