Sliding is a ground
movement action that preserves momentum and gains speed down slopes. Crouch above 350
units/s (8.9 m/s), or at any speed on a ramp, to start; it costs no
stamina. A blue trail appears behind the hero, green for
Vyper. Weapons have infinite ammunition during a slide. Releasing crouch ends the slide; otherwise friction eventually brings the hero to a stop. Base slide friction has a coefficient of 0.1875.
Late friction
A higher friction penalty begins after a delay determined by the entry. The timer resets to 0.6 seconds on leaving even a small slope, so curbs and lips can extend a slide. The source reports late friction coefficients around 3.1875 after a grounded
dash and 0.6875 after a
dash jump.
Slide Distance increases the delay by its stated percentage; it does not increase speed.
Fleetfoot (Weapon, 1,600
souls) gives +35%,
Burst Fire (Weapon, 3,200) +50%, and
Electric Slippers (Legendary Vitality) +80%.
| Entry | Base delay | Fleetfoot, 1,600 |
Burst Fire, 3,200 |
Electric Slippers, +80% |
|---|---|---|---|---|
| Walk or sprint | 0.60 s | 0.80 s | 0.90 s | 1.08 s |
| Landing | 0.75 s | 1.00 s | 1.13 s | 1.35 s |
| Grounded |
1.00 s | 1.35 s | 1.50 s | 1.80 s |
| Mantle | 0.75 s | 1.00 s | 1.13 s | 1.35 s |
| Leaving a slope | 0.60 s | — | — | — |
Stored inputs
For slide storage, hold crouch after becoming airborne. The held input buffers a slide indefinitely, allowing it to begin on a ramp, on leaving a slope or at sufficient speed, including on tiny geometry. For crouch storage, hold crouch before
dashing or becoming airborne. The crouch persists and prevents sliding regardless of speed or surface; down-
dashing is an exception to retaining crouch after an airborne action.
Sources and editorial notes
Adapted from Deadlock Wiki contributors: Sliding (revision 209474). Checked 2026-11-01. Source text is available under CC BY-SA 4.0.