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* ''VideoGame/TheLegendOfZeldaTheMinishCap'' has rolling which is a commonly fast way of traveling, and it's also assigned to a ContextSensitiveButton.
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* ''VideoGame/{{Strider}}'' was one of the first games to feature a sliding move.
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* ''[[VideoGame/SonicAdvanceTrilogy Sonic Advance]]'' gave the blue hedgehog a sliding move as a finisher for his three-hit attack chain. This was just for flavor, as the purpose of a sliding move was already filled by his RollingAttack since the very beginning of the franchise.
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* Since ''VideoGame/KirbysAdventure'', Kirby can perform a slide that damages common enemies but not bosses. Later games made the Stone ability able to slide on slopes, and changed the standard slide such that it makes Kirby trip [[RollingAttack and roll]] if used on slopes.
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* You can Baseball Slide for an extremely long distance in ''VideoGame/HorizonZeroDawn'', especially considering how much momentum you need to do it.


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* Sliding is an extremely important movement option in the ''VideoGame/{{Titanfall}}'' games, and by extension ''VideoGame/ApexLegends''. You cover an incredible distance extremely quickly, and if you slide down a hill, you'll build enough speed to easily cross parts of the map.


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* ''VideoGame/{{Vanquish}}'' has a ''[[ExaggeratedTrope rocket-powered]]'' slide performed by hitting a button. It's the most useful move in your arsenal, as it's much faster and safer than running, you can shoot in BulletTime while doing it, and if you collide with an enemy, you'll perform an extremely powerful melee attack. The only downside is that using it too much will cause you to overheat, leaving you completely vulnerable.
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* ''[[VideoGame/AssassinsCreed]]'' introduced sliding in the fifth installment (''Assassin's Creed 3'') as a quick way to get under low obstacles such as holes at the bottom of fences or scaffolding. There are many such instances in both Boston and New York, especially in the underground tunnels. Though such openings can be hard to spot during free-running, utilizing one is a good way to put a lot of distance between you and any chasing opponents, since they cannot replicate the move. Sliding is triggered when running full-speed into a suitable obstacle.

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* ''[[VideoGame/AssassinsCreed]]'' ''VideoGame/AssassinsCreed'' introduced sliding in the fifth installment (''Assassin's Creed 3'') as a quick way to get under low obstacles such as holes at the bottom of fences or scaffolding. There are many such instances in both Boston and New York, especially in the underground tunnels. Though such openings can be hard to spot during free-running, utilizing one is a good way to put a lot of distance between you and any chasing opponents, since they cannot replicate the move. Sliding is triggered when running full-speed into a suitable obstacle.
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* ''[[VideoGame/AssassinsCreed]]'' introduced sliding in the fifth installment (''Assassin's Creed 3'') as a quick way to get under low obstacles such as holes at the bottom of fences or scaffolding. There are many such instances in both Boston and New York, especially in the underground tunnels. Though such openings can be hard to spot during free-running, utilizing one is a good way to put a lot of distance between you and any chasing opponents, since they cannot replicate the move. Sliding is triggered when running full-speed into a suitable obstacle.
** Sliding downhill also occurs in this and previous games in the series, but is typically part of scripted missions and thus not manually-triggered.
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Supertrope of SlideAttack. Sister trope to VideogameDashing, which is often handled in similar ways.

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Supertrope of SlideAttack. Sister trope to of VideogameDashing, which is often handled in similar ways.
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* ''[[VideoGame/MetalSlug Metal Slug 5]]'' introduced sliding, which allows you to shoot during the slide and/or jump immediately afterward. Interestingly, however, none of the later entries in the series kept the sliding mechanic.


































* ''VideoGame/MetalSlug'' 5 introduced sliding which you can shoot during it and/or jump right after, however, none of the later sequels in ther series after [=Metal Slug 5=] kept the sliding mechanic.



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* Dhalsim of ''VideoGame/StreetFighterII'' could slide by pressing Roundhouse Kick while ducking. While primarily a SlideAttack, it also allowed him to avoid enemy projectiles by sliding under them, something no other playable character could do.

