Something I forgot to mention about bhopping is that I wouldn't recommend trying to do it up stairs. It is extremely difficult and some stairs have walls underneath that will make you mantle if you hop at certain angles. Also, the reload pause for Heavy Melee is delayed, so you can use it to manage your action econ during laning.
Some more quick corrections about bhops and slide hops: Some characters do not have a landing sound, so it may be difficult to tell if you're actually bhopping right. I'm still not 100% sure how the game determines your "first" slide hop, but I think the early penalty applies after your first jump when above sliding speed. This means that if you bhop first, then your next slop will not be free from the early penalty. Sliding's drag coefficient (0.18) is technically smaller than air drag (0.20), so on paper it should actually preserve more speed. However, if you are airstrafing optimally, then bhopping will be faster for speeds below ~950 U/s, but the difference you'll see above that speed is negligible. Realistically, you're better off slopping than bhopping due to the difficulty and the lack of wide open spaces, but you should still keep bhopping in your toolkit for when you don't have the space to avoid the early/late penalty.
@@condrador4518 misleading? As if he wouldn't get absolutely roasted if he said "the best movement guide you'll ever watch" I just figured it was a humility thing. I suppose a more accurate title would be something like "Deadlock movement guide, just my notes and some thoughts. Take it or leave it" but this is more succinct and implies a sense of humor, which is why I clicked on it.
Mobile viewer here. The video is fine. Didn't notice the quality. Also note that you as the editor work with mostly uncompressed video, so it will always look worse when uploaded.
didnt bother with movement vids because they didnt cover what was actually going on. Someone finally explaining it in the context of the source engine w/ air drag is what we needed. Tysm
I hope this goes viral because this is like, incredible bro. I have 500 hours and the micro and macro details that you go into have illuminated things for me that I did not know were even dark. You gotta keep making vids with this amount of depth and nuance, there's not much out there like this, not just in Deadlock but in general. I watched this whole damn vid which is rare for me. Also humour on point xD
Dude this MIGHT be the best guide I have ever looked at. Not even a joke, I learned more stuff in 15 minutes than most other videos. Actually underrated video.
Whoah, I have over 200hrs, and at first I thought this was a joke comedy vid, but as It kept me hooked and reeled in I realized that this is a Gold Mine of movement information. Velocity, Acceleration, and direction management play a huge rule in movement. Also i love gooball and lash is a asshole 😎 nice vid missed my friends child birth for it worth 9/10 would watch again
Really great video, and still a bit beyond the scope of my experience level in Deadlock, but I'll be coming back to this vid for reference and practice in the future.
Very important melee information that I see a lot of people not practicing with! A successful parry gives you two free heavy melees attack, provided you're inputting them the SECOND the player is stunned. This is always optimal unless you've got some insane combo setup, as the intro guide (the only place where this is remotely mentioned) specifies that players take additional melee damage in this specific state (Roughly 30% from my experiments). In the laning phase, you almost ALWAYS want to do two heavy punches, as you're surely putting this guy in the ground shortly after that (Not to mention people will panic parry the 2nd one, miss it, and invite further free punches)
Fuck, I forgot to include the extra melee damage during parry stun. If you hold Q during the parry, it will automatically buffer heavy melee as soon as it is available.
If you really want to optimize the dmg, you can shoot a bit in between the first and second heavy melee after the parry. Its pretty easy to time the second heavy melee with some guns like shotguns and burst weapons. For example, paradox can get in one burst between the melees and i believe someone like abrams can get 1 shot, maybe 2 shotgun shots. Aim for the head too.
@bobbyboy900 Yes but, depends on the gun! You CAN mess it up with the wrong burst on the wrong gun. Practice at the dojo; whenever the npc looks at you, that's when they're able to parry!
ADVANCED GUIDE PLEASE OR GOOBALL TUTORIAL MORE SLOPPING MORE SLOP PLEASE MORE MOVEMENT I LOVE MOVEMENT AND DEADLOCK. In all seriousness this is the greatest deadlock vid i’ve watch in a minute im glazing ik but there’s so much niche tech and info packed so tightly of a gem of vid. the sad thing is people think it’s gonna be outdated as deadlock updates happen so much and new tech comes and goes especially melee cancel techs as most are bugs that are patched out like the fleetfoot cancel. Nize vid will use info for me to climb from Phantom to Eternus. Thanks ❤
ONLY 53 SUBS AM I TWEAKING BRUH YOU DESERVES 1000 if not 10000s subs This typa deadlock content is to come by and hard to make, but when it happens it’s a beauty to see. I see great horizons ahead for you future. Please keep up the good work
third time i'm watching the video, props to you, it is a very good movement guide and you don't talk like people are brainlets, also that outro is fire if you ever wanna make a following with other niche techs, i'd love to see exemples of playerclip being used in game thanks for the video goat
Really good video, thank you for the in depth explanations! I’m very familiar with source games and felt the sauce but it wasn’t quite the same, didn’t know it was quake’s engine
4:53, small fact, its usually called "Coyote Time" in game design and its entire purpose is to give you the ability to jump normally for a very short duration the moment you go off a ledge.
u literally did what it called no publicity is bad publicity. i entered this vid as wanted to watch what a noobie see movement in DL and to recheck the basic movement but surprise it actually the only best movement vid i watched and i learned from it things i didnt know. thank u man for this amazing guide that can be learned not for just DL no it work even in other game.
