Low Slide Through Gaps
Drop low mid-sprint and slide, slipping under gaps while keeping your speed.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Timing · Spatial · Dexterity
No.183Titanfall 201The core loop
Action → feedback → next choice- 01Sprint to build speed
- 02Crouch to start sliding
- 03Pass under the obstacle
- 04Stand or jump out
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Sprinting at 7 m/s, the player sees a 1 m-high gap 6 m ahead, with cover behind it that pursuers can't see.
- T2
Turn 2 · The player chooses
They start the slide 2 m before the gap.
- T3
Turn 3 · The feedback
They pass through still at 5 m/s, jump onto the cover, and pursuers must detour around the gap.
- T4
Turn 4 · The next decision
The next gap sits after an uphill, where slides lose speed faster, so they must recalculate the start point.
How it plays
A slide triggers only above a speed threshold, shrinking your hitbox so you fit under gaps you can't walk through; friction slowly bleeds speed. Jumping out at the right moment carries speed into the air. Sparks, scraping audio and a lowered camera provide feedback.
What the player weighs
- Sliding keeps speed but makes steering hard.
- Starting early slides further, but too early stalls before the gap.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Titanfall 2
Crouching mid-sprint triggers a slide, and sliding on landing then jumping preserves or even builds speed, a foundation of pilot movement.

Dying Light 2 Stay Human
Sliding while running gets you under low obstacles and gaps, useful for crossing cluttered streets without slowing during chases.
The difference worth noticing
Titanfall 2 treats sliding as a core speed tech; Dying Light 2 uses it more as a contextual move through obstacles.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
When an enemy telegraphs a high sweep, let players slide under it to reach their back, turning a read into a reposition.
Prototype this combo in Yoroll→Follow the next idea
Grapple Swing and Release
Hook on, ride the arc, and let go at the right moment to fling yourself forward.
- Prototype complexity
- Who plays
- Solo decisions
- 01Aim at an anchor
- 02Hook on and swing
- 03Release at the right point
- 04Carry speed into next hook
Wall-Jump Traversal
Walls become stairs: kick off one surface, steer, and catch the next.
- Prototype complexity
- Who plays
- Solo decisions
- 01Cling to slow your fall
- 02Kick away with jump
- 03Steer toward the next wall
- 04Chain kicks or land
I-Frame Dodge
For a brief moment your dodge ignores damage, letting you pass straight through attacks.
- Prototype complexity
- Who plays
- Solo decisions
- 01Spot the danger zone
- 02Dodge at impact
- 03Pass through, reposition
- 04Counter from behind



