Skip to content
Guides Factory
Theme

Deadlock Movement Tech: Dash-Jump, Slide & Wall Jump

Every Deadlock movement trick that still works, with stamina costs and timing checked against deadlock.wiki: dash jumps, slide bunny hops, superglides, wall boosts and zipline tech. It also covers what was patched out, including AG2 dashing and heavy melee cancels.

Advanced 13 min read 21 viewsUpdated 5 days ago
Adapted from How to MOVE Like a DEADLOCK PRO (ADVANCED Movement Tech Guide)

🎯 The core idea

Deadlock movement is a stamina budget. Every dash costs one bar, a dash-jump costs two, and the best tricks (slide bunny hops, superglides, wall jumps, zipline dismounts) cost nothing at all. Learn to chain free tech between paid dashes and you will move faster, escape with one bar left and reach fights first. One trick from the source video, AG2 dashing, is no longer in the game.

  • free costs nothing
  • cheap small cost
  • setup needs preparation
  • grind pays off slowly
  • skip the thing to stop doing

Stamina, dash buckets and the blue window

free Your stamina bars sit under the crosshair. Most heroes start with 3 bars and refill one bar every 4.5 seconds, but the wiki's hero table shows real spread: Baba, Graves, Holliday, McGinnis and Mina have 2 bars, Celeste, Grey Talon and Ivy have 4, Shiv refills a bar only every 6 seconds and Rat King every 3.8. Ground dashes always cover 10 m and air dashes 8 m. What changes between heroes is how long the dash takes. The wiki groups heroes into three "dash buckets", with bucket 1 the fastest. Since the July 28, 2026 update, bucket 3 heroes take 0.72 s per ground dash (up from 0.7 s), so the slowest dashers lose a little more ground in chases.

Two stamina rules shape everything below. Your first wall jump in a jump is free, and each wall jump after that costs 0.5 stamina. Wall jumping during combat also cuts your stamina regen by 25% for 5 seconds. The stamina counter under the reticle only shows 8 bars, so anything past 8 is hidden.

Dash-jump timing and why it starts every route

cheap A dash jump is a dash plus a jump during a short window. It costs 2 stamina in total. The window opens 0.3 seconds into the dash and stays open for 0.25 seconds, and the stamina quarter-circle under your crosshair flashes blue while it is open. If you press jump too early you are locked out for the rest of that dash. Practise in the sandbox until you hit the blue flash without looking.

A dash jump does not add to your speed. It sets you to a fixed 611 u/s and ignores whatever momentum you had. That makes it the right opener for a route, and the wrong move halfway through a fast chain. One useful variant: if you dash off a ledge, the window stays open, so you can dash jump in mid-air. The wiki calls this a coyote dash jump. It doesn't count as an air action, so you keep your air jump and air dash for later.

Advertisement

Dash slide, slide jump and the slide bunny hop

free Sliding costs no stamina. You slide by crouching while moving faster than 8.9 m/s (350 u/s) or while on any slope or stairs. A slide also gives you infinite ammo while it lasts, which is why bullet heroes slide during laning trades. After 0.75 seconds of sliding, friction ramps up sharply (1 second after a dash jump), and items with +Slide Distance push that limit back: Fleetfoot +35%, Burst Fire +50%.

  • Dash slide: hold crouch during a ground dash. You keep part of the dash speed and can shoot. It costs only one bar instead of the two a dash jump costs. Release the slide around the time the dash-jump circle turns blue, before you slow below walking speed.
  • Slide jump / slide bunny hop: slide, then jump while still holding crouch. You land straight back into a slide and can repeat this while you stay above 376 u/s. It only works after a dash jump or a stored slide. A dash slide locks you out of it. After the first hop, keep each slide longer than 0.5 seconds or you take a heavy speed penalty.
  • Slide storage: hold crouch while airborne and you slide the instant you touch a ramp or curb, even tiny lips of geometry.

Short dash crouch cancel for one-bar escapes

cheap The video's "short dash" is what the wiki calls Short Dash Crouch Cancelling (SDCC): start a dash, then tap crouch briefly to cut the dash short. Eido binds down dash (double-tap crouch) to the scroll wheel and spams it at the end of the dash, then jumps, and he says this can feed up to four slides of momentum. That number comes from his demonstration and is not on the wiki. The wiki does confirm the basics: SDCC costs one bar and is a good way to reach a trooper quickly for a light-melee last hit or deny.

Where it matters most is the situation the video describes: you have one stamina bar, an enemy is on you, and a full dash jump needs two. A short dash into a slide hop gets you out on a single bar.