From the title, I thought this was going to be a breakdown of someone else's horrible tips, so I was just sitting here for an entire minute thinking "wait, when is a narrator going to jump in to explain how any of this is wrong?"
Biggest takeaway here is taking advantage of third person camera for tight corners/vision. Absolutely amazing against many characters and allows for insane outplay potential. This game is essentially let your opponent make the mistake first.
I've discovered a few interesting things about vindicta. Her fly can be quick cancelled to launch her and her stake has a funny interaction with some movement abilities where it sling shots them after being hit by it
Vindicta fly works for getting away vertically with out wasting stamina and still having good horizontal movement (I think this tech used to be stronger but I didn't play vindicts till recently)
Yeah, I've noticed that the tether doesn't actually interact with the movement physics, but just locks your position. Basically, you can store momentum around the edges. Vindicta's flight cancel used to be much stronger (1500 U/s), and I'm actually happy they nerfed it. It distorted people's views on her state of balance because the few people that knew of the tech had an overwhelming presence on the game, and the ones that didn't had to deal with how Vindicta sucks if you don't have machine-like precision.
Nah, too much effort. Plus, it's obvious that Valve is not happy with Viscous' current state, so it'd be pointless to discuss things like build paths or matchups because of how easily those can change. With respect to movement, there's a lot of interesting bugs and effects with Cube due to how it overrides some movement states, but I'm not too knowledgeable on that. For puddle punch: - Knockback cancels ground dash - Floor fist is pretty much just rocket jumping - Wall fist directly adds speed in the direction away from wall, and also gives a slight amount of vertical accel.
Something I forgot to mention about bhopping is that I wouldn't recommend trying to do it up stairs. It is extremely difficult and some stairs have walls underneath that will make you mantle if you hop at certain angles. Also, the reload pause for Heavy Melee is delayed, so you can use it to manage your action econ during laning.
Some more quick corrections about bhops and slide hops:
Some characters do not have a landing sound, so it may be difficult to tell if you're actually bhopping right.
I'm still not 100% sure how the game determines your "first" slide hop, but I think the early penalty applies after your first jump when above sliding speed. This means that if you bhop first, then your next slop will not be free from the early penalty.
Sliding's drag coefficient (0.18) is technically smaller than air drag (0.20), so on paper it should actually preserve more speed. However, if you are airstrafing optimally, then bhopping will be faster for speeds below ~950 U/s, but the difference you'll see above that speed is negligible. Realistically, you're better off slopping than bhopping due to the difficulty and the lack of wide open spaces, but you should still keep bhopping in your toolkit for when you don't have the space to avoid the early/late penalty.
> The worst movement guide
> look inside
> History of the movement and mastery of the tech
People like you are why content creators will keep doing this "trend" of misleading titles
@@condrador4518 misleading? As if he wouldn't get absolutely roasted if he said "the best movement guide you'll ever watch"
I just figured it was a humility thing. I suppose a more accurate title would be something like
"Deadlock movement guide, just my notes and some thoughts. Take it or leave it" but this is more succinct and implies a sense of humor, which is why I clicked on it.
Missed the birth of my first born child to watch this video. 10/10
Classic
Indeed, Mccheesewizard activity here.
I did not notice how much UA-cam horribly bitcrushed my video, but I'm gonna keep it that way because I think it adds character
Mobile viewer here. The video is fine. Didn't notice the quality. Also note that you as the editor work with mostly uncompressed video, so it will always look worse when uploaded.
Honestly the bitcrushing leans into the video style somehow? I'm impressed.
Crunchy :)
Funny cuz loud type shit
Lovely
so called "worst movement guide" is the best ive ever seen
didnt bother with movement vids because they didnt cover what was actually going on. Someone finally explaining it in the context of the source engine w/ air drag is what we needed. Tysm
man, visualizing the sightline stuff really fries my brain
Don't think about it too hard. You probably already do it without noticing.
wait a minute this was the best movement guide I've seen so far, clickbaited again...
I hope this goes viral because this is like, incredible bro. I have 500 hours and the micro and macro details that you go into have illuminated things for me that I did not know were even dark.
