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Leif · @leifdeadlock
Words
420
Runtime
2:38
Speaking pace
159wpm
Reading time
2min
159 words per minute, below the 160 25th percentile of 349 measured videos. That distribution comes from the 349-video hook study.
Opening (first 30 seconds)
Hi, I'm Leaf and this is everything to know about slides in Deadlock. Entering a slide preserves all the horizontal velocity and begins to apply slide friction. Movement inputs do not produce acceleration during slides, so strafing doesn't change velocity at all. Sliding on sloped surfaces will accelerate, maxing out at about 830 units of velocity. Sliding reduces existing velocity by 18% per second, about 2% less than air drag. After sliding for too long, slide friction becomes very high,
80 words, the words spoken in the first 30 seconds at 159 words per minute.
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Sentence shape
| Measure | This transcript |
|---|---|
| Sentences | 32 |
| Average words per sentence | 13.1 |
| Longest sentence | 24 words |
| Questions asked | 0 |
| Sentences containing a number | 10 |
Most used terms
Filler phrases
1 in total: like 1.
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What this transcript is
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Hi, I'm Leaf and this is everything to know about slides in Deadlock. Entering a slide preserves all the horizontal velocity and begins to apply slide friction. Movement inputs do not produce acceleration during slides, so strafing doesn't change velocity at all. Sliding on sloped surfaces will accelerate, maxing out at about 830 units of velocity. Sliding reduces existing velocity by 18% per second, about 2% less than air drag.
After sliding for too long, slide friction becomes very high, over 300%. This increased friction, which I call slide decay, occurs at different intervals depending on how the slide was started. Sliding from a dash has a 1 second window. Entering a slide from the air, the window is 0.75 seconds. Grounded slides have a 0.6 second window. Fleefoot increases the grounded slide window from 0.6 to 0.8 seconds and the airborne slide window from 0.75 to 1 full second.
Burst fire stacks additively with Fleet Foot, increasing distances by 85%. If a slope is encountered while inside a slide that causes the slide to accelerate, the slide decay window is reset to 0.6 seconds. This is true for slopes of any size. I'll refer to slides started from jumps out of slides as slide hops. Jumping out of slide hops too early inflicts an air drag penalty, which I'll call slide drag. Avoiding slide drag requires sliding for at least 0.5 seconds.
Encountering a slope has no effect on this window. The air drag penalty persists through wall jumps, double jumps, and air dashes. It is prevented by transit line air drag removal. Slide hops are only caused by jumping out of slides. Sliding off ledges or sliding onto things like vents don't trigger these rules. Doing a super glide also avoids triggering a slide hop. The jump seems to occur before any slide is started.
Slide friction is less than air drag, but that doesn't consider air control acceleration. Assuming a character isn't strafing at all, sliding is strictly better. But any amount of strafing easily makes being in the air more effective for keeping speed. Understanding when you can and can't slide hop instantly is pretty important. But these windows also impact spacing your slides. The first slide, a chain of slide hops, has a lot more leeway in adjusting its timing.
This can make timing the first jump important if your plan is to hit an edge boost or wall jump in a certain spot. Thanks for watching and may you never be slide dragged again.
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