Mechanics
Every movement and combat mechanic in REDLINER. Parry (F), Grapple (E/RMB), Slide (Ctrl), Dash (Shift), Wallrun (Space), Instability, Circle Slash, Slam.
- S
Parry (F)
Split-second defensive window that deflects both melee strikes and high-velocity bullets. The core of REDLINER's high skill ceiling.
- S
Grapple (E / RMB)
Raycast tether that converts lateral velocity into a pendulum swing. Slingshots you across FFA arenas.
- A
Dash (Shift)
Flat addition to directional velocity vectors. Used for instantaneous evasion or to force an opponent to miss a parry window.
- S
Slide (Ctrl)
Reduces vertical hitbox and zeros ground friction. Slide for ~1s to unlock the lethal Circle Slash.
- A
Wallrun (Space)
Locks your vector to a vertical geometry plane. Resets falling velocity and chains horizontal momentum across map structures.
- S
Instability (Destabilisation)
When hit, your velocity spikes exponentially. Destabilised players 'run 10 miles' in seconds - passive damage makes them faster, not slower.
- S
Circle Slash
1.25× damage melee. Requires sliding for one continuous second. Bypasses standard parry windows.
- A
Aerial Slam
Landing a slam from the air applies +50% instability to the target - the highest single-source damage modifier in the game.
- B
Jump (Space)
Break ground friction and avoid AoE fields. Constant jumping is required to maintain a low vulnerability profile.
- A
Overcharge Game Speed (150%)
Hardcoded 150% game speed. Compresses parry windows and accelerates every animation in the engine.