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Sliding takes no [[stamina]] to execute; you only have to be moving at a speed higher than <code>350</code> u/s (or <code>8.9</code> m/s) to initiate the slide. After executing the slide, you will eventually decelerate to a complete stop<ref>Sliding has a friction coefficient of <code>0.1875</code></ref>. Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised. | Sliding takes no [[stamina]] to execute; you only have to be moving at a speed higher than <code>350</code> u/s (or <code>8.9</code> m/s) to initiate the slide. After executing the slide, you will eventually decelerate to a complete stop<ref>Sliding has a friction coefficient of <code>0.1875</code></ref>. Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised. | ||
Sliding for more than <code>0.75</code> seconds (or <code>1.00</code> second when [[Dash Jumping]]) applies increased friction<ref>The late slide friction penalty | Sliding for more than <code>0.75</code> seconds (or <code>1.00</code> second when [[Dash Jumping]]) applies increased friction<ref>The late slide friction penalty sets friction coefficient to around <code>3.1875</code> when sliding from a grounded dash, and <code>0.6875</code> when from a Dash Jump. Contibution by Altimor.</ref>. This impacts your ability to maintain momentum. Items with the ''+Slide Distance'' statistic increase the time until the increased friction is applied by increments of +<code>0.25</code> seconds. | ||
To execute a slide, move above the required speed threshold (<code>350</code> u/s or <code>8.9</code> m/s) or be moving at any speed on a ramp, and crouch. You should automatically slide. | To execute a slide, move above the required speed threshold (<code>350</code> u/s or <code>8.9</code> m/s) or be moving at any speed on a ramp, and crouch. You should automatically slide. | ||
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| {{Souls|3,200}} || {{ItemType|Weapon}} || {{ItemIcon|Burst Fire}} || +{{#invoke:ItemData|get_prop|Burst Fire|SlideScale}} || 1.25 || 1.50 | | {{Souls|3,200}} || {{ItemType|Weapon}} || {{ItemIcon|Burst Fire}} || +{{#invoke:ItemData|get_prop|Burst Fire|SlideScale}} || 1.25 || 1.50 | ||
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{{TechCard | |||
|name=Slide Storage | |||
|file=slideconservation.mp4 | |||
|tech_type=Universal Tech | |||
|difficulty=Basic Mechanics | |||
|stamina=0 | |||
|character_dependent=No | |||
|inputs=Crouch walk above <code>350</code> u/s or when on a ramp | |||
}} | |||
==== Slide Storage ==== | |||
{{Tooltip|'''Slide Storage'''|Also known as Slide Conservation}} is the act of infinitely buffering a slide input for later use. This allows you to slide on objects and ramps instantly without minimal speed. Incredibly small parts of map geometry (e.g., curbs, lips of edges) that would be impossible to slide on normally can be slid on using Slide Storage. | |||
Slide Storage allows you to buffer a slide input while in the air; this allows you to slide after any airborne action (e.g., dash jumping, jumping). | |||
To execute, be airborne (through [[jumping]], dash jumping, etc.) and then hold the crouch button. While the crouch button is held, your slide is being buffered. If you then move down a ramp, fall off a slope, or have enough speed, you will begin sliding. | |||
==== Crouch Storage ==== | |||
By applying the inverse principles of Slide Storage, one can instead trigger {{Tooltip|'''Crouch Storage'''|Also known as Crouch Conservation}}. This allows you to stop on objects and ramps nearly instantly without sliding. | |||
Crouch Storage allows you to hold a crouch while in the air; this allows you to stay crouching after any airborne action (with the exception of down dashing). | |||
To execute, hold the crouch button before dashing or going airborne. While the crouch button is held, your crouch is stored. Now, no matter what surface you're on or what speed you're moving, you will never slide. | |||
[[Category:Movement]][[Category:Universal Tech]] | |||