Advertisement

Instant air dash and Stamina Mastery

setup An instant air dash (IAD) means pressing jump and dash at almost the same moment. The video says this "conserves your momentum" and lets you slide further than a normal jump-dash, and the wiki agrees on the mechanics. An IAD skips the slowdown at the end of a normal dash and costs one bar.

There is one correction to the video. Its on-screen card says IAD is enabled by Superior Stamina. On the current wiki that item is called Stamina Mastery (its internal name is still upgrade_superior_stamina). It is a Tier 3 Vitality item for 3,200 souls: +2 stamina, +18% stamina recovery, +23% air jump/dash distance, and one extra air jump or air dash before landing. The wiki also notes that without this item an IAD is slower than a regular dash or a dash jump. So Eido's advice holds: don't bother practising IAD unless you build Stamina Mastery. With it, two quick air dashes reach about 900 u/s and cover roughly the distance of two dash jumps.

Air dash, down dash and mantle glides

free These are the moves you will use most:

MoveInputStaminaLimit per jump (base)
Air jumpJump in mid-air11 (2 with Stamina Mastery)
Air dashDash in mid-air11 (2 with Stamina Mastery)
Down dashDouble-tap crouch in mid-air0.51 (2 with Stamina Mastery)
First wall jumpJump next to a wall0then 0.5 each, with fatigue
MantleHold jump at a ledge0none
SuperglideMantle glide, then jump as soon as you can act0none

The mantle is underrated. Hold crouch while you mantle and you slide off the top (a mantle glide). Jump the moment you can act and you carry that speed into the air: a superglide. The wiki says a good superglide gives close to a dash jump's momentum for zero stamina, from any ledge you can mantle. One warning: if someone hits you with a melee attack while you mantle, you get an 80% slow that tapers to 20% over 2 seconds. Don't mantle in front of a melee hero. There is no fall damage, so dropping off roofs is always free.

Advertisement

Wall jumps, corner boosts and edge boosts

grind Tight alleys like this one are where wall tech pays off. Each wall jump after the first costs 0.5 stamina and gives less height (fatigue). Fatigue clears over 1.25 seconds and resets completely when you land. A heavy melee in the air also adds fatigue.

  • Corner boost: wall jump off an outside corner. Because your collision capsule is rounded, the jump direction tilts upward and you get more height than a normal wall jump. A dropdown corner boost does the same from any edge you drop off. Neither costs stamina.
  • Edge boost: wall jump off a vertical edge as late as possible while moving. The wall jump's push is added on top of your current speed, so you keep forward momentum. The wiki rates it hard to pull off in real games because the best window is only one or two ticks.
  • Melee jump: time a heavy melee with a wall jump to climb without spending an air jump.

Ziplines, zip boost and the new City Never Sleeps routes

free Ziplines move you at a fixed 18 m/s on the inner lane and 21 m/s on the outer lanes. Riding one refreshes your air dash and double jump. The zip boost (Zipline Speed Boost, F by default) adds +80% travel speed for 32 seconds. It unlocks 6 minutes into the match and has a 6-minute cooldown. Destroying an enemy base guardian turns that lane's zipline into a permanent Express Line.

Getting off a zipline is a movement tool in its own right:

  • ZMC (zipline momentum conservation): press crouch to drop off. You keep the line's speed for about 2 seconds with no air drag, and it costs no stamina.
  • Zip dash: drop off, then strafe dash. The dash goes further because air drag is off. It costs one bar and works best with Stamina Mastery's second air dash, which is why players use it in the pre-game rollout to reach mid-lane first.
  • Zip launch: crouch off on the exact tick you snap onto the line. The wiki lists speeds of roughly 1,300 to 5,900 u/s. It is the fastest rotation in the game and also the hardest trick here.

The video was recorded on 2026-02-27, before the September 29, 2026 City Never Sleeps map rework. The physics above are the same, but the rooftops, tunnels and vent routes it shows have changed. Re-learn your routes on the current map, which also added Steam Vents and Tunnel Vents.

Advertisement

AG2 dashing: the video's first trick no longer works

skip The video opens with "AG2 dashing": pressing dash and crouch on the same tick on a slope, using a mouse-button bind, to shoot down the slope. The wiki now files Ag2 Dashing under content removed from the game. It came from a quirk of the AnimGraph2 animation system. Even when it worked, it only worked in certain time windows of the match that depended on your dash bucket, and the wiki called it "extremely niche" outside laning. Don't spend practice time on it. Use a dash slide down the slope instead: same input idea, one bar, and still in the game.

The keybind advice from that segment still helps, though. Moving crouch or down dash to a mouse button makes dash slides, crouch cancels and down dashes much easier to time.

