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.
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
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.
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
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.
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
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 ❤
I think the only one that was conscious was the tether, cause I had that idea brewing in my head for a while after I noticed a Vindicta track me with it. Otherwise, the rest of it was mostly instinct from spending an ungodly amount of time playing demoknight tf2. If you notice, I usually start attacking after LoS is broken. That way, it's harder for them to tell when I'm actually backing out.
Gap: 4 Width: 30 Height: 17 Pip Opacity: 0.25 Show Pip Border enabled Dot Opacity: 0.70 Dot Outline Opacity: 1.00 Color: 150R 0G 242B I wouldn't recommend it for a long range character like vindicta, but it works well for characters like viscous or pocket.
2:58 down dash is very useful for Ivy, Vindicta and Gray Talon. Being airborn even on purpose put you into a very vulnerable position. So in case of Vindicta and Gray Talon. After getting their pokes in, downdashing to quickly get out of line of site before they can retaliate can save you some HP in lanibg phase or even save your life if they have a Bebop. As for Ivy, you can almost always guarantee a charged punch if you're cancle your flight right above of them. The drop down time match pretty well with the charge time. Melee charge will make it even eassier to land with the extra range. But the down dash can speed up the lunge for you and get you in the fight a bit faster. With how important her role is in team fight, it could make or break the game.
Didn't consider that it's not only Viscous who can fly. Pretty much what I said where its main use is when you need to drop down to cover immediately. I've also been experimenting with Puddle Punch, and I think there might be a few spots where you could wallpunch dash and immediately downdash to slop around a corner at 900 U/s