You gotta keep making vids with this amount of depth and nuance, there's not much out there like this, not just in Deadlock but in general.
I watched this whole damn vid which is rare for me. Also humour on point xD
Steam Controller mentioned, video instantly liked
Trackpad Chads stay winning
Wow, this is just straight up the most informative Deadlock video that exists. Would love to see more!
2:50 clean demonstration
Dude this MIGHT be the best guide I have ever looked at. Not even a joke, I learned more stuff in 15 minutes than most other videos. Actually underrated video.
that abrams clip against vegas was super cool, i wonder who’s it was 😱
Armor Clad Faith coming in blessed my soul, never thought thered be someone else who plays both games
this is one of the best guide I've watched, even though I read the movement doc entirely, you still teached me things, congrats
Whoah, I have over 200hrs, and at first I thought this was a joke comedy vid, but as It kept me hooked and reeled in I realized that this is a Gold Mine of movement information. Velocity, Acceleration, and direction management play a huge rule in movement. Also i love gooball and lash is a asshole 😎 nice vid missed my friends child birth for it worth 9/10 would watch again
This was the best schmovement guide ive ever laid eyes on.
I was NOT expecting a rare high moments reference in this video but I’m glad you included it
Really great video, and still a bit beyond the scope of my experience level in Deadlock, but I'll be coming back to this vid for reference and practice in the future.
The t-bag tip is hilarious "make sure the coast is clear, before absolutely sending it"
For a "terrible" guide, you're the first one I've seen mention the slowed movement speed while moving
The fighting game reference are making me loving this 10x times more than normal.
Amazing job explaining this.
It's so detailed it looks like you are a Valve Dev
Shhhhh
I thought this would be troll but this is goated
This is exactly how I expect to learn about valve games. Keep it up
This is very very very good. Actually best movement guide made yet imo
Bro made it on my feed :')
Im so proud
Very important melee information that I see a lot of people not practicing with! A successful parry gives you two free heavy melees attack, provided you're inputting them the SECOND the player is stunned. This is always optimal unless you've got some insane combo setup, as the intro guide (the only place where this is remotely mentioned) specifies that players take additional melee damage in this specific state (Roughly 30% from my experiments). In the laning phase, you almost ALWAYS want to do two heavy punches, as you're surely putting this guy in the ground shortly after that (Not to mention people will panic parry the 2nd one, miss it, and invite further free punches)
Fuck, I forgot to include the extra melee damage during parry stun. If you hold Q during the parry, it will automatically buffer heavy melee as soon as it is available.
If you really want to optimize the dmg, you can shoot a bit in between the first and second heavy melee after the parry. Its pretty easy to time the second heavy melee with some guns like shotguns and burst weapons. For example, paradox can get in one burst between the melees and i believe someone like abrams can get 1 shot, maybe 2 shotgun shots. Aim for the head too.
@bobbyboy900 Yes but, depends on the gun! You CAN mess it up with the wrong burst on the wrong gun. Practice at the dojo; whenever the npc looks at you, that's when they're able to parry!
that basic shmovement line was superb
Best deadlock video I’ve seen yet, honestly
I clicked for movement guide and got a video reminding me why I love good game design
But also one of the most informative and best guides I've ever seen for a game this video is fantastic
no pp, 200 sub channel casually dropping one of the best gaming video ive ever seen
Appreciate the kudos at the end :) - Skinner
ADVANCED GUIDE PLEASE OR GOOBALL TUTORIAL MORE SLOPPING MORE SLOP PLEASE MORE MOVEMENT I LOVE MOVEMENT AND DEADLOCK. In all seriousness this is the greatest deadlock vid i’ve watch in a minute im glazing ik but there’s so much niche tech and info packed so tightly of a gem of vid. the sad thing is people think it’s gonna be outdated as deadlock updates happen so much and new tech comes and goes especially melee cancel techs as most are bugs that are patched out like the fleetfoot cancel. Nize vid will use info for me to climb from Phantom to Eternus. Thanks ❤
The Fleetfoot HMC was fixed by accident. Valve decided it was a feature and went out of their way to re-add the bug.
commenting before watching because the intro text was the realest thing ever
Wow, i haven't seen a gamer so respectful as you, you are one of the smartest gamers there is)
8:08 I did not expect glorp to hit an ewgf
ONLY 53 SUBS AM I TWEAKING BRUH YOU DESERVES 1000 if not 10000s subs This typa deadlock content is to come by and hard to make, but when it happens it’s a beauty to see. I see great horizons ahead for you future. Please keep up the good work
third time i'm watching the video, props to you, it is a very good movement guide and you don't talk like people are brainlets, also that outro is fire
if you ever wanna make a following with other niche techs, i'd love to see exemples of playerclip being used in game
thanks for the video goat
THATS WHY I STOPPED MOVING THERES TO MANNY SWEATS!
