Shiv/Movement

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List of known movement tech for Shiv.

Alt-fire

[[File:|frameless|center|400px|alt=Alt-fire]]

Tech Type: [[]]

Alt-fire

^ <wrap centeralign> **//Alt-fire //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:shivaltfire.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | Universal Basic | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | Alt-fire (RMB) | </WRAP>

<shiv_sm> Shiv does not have a zoom. Instead, he has an alt-fire ((AKA M2 (Mouse 2) or RMB (Right Mouse Button) )).

<shiv_sm> Shiv’s alt-fire shoots three rounds out of his shotgun. The recoil knocks you back, similar to the gun [[1]] from Team Fortress 2. This alt-fire allows for more movement opportunities for <shiv_sm> Shiv.

<WRAP box nobox> <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. </WRAP>

<WRAP half column> Hero:shivexample1.png?nolink&400 </WRAP>

</WRAP> </WRAP>

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.

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.

<WRAP box>

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_sm> Shiv existed in the files but was not selectable.

On the [[2]] patch, <shiv_sm> Shiv was added into matchmaking((Added a new hero, Shiv)). On release, <shiv_sm> 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 [[3]] 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 [[4]] 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.

Force Jumping

<WRAP half right infobox> Template:Tablelayout?rowsHeaderSource=Auto ^ <wrap centeralign> **//Force Jumping //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:shivfanjump.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Easy | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | (either jump or be in the air, look downwards) → alt-fire (RMB) | </WRAP>

    • 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_sm> 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.

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

<WRAP box nobox>

M2 Recoil Skip

^ <wrap centeralign> **//M2 Recoil Skip //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:shivrecoilskip.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | Universal Basic | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | Alt-fire → Ground dash | ^ Written by | dimeq | ^ Thanks to | sluppo | </WRAP>

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

^ <wrap centeralign> **//M2 Wall Jump//** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:shivm2walljump.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Easy | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | Alt-fire → Wall Jump | </WRAP>

    • 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_sm> 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

<color grey>__Main article:__</color> universaltech:sliding ^ <wrap centeralign> **//M2 Sliding //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:ShivM2Slide.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Easy | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | Alt-fire→ Slide (on ground, don’t press slide immediately after the M2; wait ~0.1 seconds) | </WRAP>

    • M2 Sliding** is the act of using <shiv_sm> Shiv’s alt-fire to enter into the universaltech:slide state.

<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.

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

<color grey>__Main article:__</color> universaltech:sliding ^ <wrap centeralign> **//M2 Slide Hopping //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:ShivM2SlideHop.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Hard | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | (Move at speed) → Slide → Alt-fire → Jump → Repeat |

    • 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 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 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.

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 Instant Air Dash or universaltech: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 universaltech: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__.
 - __universaltech:Jump__ and __repeat steps 2a—4__.

Infinite M2 Slide

<color grey>__Main article:__</color> universaltech:sliding ^ <wrap centeralign> **//Infinite M2 Slide //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:shivinfm2slide.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Hard | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | Slide → alt-fire (can be buffered by holding right click) | ^ Thanks to | Danvari |

    • 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 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 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.

You cannot initiate an Infinite M2 Slide from a universaltech: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((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.)).

Infinite M2 Slide Acceleration

<color grey>__Main article:__</color> universaltech:sliding Template:Tablelayout?rowsHeaderSource=Auto ^ <wrap centeralign> **//Infinite M2 Slide Acceleration //** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:shivinfm2slideaccel.mp4?500 }} Sideways</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Hard | ^ Stamina | 0-1 | ^ Character Dependent | Yes | ^ Inputs | Slide (Continue to hold slide) → alt-fire (can be buffered by holding right click) |

    • Infinite M2 Slide Acceleration**((AKA Infinite M2 Slide Accel)) 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

 * 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
 * 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.

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

Slice and Dice Leap

^ <wrap centeralign> **//Slice and Dice Leap//** </wrap>|| ^ <wrap centeralign>{{ ::charactertech:sliceanddiceleap.mp4?500 }}</wrap>|| ^ Tech Type | Character Tech | ^ Difficulty | <color orange>Advanced</color> Easy | ^ Stamina | 0 | ^ Character Dependent | Yes | ^ Inputs | <wrap retailsemibold>Slice and Dice</wrap> |

<wrap retailsemibold>Slice and Dice</wrap> is <shiv_sm> 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.

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.

When landing onto the ground during an airborne initiated <wrap retailsemibold>Slice and Dice</wrap>, you will continue in the direction of initial casting.

<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>Slowing Hex</wrap>, potentially making rollouts utilising <wrap retailsemibold>Slice and Dice</wrap> infeasible when chased.