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* Dhalsim of ''VideoGame/StreetFighterII'' could slide by pressing Roundhouse Kick while ducking. While primarily a SlideAttack, it also allowed him to avoid enemy projectiles by sliding under them, something no other playable character could do. Vega's was similar, but not quite as low as Dhalsim's, meaning it couldn't avoid all projectiles, but it does go under some. Bison's slide, on the other hand, is a pure SlideAttack since he doesn't crouch at all while doing it.
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One of the most important considerations in game design -- particularly ''action'' game design -- is how the player character is going to be able to move within the game. It may seem hard to believe now, but during the medium's infancy, giving players a wide range of movements simply wasn't possible due to hardware limitations. At one point, simply being able to make your character ''jump'' was considered state-of-the-art game design.[[note]]Particularly with ''VideoGame/DonkeyKong'', which [[UrExample was the first game to give the player character the ability to jump]].

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One of the most important considerations in game design -- particularly ''action'' game design -- is how the player character is going to be able to move within the game. It may seem hard to believe now, but during the medium's infancy, giving players a wide range of movements simply wasn't possible due to hardware limitations. At one point, simply being able to make your character ''jump'' was considered state-of-the-art game design.[[note]]Particularly with ''VideoGame/DonkeyKong'', which [[UrExample was the first game to give the player character the ability to jump]].
jump]].[[/note]]
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One of the most important considerations in game design -- particularly ''action'' game design -- is how the player character is going to be able to move within the game. It may seem hard to believe now, but during the medium's infancy, giving players a wide range of movements simply wasn't possible due to hardware limitations. At one point, simply being able to make your character ''jump'' was considered state-of-the-art game design.

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One of the most important considerations in game design -- particularly ''action'' game design -- is how the player character is going to be able to move within the game. It may seem hard to believe now, but during the medium's infancy, giving players a wide range of movements simply wasn't possible due to hardware limitations. At one point, simply being able to make your character ''jump'' was considered state-of-the-art game design.
design.[[note]]Particularly with ''VideoGame/DonkeyKong'', which [[UrExample was the first game to give the player character the ability to jump]].
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** The ''VideoGame/WarioLand'' spinoffs feature a different downhill slide. Wario will briefly slide, then curl up into a ball - breaking certain blocks and knocking away enemies - until he hits a solid surface.
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* Mid-way through ''VideoGame/IllusionOfGaia'' Will gains a Slide Technique as an extension of his psychic powers.
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[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/megamanslide.gif]]

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[[quoteright:342:https://static.[[quoteright:342:[[VideoGame/MegaMan3 https://static.tvtropes.org/pmwiki/pub/images/megamanslide.gif]] gif]]]]
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* In ''VideoGame/{{Warframe}},'' all Warframes are able to slide along the ground by hitting the crouch button while in full sprint. This is useful for getting through small crevices to traverse the map more quickly or to cut the ending lag before a heavy landing. Nezha's passive ability, ''Frictionless,'' allows him to make special use of this, as he can actually ''gain'' speed from sliding in this manner.

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* In ''VideoGame/{{Warframe}},'' all Warframes are able to slide along the ground by hitting the crouch button while in full sprint.motion. This is useful for getting through small crevices to traverse the map more quickly or to cut the ending lag before a heavy landing. Certain mods can increase sliding speed and distance, and Nezha's passive ability, ''Frictionless,'' allows gives him a boost to make special use of this, as he can actually ''gain'' speed from sliding in this manner.innately.
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* ''VideoGame/MetalSlug'' 5 introduced sliding which you can shoot during it and/or jump right after, however, none of the later sequels in ther series after [=Metal Slug 5=] kept the sliding mechanic.
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* ''VideoGame/{{Prey}}'' has a baseball-style slide, accessed by sprinting and crouching. This is about as fast but doesn't cost stamina.

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* ''VideoGame/{{Prey}}'' ''VideoGame/Prey2017'' has a baseball-style slide, accessed by sprinting and crouching. This is about as fast but doesn't cost stamina.
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* ''VideoGame/Prey'' has a baseball-style slide, accessed by sprinting and crouching. This is about as fast but doesn't cost stamina.

