Movement

Dashing techniques

A dash costs one stamina bar and can be used on the ground or in the air. Directional movement allows a dash at any angle. Normally a hero has one air dash per jump; Stamina Mastery raises this to two.…

ContentsHide
  1. 1Down dash
  2. 2Dash speed buckets
  3. 3Dash jump
  4. 4Dash slide and short cancel
  5. 5Instant air dash
  6. 6Strafe dash
  7. 7Historical: Ag2 dashing
  8. 8Hero buckets and dash modifiers
  9. 9Sources and editorial notes

A dash costs one stamina bar and can be used on the ground or in the air. Directional movement allows a dash at any angle. Normally a hero has one air dash per jump; Stamina Mastery raises this to two. A ground dash sets velocity to a fixed value, while an air dash adds an impulse that can reinforce or oppose existing momentum.

Down dash

Double-tap crouch in the air to dash downward. The second input must arrive within 28 ticks, approximately 0.44 seconds. The normal limit is one down dash per jump, or two with Stamina Mastery. This limit is separate from the air-dash limit.

Dash speed buckets

Heroes cover the same dash distance but use different speeds and durations:

Bucket Peak ground speed Duration Relative speed
1 635 u/s 0.62 s Fastest
2 579 u/s 0.68 s 9% slower than bucket 1
3 562 u/s 0.72 s 14% slower than bucket 1

Dash slow changes dash speed without changing its duration, reducing distance. Abilities and items can apply it, including occasionally to the caster. The source lists the hero buckets and known ability and item modifiers below.

Dash jump

Jump during the blue stamina indicator after starting a grounded dash. A dash jump costs two stamina bars in total. It sets speed to 611 u/s regardless of prior momentum, making it useful to start a movement sequence but potentially wasteful when already moving faster. The window remains available after leaving a ledge if the dash began on the ground. This coyote dash jump does not consume an air action, preserving air and wall jumps.

The overview places the window 0.3 seconds after the dash begins and says it lasts 0.2 seconds; the separate Dash Jumping page says 0.25 seconds. The two cited descriptions disagree on duration.

To preserve momentum, hold crouch after the jump to land in a slide and bunnyhop. Alternatively, air strafe after the dash jump to change direction and then slide; the strafe costs no additional stamina.

Dash slide and short cancel

Hold crouch during a ground dash to cancel it into a slide. The one-bar dash slide retains some dash speed, covers more distance than a regular dash, and permits shooting. A full-length slide eventually becomes slower than walking; the source recommends cancelling around the point at which the dash-jump indicator turns blue.

A short dash crouch cancel uses a brief crouch tap instead of holding it. It costs one bar and cuts the dash short; one use is to approach a lane trooper for a light-melee confirm or deny.

Instant air dash

Jump and immediately air dash to avoid the slowdown at the end of a regular ground dash. This costs one stamina bar. Without items it is slower than a regular dash, air dash or dash jump; Stamina Mastery and slide bunnyhopping can make it faster and extend its distance. A well-executed single instant air dash plus slide hops can cover dash-jump distance for half its stamina cost. With two air dashes, the source reports a peak near 900 u/s and a distance around two dash jumps. Correct timing may also pass some momentum into abilities.

Strafe dash

A strafe dash is an air dash angled relative to current velocity. The directional speed cap is approximately 700 u/s normally or 900 u/s with Stamina Mastery. Dashing at an angle can add velocity beyond the cap in the original direction. The technique matters little below the cap and helps preserve speed when already above it.

For a sideways strafe dash, turn away from the intended path and dash sideways in the opposite direction; this is suited to high speed. For a forward strafe dash, turn, dash forward, and air strafe back toward the intended path; this is suited to lower speeds. The source suggests roughly 50 degrees at low speed, 45 degrees after a base dash jump, and a direction closer to perpendicular at higher speeds.

Historical: Ag2 dashing

The wiki marks Ag2 dashing as removed content. It involved dashing on a ramp and crouching on the next tick, producing an impulse of up to 1,065 u/s before slide friction reduced speed. The source recorded these match-time windows and cautioned that more might exist after one hour:

Dash bucket First window Second window Third window
1 0:00–0:15 0:30–1:01 2:05–34:03
2 0:00–0:05 2:05–17:01 34:03 onward
3 0:00–0:15 1:19–4:12 17:03 onward

Hero buckets and dash modifiers

Hero Ability Dash Slow Notes
Bebop Hyper Beam 36% —
Celeste Shining Wonder 22% T1 upgrade increases dash slow by 14% (total 36%).
Haze Sleep Dagger 45% (T3) —
Kelvin Arctic Beam 18% —
McGinnis Heavy Barrage 16% (T1) Gives 35% dash slow for the caster.
Mo & Krill Sand Blast 26% (T2) —
Rem Naptime 20% —
Victor Aura of Suffering 22% (T1) —
Victor Shocking Reanimation 26% —
Name Souls Cost Category Stat change
Slowing Bullets 1,600 Weapon -20% Dash distance
Weighted Shots 3,200 Weapon -20% Dash distance
Haunting Shot Legendary Weapon -36% Dash distance
Metal Skin 3,200 Vitality -20% Dash distance
Stamina Mastery 3,200 Vitality +23% Dash distance
Colossus 6,400 Vitality -22% Dash distance
Mystic Slow 1,600 Spirit -12% Dash distance
Slowing Hex 1,600 Spirit -26% Dash distance
Lightning Scroll 6,400 Spirit -12% Dash distance
Vortex Web 6,400 Spirit -36% Dash distance

Sources and editorial notes

Adapted from Deadlock Wiki contributors; checked 2026-11-01. Source-derived text and factual tables are adapted under Creative Commons Attribution-ShareAlike 4.0. Game content may be subject to separate rights.

Editorial coverage note: Dash Jumping and Dashing disagree on the timing window duration; both are reported.