This can be done by throwing an item backwards mid slide, and greatly increases distance travelled. As with regular slides, holding forward is needed to get a full length slide. By holding forwards and repeatedly hopping after an extended slide, momentum can be conserved for a long distance, similarly to turn hopping Explained later in guide.
This is unique to extended slides, as they eject the Slugcat into a standing position unlike regular slides. Backflipping out of an extended slide can be done by holding back and pressing jump at the end of the slide.
As with extended slide hopping, this works because the extended slide ejects Slugcat into the upright state. It is possible to pounce out of an extended slide. This requires holding forward significantly longer than normal, as the extended slide needs to also be extended to full length.
It is also possible to slide flip out of extended slides. Like extended slide pouncing, this requires holding forward significantly longer, as the extended slide needs to also be extended to full length. Remember that you can land upright from pounces, and conserve momentum, by tapping jump on landing, then up!
An extremely useful tool for quickly travelling horizontal distance and crossing wide gaps, this move is performed by starting an extended slide , pressing jump 1 frame later and then holding forwards. For optimal speed, forwards must be pressed and held within a few frames of the jump input. This move can be performed during any frame in which slide extension is possible.
A similarly performed variant of the extended instant pounce, this move is performed by starting an extended slide and pressing jump on the same frame, then pressing forward exactly one frame later. The forward input must be within one frame of the jump input, otherwise a slide-flip will be performed instead. This move can only be performed when started on one of the last 2 possible frames of a slide in which slide extension is possible.
This move can be rolled out of like any other pounce and travels further than regular slide pouncing. The fastest known horizontal move to date, performed by starting an extended slide , pressing jump and holding forwards 1 frame later and then pressing down 1 frame after that. For optimal distance, forwards must be pressed and held on the same frame as the jump input. Holding down and pressing jump over a den mid slide launches Slugcat upwards. In the example below, the wall directly next to the den makes entering it via slide reliable.
This move is a lot less reliable when attempting to enter dens without a wall next to them. Smaller boosts out of dens can also be applicable for gaining height in combat, on a case to case basis. This will negate landing stun when falling long distances. Exclusively possible with analog sticks. This can also be done with a virtual controller program on PC.
It is possible to fast roll after a full jump from a single tile height by angling the analog stick slightly sub horizontally midair. Rolls can be entered from:. Pouncing can be done by jumping out of a roll. Rolls can be chained together indefinitely on flat ground by pouncing as late as possible.
This can be done regardless of which way Slugcat is landing, as long as the pounce was initiated late enough. The longer the roll, the higher the pounce arc. A rapid series of beats can be heard when rolling. Flat ground movement. A speed comparison of different forms of movement across flat ground. From top to bottom: Running, backflip to roll chaining , turn hopping , slide pounce to roll chaining , extended slide hopping, extended slide pounce.
Turn hopping is most effective when turning to move in the opposite direction as the setup is then very small. Backflip roll chaining is most effective when using the pounce to cross gaps without space for a slide pounce. It is possible to slide immediately after a roll by holding forwards and down, and timing jump at the very end of the roll when Slugcat is in the upright position. Rolls are not interrupted by single tile blocks, allowing for rolling over more uneven terrain. Pressing down while running off ledges causes Slugcat to enter a fast fall state.
This state allows for rolls from any height. Rapidly turning back then forwards before dropping off the ledge extends this drop window.
While running forwards towards a single tile drop, holding down with correct timing causes Slugcat to enter a roll. This is due to the aforementioned fast fall mechanic where pressing down while dropping off ledges gives a boost of acceleration.
The same can be done with the turning method shown above for slightly more reliable timing. Releasing all controls for a short frame window while pulling up on ledges leaves Slugcat in an indefinite hanging state.
Achieving this paused state is not necessary for fast falling, and the hanging state itself currently has little use and no reliable setup. While pulling up ledges, pressing in the opposite direction causes Slugcat to fall down at an accelerated rate. Fast falling causes landing stun and for longer falls death, at much shorter heights. Entering the fast fall state guarantees that a roll can be performed on landing.
Fast falling can be done from any height, including 1 tile high drops. This allows any tile high block to be used for initiating rolls.
By positioning to hit the ground head first, tumbling, a roll state can be achieved through minimal setup. Storing up input.
By holding upwards, Slugcat leans forwards while running, causing midair rotation when correctly interrupted with a jump. This allows for a roll on landing. Storing down input. Note: The most consistent strategy for this move is to begin to press down half way through the second flop, as seen in the next two gifs.
It is also possible to roll from crouch by first running in one direction and quickly tapping crouch , then holding down the opposite direction, and holding down crouch again.
Note: This method can be easier to learn initially, but requires accounting for the necessary setup movement pre roll. By initiating a roll from crouch but jumping immediately after holding down, Slugcat can pounce immediately before the roll takes place. It is also possible to start a roll by tapping jump multiple times while running and holding down. A minimum of 2 jump taps are needed but more can be used. Limited application as more consistent options exist for roll starting.
