Slides

**Slides**, also called dashes, are a way of moving in Windjammers.

## How to do a slide

A slide is performed simply by maintaining a direction and then pressing the A button in defense (that is to say when the character does not have the disc). The character will then throw itself in the desired direction.

The distance the character travels in a long slide varies depending on their sliding power stat. However, this statistic turns out to be incomplete or even arbitrary because it does not take into account certain parameters (speed of the slide, length of the short slide).

There are two types of slides:

* The short slide (a): the player presses the A button and immediately releases it. As its name suggests, it travels a short distance before stopping. The advantage of short slides is that they stop quickly and therefore allow the character to act fairly quickly afterwards. The table below shows that some short slides are much more useful than others.
* The long slide (b): the player presses A and holds it. The slide will be maintained until the player releases the A button. The interest of the long slide varies according to the character: that of the middle weights will seek the disc far away and can therefore be useful in addition to walking. On the contrary, H. Mita hardly travels any additional distance and will therefore have to confine himself to his short slide and very high walking speed. This slide will be used more rarely because it only allows you to act after a certain time: it must be used as a last resort, in particular to catch up with a placement lob.

Slides also vary in duration: some are faster than others.

* **Mita:** 11 frames
* **Miller:** 12 frames
* **Costa:** 16 frames
* **Biaggi:** 14 frames
* **Scott:** 16 frames
* **Wessel:** 16 frames

## Strategy

### Defensive positioning and sliding (beginner)

The slide plays an important role in Windjammers, as it allows you to complete the run of the characters which does not allow you to collect all the discs at all the distances.

A basic but effective use of the slide is to step very slightly over the baseline and stop the discs by dashing up or down (very rarely forward). This strategy makes it possible to potentially stop all of the opponent's shots and to guide the beginner player towards a square and disciplined style of play that he will use even at an advanced level after many hours of play. The slide with a recovery important enough, it is recommended not to abuse it and to use it in a reasoned way. Once the disc has been thrown, always remember to reposition yourself on the basic position (see image above) to repeat this phase as many times as necessary for victory.

It is strongly recommended to avoid diagonal slides because they seem to cover a shorter distance of the ground: they should be reserved for a more situational use.

### Catching a distant frisbee (middle/heavyweight)

The use of dashes to get a placement lob from the net seems essential: you have to know how to couple short slides with a final long slide to make sure you cover the maximum amount of ground in a minimum of time, otherwise the disc will fall to the ground.

### Offset reception (or "offset-mint")

The staggered reception is an advanced mechanic that can be used both in attack after a toss and following a lob from the opponent. It consists of sliding on the landing mark of the disc when it touches the ground. The character will catch the disc during his slide which he will finish before he can shoot. This allows you to move with the disc for a short time before performing a throw. This is a mechanic that can be used to approach the net with a forward dash or to adjust positioning with a high or low dash. This also prevents the opponent from throwing a lob at the net and getting in front to prevent the player from shooting by shifting the place from which the latter throws the disc. However, it is impossible,

There is a "perfect" staggered landing: the player places one foot on the Frisbee's landing mark before sliding in the other direction. A perfect shot shift is more difficult to perform because the timing is tighter: the character is only present on the landing mark for a few frames. This variant has the advantage of being less predictable than the classic mug shift.