dash

Description

It is possible to slide by pressing down, forwards and jump at roughly the same time, jump can delayed but not pressed early. This animation lasts 17 ticks by holding forward throughout and has several windows throughout its duration to chain to other moves.

Notes

There is a window to slideinstantpounce or slideinstantspin by pressing jump on tick 3.

There is a window to slidepounce or slidespin by pressing jump during ticks 14 through 16.

There is a window to extend the slide into an extendedslide by throwing a weapon item backwards during ticks 11 through 16.

There is a window to slidethrow by throwing an item forwards during ticks 11 through 16.

It is possible to perform slideparkour by pressing jump as the slide comes into contact with a wall.

After the first 3 tick of the slide, slugcat will be temporarily airborne, such that any jumpstore will be lost if the jump key is released or the move will fail due to burning the jump storage if the key is held.

If a slide crosses over a vertical tunnel entrance, it is possible to convert momentum downwards into the tunnel by tapping down. With correct timing, a jump upon entering the tunnel will give slugcat 8js.

Similarly if the slide enters a ground level horizontal tunnel entrance, a well-timed jump will give slugcat 8js.

It is also possible to begin a slide from the crouch state by inputting up, forward and jump for exactly 1 tick before switching to down, forward and jump. This allows for the slide to keep things like runstore and turnstore from a crouch position.

A slide uses the bellySlide animation and rollcounter variable, which are applied on the 2nd tick of the slide due to the 1 tick jump input delay.

Performed from

run, stand, rollslide

Allows for

slidethrow

Chains to

extendedslide, slideinstantspin, slideinstantpounce, slidepounce, slidespin, slideparkour


Gifs

Crouch Alternate

Bulk