Boosting to the top of a pole cancels boost end lag and switches Slugcat to the balancing position immediately. Pressing up when coming into contact with the tip of a vertical pole will cause Slugcat to instantly perch on it.
This only works for reasonably small vertical speeds. When midair, tapping up at the tip of a pole allows Slugcat to instantly balance there. This can also be done further down from the tip, likely as an unintended result of pole collision.
It is also possible to cancel boost end lag by holding outwards and jumping off the pole mid boost. Wall jumping while holding up allows for climbing tall poles in shafts far quicker than regular climbing. Boost ending lag can be cancelled by either reaching the start of a tunnel or pipe, or by jumping off the pole.
Both this and pole wall jumping are only applicable in narrow shafts. Switching to the other side of a pole while also tapping jump causes Slugcat to let go of and instantly regrab the pole in a couple of frames. While not useful on its own, this can be used to cancel boost end lag as described below. Boosting up a pole then immediately re grabbing resets boost lag and immediately allows for another boost. This can be done repeatedly in a rhythm to quickly climb up poles, alternating sides each boost.
Pressing jump too early will cause a laggy boost, and switching sides too early will cause Slugcat to jump off the pole. Unlike other pole climbing methods, this is applicable on all poles and vastly increases climbing speed , allowing Slugcat to outrun fast pole climbing lizards.
Note: This can be done in a slower sequence or as a single instance for practice! Pressing jump while holding down instead of jump in isolation allows for falling directly downwards from vertical poles instead of drifting to one side.
Vertical pole movement. A speed comparison of different forms of movement up poles. From left to right: Regular climbing, pole wall jumping, hybrid wall jumping and fast pole climbing.. This is done first by holding back, and then tapping jump and holding up to initiate a backflip. Once Slugcat has grabbed the pole, tapping jump again while still holding up adds the momentum of a pole boost to the existing momentum of the backflip, causing Slugcat to slide off the top of the pole.
Jump can then be tapped again to perform a regular jump midair. For practical application, jump is quickly tapped three times in succession while holding up. The initial turn to initiate a backflip must be done before jump and up are simultaneously pressed.
For ease of use, jump can effectively be tapped more than three times with no effect as in the gif below Note: See Crawl turn backflip pole jump for a 10 tile high version. Sufficient pole momentum for a midair jump can also be gained via a slide, most effectively on 2 tile high poles. This can be performed by holding up mid slide to transition to the pole, tapping jump once to boost upwards and then tapping jump midair.
Note: See Slide pole backflip for an additional variant which currently has no known benefit over this version.. Pole momentum height comparison. As shown here, slide pole jumps are effective gaining height from 2 tile high poles, regular backflip pole jumps for gaining height from 3 and 4 tile high poles, and crawl turn backflip pole jumps for 5 tile high poles.
Pole hopping is done by jumping, holding forward, and tapping jump while hitting the pole. Note: The timing can be tricky, remember not to press jump too early. This will also not work if holding any other button except forward when pressing jump.
It is also possible to pole hop while rising up through a pole from below. To pole hop from pounce, release and enter the upright position in mid air by immediately pressing up, then let go of up and jump in time to hop.
This is significantly faster than jump pole hopping. Note: Throw boosting can be used for longer pole hops. While hanging on a horizontal pole and moving forwards, quickly alternating down and up causes Slugcat to drop from the pole and immediately regrab, giving a burst of speed. This can be chained to move quickly across horizontal poles while hanging. Horizontal pole movement. A speed comparison of different forms of movement along poles. From top to bottom: Walking on pole, jump pull ups, jump pole hopping and pounce pole hopping.
Turns can be performed by reversing movement direction while running at full speed. Backflips are possible as a result of dash turns, and can be done without droplets showing. Turn hopping involves repeatedly jumping after turning, to conserve dash turn speed. A dash turn depletes over time for 10 frames.
The functionality of a dash turn can be stored by interrupting the turn with other moves during these frames.
Most applicable turn storage derives from crouching or sliding. The first method of storing a dash turn is to start a turn, then immediately interrupt it by crouching. This momentum is then released when Slugcat once again enters the upright position, which can be seen by the small droplets and burst of speed gained when standing up.
Another simple way to demonstrate dash turn storage is to jump while standing on a horizontal pole, or the tip of a vertical one. This results in a backflip. Note that simply grabbing a vertical pole from crouch often depletes all available frames of turn storage due to the temporary standing state. This can be avoided by crouch jumping onto the pole.
Backflipping from a turn stored crouch is done by pressing up and jump simultaneously while holding in the direction of the turn. Note that the original turn direction must be held in order to backflip, even after changing crouching direction. Turn storage is only ever lost by being in a standing state, or initiating a backflip. Consequently, stored turns are maintained through:.
As sliding involves crouching, turns can also be stored by sliding immediately after turning around. As before, the burst of speed and droplets on standing upright indicate successful turn storage. Note that sliding pole grab does not have the same frame depletion issue as crouching pole grab. The second method of turn storage is done with poles exclusively, by pressing up to grab the pole immediately after turning. How to play Among us on PC with keyboard mouse.
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