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Dash-jump & slides

Dash-jump & slides

A slide costs zero stamina, so the fastest, cheapest way across the map is: dash-jump once, land into a slide, then hop out to keep the speed.

How it works

Dash-jump cancels a dash into a jump to fling you much farther than the dash alone; chaining that launch into a slide and a slide-jump carries the speed for far less stamina than dashing twice. It's how slippery heroes rotate, dodge shots, and slip out of fights.

The chain, link by link

Three pieces fit together. Dash-jump: while a ground dash is still going, tap jump in a tight window — the cue is a brief blue flash on your stamina meter. The jump 'cancels' the dash and converts its speed into a long forward leap that travels much farther than the dash on its own, and as of the 03-06-2026 patch it also hands you a short burst of extra air control (+30% for 0.25s) so you can steer mid-flight. A dash-jump costs 2 stamina total: 1 for the dash plus 1 for the jump out of it. Slide: crouch while you're already moving fast and you slide along the ground for free — 0 stamina. Slopes and stairs feed it; on flat ground you need speed from a dash or a dash-jump to actually get a slide rather than a dead-stop crouch. While sliding your hitbox drops, which makes you harder to headshot. Slide-jump: since the 03-06-2026 patch you can jump straight out of a slide. Hop near the end of the slide and you carry that speed into the air, then land and re-enter the slide to keep going — that's the bunny hop. Strung together it reads: dash-jump → land into slide → slide-jump → slide, repeat.

Why it beats spamming dashes

Most heroes carry three stamina charges (a few have more), and stamina refills slowly on its own — so every charge you spend is a charge you don't have for the escape. Two dashes in a row cost 2 stamina and cover a fixed, fairly short distance. A dash into a slide costs just 1 stamina (the dash) because the slide itself is free, and the slide carries you farther — especially downhill. Open with a dash-jump (2 stamina) when you need to launch off flat ground, and the speed it gives you is enough to drop straight into a slide and then slide-jump, stretching one burst into a long traverse instead of draining a fresh charge for every gap. The whole point is conservation: you keep moving fast while banking stamina, so when a fight breaks out you still have a charge in the tank to reposition or run.

How to play it

Practice the dash-jump timing first — dash, watch for the blue flash, jump. Too early and you just dash; too late and the dash is over. Plan routes around terrain: the map is full of ramps, stairs and ridges, so feed your slides downhill and you'll cross lanes faster than anyone walking the zipline-to-zipline path. In a fight, the slide is a dodge: slide sideways or backward through someone's burst to throw off their aim and duck headshots while you keep shooting, then dash-jump out when you want distance. Don't burn your last charge to save two seconds of rotation — keep at least one dash for the escape, since getting caught with empty stamina is how slippery heroes die. Items stack onto this: Extra Stamina adds charges, Enduring Speed and Fleetfoot keep you fast, and Kinetic Dash turns a dash into burst weapon damage, rewarding aggressive in-and-out dash-jumps.

Raw dataidentity & API

identity

id
mechanic_dash_jump
slug
dash-jump
category
movement
flowStage
fighting
aliases
dash jump, dashjump, movement tech, momentum tech, air dash combo, dash slide, slide, slide jump, slide hop, bunny hop, bhop, crouch slide, slide cancel, рывок-прыжок, слайд, слайд-прыжок
sourcePath
manual:mechanics/dash-jump
updatedAt
2026-06-06T00:00:00.000Z