So much sweat I end up sloppin' in it.
the tofu delivery line was perfect
Informative, good references to other media and a lesson in game design?
great video!
Really good video, thank you for the in depth explanations! I’m very familiar with source games and felt the sauce but it wasn’t quite the same, didn’t know it was quake’s engine
Missed the dude's childbirth whilst reading the comment of his friend. 9.5/10 video
This was incredible no lie. Thanks for your wisdom great gooey one
first deadlock guide where i got hit with an ewgf. good video.
I missed the birth of MCcheezewizard's first child to watch this video 10/10
really good video, was not expecting it but loved it. Subscribed!
Tried applying everything I learned in this video and got called a slur in my first match, 10/10
great, absolutely great video.
here before 12 billion views. good job, king.
Understood, I will now dedicate my time to learning the goo
commenting after watching, this is goated
Coyote Jumping is by far my favorite tech learned from this.
This is a fucking diamond and gold mine at the same time!
I hate playing deadlock with a passion but this video was still interesting the whole time
Great video! Thank you for the effort!
4:53, small fact, its usually called "Coyote Time" in game design and its entire purpose is to give you the ability to jump normally for a very short duration the moment you go off a ledge.
u literally did what it called no publicity is bad publicity.
i entered this vid as wanted to watch what a noobie see movement in DL and to recheck the basic movement but surprise it actually the only best movement vid i watched and i learned from it things i didnt know.
thank u man for this amazing guide that can be learned not for just DL no it work even in other game.
As someone who also played all the schizo movement games like tf2 melee quake mishimas i loved the references.
Amazing vid
This is a great video
I got that Kazuya's DORYA! reference. Take your like
Not the worst shmovement guide ever, reported to the authorities for false advertising.
this was awesone thanks
“Worst movement guide” proceeds to be the most in depth breakdown of movement in deadlock out there lmfao
I think of the coyote jumping like donkey king country jumping since you can roll off a ledge and jump out of it like here
actually a sick guide, don't sell yourself short gamer
PLS CONTINUE
great content, subbed. good luck
This is golden.
Now this is content
From the title, I thought this was going to be a breakdown of someone else's horrible tips, so I was just sitting here for an entire minute thinking "wait, when is a narrator going to jump in to explain how any of this is wrong?"
you are fkn cracked my brother
Big schmoovement character in slizard lizard coming soon…
s-tier video
amazing video!
Great guide.
banger video
banger guide
“all warfare is based” Sun Tzu 11:04 as we uncubes and perfect parry baits the yummytoes😂
this is a great video holy shit
Thank you Trackpad Chad
Advanced Schmovement: Play Lash.
Straight fire
Biggest takeaway here is taking advantage of third person camera for tight corners/vision. Absolutely amazing against many characters and allows for insane outplay potential. This game is essentially let your opponent make the mistake first.
I've discovered a few interesting things about vindicta. Her fly can be quick cancelled to launch her and her stake has a funny interaction with some movement abilities where it sling shots them after being hit by it
Vindicta fly works for getting away vertically with out wasting stamina and still having good horizontal movement (I think this tech used to be stronger but I didn't play vindicts till recently)
Yeah, I've noticed that the tether doesn't actually interact with the movement physics, but just locks your position. Basically, you can store momentum around the edges.
Vindicta's flight cancel used to be much stronger (1500 U/s), and I'm actually happy they nerfed it. It distorted people's views on her state of balance because the few people that knew of the tech had an overwhelming presence on the game, and the ones that didn't had to deal with how Vindicta sucks if you don't have machine-like precision.
@trackpadchad239 yeah the nerf is good, it's still usefull tech but not insane movement
Youre a very smart person bro..
What a thrill
the best
Brother is COOKING
EWGF straight into a subscribe.
Rare high moments
Amazing!
Viscous is secretly soldier
I hope to see a viscous guide from u
Nah, too much effort. Plus, it's obvious that Valve is not happy with Viscous' current state, so it'd be pointless to discuss things like build paths or matchups because of how easily those can change.
With respect to movement, there's a lot of interesting bugs and effects with Cube due to how it overrides some movement states, but I'm not too knowledgeable on that.
For puddle punch:
- Knockback cancels ground dash
- Floor fist is pretty much just rocket jumping
- Wall fist directly adds speed in the direction away from wall, and also gives a slight amount of vertical accel.
I changed jumping from zipline because I got dropped stunned and gangbanged.
Viscous is my main, funnest character to play
This is definitely the worst movement guide I've ever seen, had to rewatch it and read the doc file like 5 times, absolute worst work
good jerb