V1 — Slide Ultrakill

When the slide input is registered, the player character (V1) transitions from a "Standing" or "Running" state to a "Sliding" state.

However, as the community embraced the chaotic nature of the game, Hakita adjusted the physics engine to support momentum preservation rather than restrict it. By v1.0, the slide physics have been tuned to prevent "voiding out" of bounds (a common issue in early speedruns) while retaining the feeling of speed. v1 slide ultrakill

The slide changes the property of certain weapons. When the slide input is registered, the player

This paper provides a comprehensive technical breakdown of the "Slide" mechanic in the video game ULTRAKILL (New Blood Interactive, 2020–2024). With the release of the Version 1.0 "Layer 7: Violence," the movement meta has solidified. The slide is not merely a defensive dodge but the fundamental vector for momentum conservation, verticality, and damage output. This document analyzes the internal math of sliding, its synergy with the "Style" system, and the evolution of "Slide Jumping" and "Slide Coasting" from glitches to core mechanics. The slide changes the property of certain weapons

This is the most fundamental speed-building tech. By jumping immediately after starting a slide, V1 launches forward with more momentum than a standard jump. Chaining these together is essential for achieving times. 2. Dash-Sliding (Momentum Preservation)

By jumping immediately after starting a slide, you preserve the slide's horizontal momentum in the air. This is the primary method for maintaining high speeds across large arenas.

In the earliest builds (pre-Act 2), the slide physics were significantly more volatile. The "Slide Coasting" (preserving momentum infinitely) was initially considered a bug by the developer, Hakita.