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* ''VideoGame/Prey'' ''VideoGame/{{Prey}}'' has a baseball-style slide, accessed by sprinting and crouching. This is about as fast but doesn't cost stamina.
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* ''VideoGame/Prey'' has a baseball-style slide, accessed by sprinting and crouching. This is about as fast but doesn't cost stamina.
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* ''VideoGame/{{MarioPlusRabbidsKingdomBattle}}'' has a rare non-action-game example. Characters can slide into enemies and certain obstacles during movement by selecting an enemy before selecting your destination. Sliding deals damage to opponents, but it also is the only way to pass through enemies if they're completely blocking a path.

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* ''VideoGame/{{MarioPlusRabbidsKingdomBattle}}'' ''VideoGame/MarioPlusRabbidsKingdomBattle'' has a rare non-action-game example. Characters can slide into enemies and certain obstacles during movement by selecting an enemy before selecting your destination. Sliding deals damage to opponents, but it also is the only way to pass through enemies if they're completely blocking a path.
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[[/folder]]

[[folder:Turn-Based Strategy]]
* ''VideoGame/{{MarioPlusRabbidsKingdomBattle}}'' has a rare non-action-game example. Characters can slide into enemies and certain obstacles during movement by selecting an enemy before selecting your destination. Sliding deals damage to opponents, but it also is the only way to pass through enemies if they're completely blocking a path.
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* Dhalsim of ''VideoGame/StreetFighter2'' could slide by pressing Roundhouse Kick while ducking. While primarily a SlideAttack, it also allowed him to avoid enemy projectiles by sliding under them, something no other playable character could do.

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* Dhalsim of ''VideoGame/StreetFighter2'' ''VideoGame/StreetFighterII'' could slide by pressing Roundhouse Kick while ducking. While primarily a SlideAttack, it also allowed him to avoid enemy projectiles by sliding under them, something no other playable character could do.
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* Dhalsim of ''VideoGame/StreetFighter2'' could slide by pressing Roundhouse Kick while ducking. While primarily a SlideAttack, it also allowed him to avoid enemy projectiles by sliding under them, something no other playable character could do.
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* Along with his ice powers, Sub-Zero from the ''Franchise/MortalKombat'' series has a sliding kick among his arsenal of moves. It debuted in the first ''VideoGame/MortalKombat'' and appears across many other entries in the series.

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* Along with his ice powers, Sub-Zero from the ''Franchise/MortalKombat'' series has a sliding kick among his arsenal of moves. It debuted in the first ''VideoGame/MortalKombat'' and appears across many other entries in the series.
series. Later entries often justify it by him using his ice powers to freeze the ground beneath him as he slides.
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* Starting with ''VideoGame/MegaMan3'', the ''Franchise/MegaMan'' games have had a slide move, used mostly for dodging, getting through tight spaces, or speedrunning. While the Blue Bomber generally can't use the slide to attack enemies, ''VideoGame/MegaMan5'''s Charge Kick ''requires'' Mega Man to slide in order to use the weapon -- the only weapon in series history to do so.

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* Starting with ''VideoGame/MegaMan3'', the ''Franchise/MegaMan'' ''VideoGame/MegaManClassic'' games have had a slide move, used mostly for dodging, getting through tight spaces, or speedrunning. While the Blue Bomber generally can't use the slide to attack enemies, ''VideoGame/MegaMan5'''s Charge Kick ''requires'' Mega Man to slide in order to use the weapon -- the only weapon in series history to do so.
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[[caption-width-right:342:[[Franchise/MegaMan An early example of the trope.]]

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[[caption-width-right:342:[[Franchise/MegaMan An early example of the trope.]]
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[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/megamanslide.gif]]
[[caption-width-right:342:[[Franchise/MegaMan An early example of the trope.]]
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Created from YKTTW

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One of the most important considerations in game design -- particularly ''action'' game design -- is how the player character is going to be able to move within the game. It may seem hard to believe now, but during the medium's infancy, giving players a wide range of movements simply wasn't possible due to hardware limitations. At one point, simply being able to make your character ''jump'' was considered state-of-the-art game design.

