Movement quickstart guide (2024)

The followings are meant to introduce new players to the movement possibilities of the game. See disclaimer at the end.

Contents

  • 1 Slide / dash
    • 1.1 Cooldown
    • 1.2 Dash bunnyhop / D-bhop
  • 2 Air strafing
    • 2.1 Principle
    • 2.2 Homing strafe dash
    • 2.3 Trap dash
  • 3 Jump spots
  • 4 Rocket jumping
  • 5 Disclaimer

Slide / dash[]

Sliding grants a ground boost whose direction matches the active directionnal input. It doesn't trigger if the player is airborne, stands still, or is in aim down sight mode.

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Cooldown[]

The dash cooldown starts as soon as the slide animation ends. This means instantly jumping on dash will recover it quicker.

Since both ways give very close results in terms of distance per second (tested on a 12-seconds comparison which wikia doesn't wanna upload), jumping out of dash as soon as possible seems more versatile overall.

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Dash bunnyhop / D-bhop[]

Chaining dash-jumps can prove somewhat useful in battle, forcing enemy to adapt and keep up.

After landing from a dash-jump on flat ground (assuming the jump has been triggered instantly on dash), wile holding down any direction, the cooldown will end quite precisely the moment the player makes a 2nd step.

To avoid any ankward miss, it should be safer to dash-jump again right after hearing the step. Reflexes will eventually come in.

Be aware that skilled players will be able to track D-bhop, and the airborne accuracy reduction won't help much.

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Air strafing[]

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Principle[]

Movement quickstart guide (1)

While moving in the air, one can modify its own trajectory through directional inputs. If the input direction vector is in the strafing threshold (see schema), the player's airborne horizontal motion will rotate until being at most 90° from the direction vector, towards the same side as the affected strafing threshold.

In short, during a forward jump, holding [→] and progressively rotating the camera in the same direction will deviate the player's trajectory to the right, since the difference will exceed 90°, effectively modifying the trajectory.

As long as [←] or [→] is pressed, [↑] and [↓] will be ignored in the airstrafing calculation. Wether these stay down or not is up to players. [↑] and [↓] can still be used alone, though.

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Homing strafe dash[]

Movement quickstart guide (2)

This tech allows a player to modify airborne trajectory while aiming at an enemy, making it harder to predict. This would mostly benefit SMG (see schema / video). The closer to the target, the more impact it will have.

To achieve a HSD (didn't come up with any better name), look at the target and initiate a lateral dash followed by a jump. Then, hold only [↑] while keeping your crosshair on the target. As your aiming angle changes, the trajectory of your jump will do as well.

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Trap dash[]

Movement quickstart guide (3)

A technique to operate a quick 180° turn mid-air. It should be quite useless besides disorienting enemies, hence the name, and only a jump dash would make it worth.

The simplest method consists of holding [→] and turning the camera 180° to the right. Because it involves wide flicks in combat, the following method allows the same for a rotation of less than 90° (see schema):

  1. Dash forwards
  2. Rotate the camera ~30° to the right and press [↓]
  3. Rotate around 30° again and press and hold [→]
  4. Rotate back to the initial camera angle

This can be replicated in any direction

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Jump spots[]

Jumping can help reaching unexpectedly high spots (The following clips show dashes, but it works as well without for most places). Colliding with the obstacles too soon will mostly result into a failed attempt.

Forest

Snowfall

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Rocket jumping[]

See Shotgun jumping | Deadshot io Wiki | Fandom

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Disclaimer[]

I (Eglaios) put down up there what I found while experimenting with movement overall.

Can you be an elite player without knowing any of this? Yes. The current meta is pretty much about either isolating fights and controlling key areas with AR/sniper (walking around the map increases the chance of unfair encounters), or patrol in enclosed places with smg/shotgun and smash people around corners.

Can you squeeze even more fun of the game by polishing your movement? Definitely. This noticeably rises the skill ceiling, while only being a light disadvantage for those who don't master it. Just do what you want and enjoy the game your way.


There are also some advanced guides that are kinda hidden (and partially outdated lol). Make sure to check these out for even more knowledge about the game!

The wiki is kind of a draft right now, so it would definitely use a good and clean update...

Shotgun jumping | Deadshot io Wiki | Fandom

Advanced guide: Factory | Deadshot io Wiki | Fandom

Advanced guide: Refinery | Deadshot io Wiki | Fandom

Advanced guide: Snowfall | Deadshot io Wiki | Fandom

Advanced techniques | Deadshot io Wiki | Fandom

Movement quickstart guide (2024)
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