Heavy melee cancel, bullet momentum and recent movement patches

skip Older guides teach the heavy melee cancel (HMC): start a heavy melee, then cancel the lunge with an active item or ability to keep the momentum. The wiki states that the April 17, 2025 update greatly reduced the momentum it keeps. The cancel still works, but it is no longer a real movement tool. Dash jump cancelling is different and still works: casting certain abilities in the dash-jump window (for example Holliday's Bounce Pad, Pocket's Flying Cloak, Kelvin's Frozen Shelter) cancels it, and you can follow up with a normal jump to cover more ground than a dash.

There is no "bullet momentum" page on deadlock.wiki, and the video doesn't demonstrate it, so we don't describe a technique by that name here. What the patch notes do confirm about guns and movement:

  • Since September 16, 2026, dashes and light melees no longer pause your gun's cycle time.
  • Parrying during a regular dash now cancels the dash and its momentum.
  • Ground-dash slows were reduced by about 10%, but slows now also affect air drag at 35% of the slow value.

The Notion brief also flagged an October 14, 2026 change to rocket jumping. The wiki's October 14 patch page (sourced from the official 10-14-2026 notes) confirms it, but it is hero-specific: Deadman Danny's Rocket Jumping now costs 5% max HP instead of 6.5%, and that self-damage is now spirit damage. It does not change universal movement.

Advertisement

How this guide was fact-checked

  • Source video: Eido, "How to MOVE Like a DEADLOCK PRO (ADVANCED Movement Tech Guide)", uploaded 2026-02-27. Its tutorial section (about the first three minutes) covers AG2 dashing, short dash hopping and instant air dashing. The rest is scrim footage, which we used only for screenshots.
  • From deadlock.wiki (Movement, Stamina, Sliding, the Universal Tech pages for dashing, mantling, wall jumping and ziplines, the Zipline and Stamina Mastery pages): all stamina costs, timing windows, speeds, the dash-bucket table and item stats.
  • Corrections named in the text: AG2 dashing is marked removed on the wiki. "Superior Stamina" in the video is now Stamina Mastery. The "up to four slides" claim for short dash hops is the video's own and unconfirmed. Heavy melee cancel was nerfed in April 2025.
  • Patch details come from the wiki's update pages for July 28, September 16, September 29 and October 14, 2026.
  • The wiki has no page for "bullet momentum", so we say so instead of inventing a definition.

What this guide doesn't answer

  • Hero-specific movement (Lash grapple resets, Vyper's slide, Holliday bounce pads): each needs its own hero guide.
  • Exact new-map routes: the source video predates City Never Sleeps, so it can't show current rooftop and vent paths.
  • Raw bunnyhopping and air strafing: the wiki lists both, but neither the video nor this guide demonstrates them well enough to teach.
  • Keybind configs for every mouse: this guide gives the principle (crouch or down dash on a mouse button), not a full config.

Frequently asked

How do you dash jump in Deadlock?

Dash, then press jump while the stamina quarter-circle under your crosshair flashes blue. The window opens 0.3 seconds into the dash and lasts 0.25 seconds, and pressing too early locks you out for that dash. A dash jump costs 2 stamina and sets your speed to a fixed 611 u/s, so use it to start a route rather than in the middle of one.

How do you bunny hop in Deadlock?

Use the slide bunny hop. Slide, then jump while still holding crouch, and you land back in a slide. It costs no stamina, but it only works after a dash jump or a stored slide (a dash slide locks you out). Keep each slide after the first longer than 0.5 seconds and stay above about 376 u/s, or you lose speed.

Does wall jumping cost stamina in Deadlock?

The first wall jump in a jump is free. Each wall jump after that costs 0.5 stamina and gives less height because of fatigue, which recovers over 1.25 seconds and resets on landing. Wall jumping during combat also reduces your stamina regen by 25% for 5 seconds.

Does AG2 dashing still work in Deadlock?

No. deadlock.wiki lists Ag2 Dashing as removed from the game. It was a quirk of the AnimGraph2 animation system that only worked in certain match-time windows that depended on your dash bucket. Use a dash slide down slopes instead: it costs one stamina bar and still works.

What is the zip boost in Deadlock and how long does it last?

The Zipline Speed Boost (F by default) gives +80% zipline travel speed for 32 seconds. It unlocks 6 minutes into the match and has a 6-minute cooldown. Destroying an enemy base guardian turns that lane's zipline into a permanent Express Line. Dropping off with crouch keeps the line's speed for about 2 seconds with no air drag.

Mechanicsadvanced-techmovementstamina

Read next

Advertisement

On this page