Today, however, massive improvements in both gaming hardware and coding tools have left game designers able to make characters move in any way imaginable. Even so, the way game characters move has remained somewhat consistent over the decades.

Consider a movement as basic as sliding. For the purposes of this trope, "sliding" refers to a ''deliberate action'' the player can take to make their character slide along the ground, usually for a quick burst of speed or to travel under a low-hanging obstacle. It doesn't include merely [[FrictionlessIce slipping around on ice]] or low-friction surfaces (although that can certainly make a slide maneuver more effective and/or dangerous), nor does it refer to characters that have loose, slippery movement physics by default.

!!Types of Sliding Moves

While the number of games where you can pull off some kind of sliding maneuver is so large as to be nigh uncountable, most sliding moves in gaming fit into roughly three different types: the Baseball Slide, the Downhill Slide, and the Slide Technique.

Possibly the oldest form of sliding in video games, the '''Baseball Slide''' works more or less the same way baseball sliding works in real life. A character gets a running start, and then slides (or ducks) and lets the momentum of their movement carry them through a tight spot.

The '''Downhill Slide''', of course, refers to a character sliding down a slope or incline of some sort. Asides from being a fast and interesting way to traverse hilly or uneven terrain, it can also create opportunities for new moves, or even ways to dispatch enemies.

Finally, there is the '''Slide Technique'''. The Slide Technique is an actual, dedicated move that a character can use to slide across the floor. This may be nothing more than a simple sliding movement, or it may confer useful attributes such as temporary invincibility. If the Slide Technique is primarily useful as an attack rather than a movement option, it's a SlideAttack.

!!Common Characteristics of Sliding Moves

It's worth noting that sliding in video games tends to fall onto the lower end of the realism scale. This isn't necessarily a bad thing, as games generally do have to [[AcceptableBreaksFromReality set aside what's realistic in favor of what's actually fun to play]]. For a prime example, it's very common for a slide to be ''faster'' than running, which isn't how it works in real life. Runners in baseball slide because it's harder to tag a sliding person; the friction from the ground actually makes a slide ''slower'' than running.

Some other ways in which Video Game Slides frequently diverge from reality include:

* Allowing characters to slide with impressive speed and distance ''from a complete standstill'';
* Traversing down rough slopes like a grassy hillside as smoothly as a theme-park water slide;
* Gracefully gliding along the floor in a really awkward crouch stance;
* Being able to chain a ground slide seamlessly into a jump or other maneuver without getting back up
* Making a character immune to attack damage
* And countless more...

Supertrope of SlideAttack. Sister trope to VideogameDashing, which is often handled in similar ways.

!Examples:

[[foldercontrol]]

[[folder:Action/Arcade Games]]
* ''VideoGame/{{Pepsiman}}'' is a third-person runner where sliding is one of the title characters' few tools to traverse the ridiculously crowded streets of the city (and wherever else he ends up). It's required for getting under low objects, breaking through walls or objects, or even [[ComedicSociopathy knocking hapless bystanders out of the way]].
[[/folder]]


[[folder:Action-Adventure Games]]
* In ''VideoGame/BatmanArkhamCity'', Batman's sliding skills are so great he can slide ''up'' a flight of stairs. But then, so can Robin, Nightwing, and Catwoman. Catwoman's upstairs slide is especially hilarious considering she slides on her ''knees''.

* The first-person action game ''VideoGame/MirrorsEdge'' and its reboot ''VideoGame/MirrorsEdgeCatalyst'' make extensive use of sliding as part of their parkour-inspired movement mechanics.

* ''[[VideoGame/NinjaGaiden Ninja Gaiden 3 (2012)]]'' has a sliding move that is useful as a dodge , an offensive technique to put enemies off balance, and a way to get under obstacles. It completes the trilogy's list of dodge moves with the first game's UnnecessaryCombatRoll and the second's FlashStep.
[[/folder]]


[[folder:Action [=RPGs=]]]
* In ''VideoGame/{{Indivisible}}'', sliding is the only way for Ajna to pass beneath very low ceilings. To tie in with the game's fantasy-South Asian setting, Ajna makes a [[https://en.wikipedia.org/wiki/Reclining_Buddha reclining Buddha]] pose in the middle of her slide.
[[/folder]]


[[folder:Fighting Games]]
* Along with his ice powers, Sub-Zero from the ''Franchise/MortalKombat'' series has a sliding kick among his arsenal of moves. It debuted in the first ''VideoGame/MortalKombat'' and appears across many other entries in the series.

* Most characters in the ''VideoGame/BattleArenaToshinden'' series have a baseball-style slide move of some kind. While they're ''technically'' SlideAttack moves, most are so telegraphed and easy to dodge that it's tempting to use them as an evasive move instead.
[[/folder]]


[[folder:First-Person Shooters]]
* The FirstPersonShooter ''VideoGame/{{Bulletstorm}}'' has a dedicated slide maneuver that's much faster than crawling and great at evading enemy fire. With a little practice, it can help players get from one safe zone to the next with little danger, but it comes at the expense of being unable to use your weapon.

* ''VideoGame/Halo5Guardians'': The Sprint function can be maneuvered into a slide for a brief increase in speed, at the cost of ending one's sprint. However, by ending the slide with a jump, one can immediately resume sprinting as soon as they land, then repeat the cycle to remain moving faster.

* In ''VideoGame/{{Paladins}}'', Combat Slide is one of Lex's abilities. It's his main mobility move, pushing him forwards at high speeds even when used from standstill or going uphill. He can also shoot while sliding.
[[/folder]]


[[folder:Platform Games]]
* In ''[[VideoGame/BatmanSunsoft Batman: Return of the Joker]]'', Batman has a sliding move that's useful mostly for dodging projectiles. It's one of his quicker moves, but there's very little in the game that demands its use.

* A number of ''Franchise/{{Castlevania}}'' games contain sliding abilities. Maria Renard in ''[[VideoGame/CastlevaniaRondoOfBlood Rondo of Blood]]'' was the first character in the franchise with an innate sliding ability, and she (along with Richter Belmont) retained this ability in ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]''. Several subsequent entries in the franchise would also include a sliding ability, though many require the player to find an item in order to use it.

* In ''VideoGame/DrawnToLife'', the player is able to slide down hills or slopes. Any enemy they run into on the way dies, and it also helps to get around a little faster.

* Spaz in ''[[VideoGame/JazzJackrabbit Jazz Jackrabbit 2]]'' has a special move called the Sidekick, which is a sliding maneuver. It's more of an attack than a defensive maneuver, but there's a pause before the move starts so care is necessary when trying to use it.

* In ''Kaiketsu Yanchamaru 3'' -- a [[NoExportForYou Japan-only]] sequel to ''VideoGame/KidNikiRadicalNinja'' -- has a Technique Slide that can reach otherwise out-of-reach places.

* Starting with ''VideoGame/MegaMan3'', the ''Franchise/MegaMan'' games have had a slide move, used mostly for dodging, getting through tight spaces, or speedrunning. While the Blue Bomber generally can't use the slide to attack enemies, ''VideoGame/MegaMan5'''s Charge Kick ''requires'' Mega Man to slide in order to use the weapon -- the only weapon in series history to do so.

* The ''Franchise/SuperMarioBros'' games have quite a few different examples:
** The original ''VideoGame/SuperMarioBros'' has a rudimentary baseball slide -- as Super Mario, you can get a running start and duck to slide through short gaps you couldn't otherwise pass through. (Small Mario has no slide move as none is necessary in that state.) This move has endured in some form throughout all subsequent 2D Mario games.
** Starting with ''VideoGame/SuperMarioBros3'', Mario could slide down almost any hill or inclined surface, taking out whatever enemy happened to stand in his way. In some areas, he could even use his slide momentum to rocket through the air with a Slide Jump. Again, this move has persisted through all future 2D Mario games.
** In ''VideoGame/NewSuperMarioBrosWii'' and its direct sequel, ''VideoGame/NewSuperMarioBrosU'', the Penguin Suit allows Mario to slide along ice and water, attacking enemies and breaking blocks along the way. Also, the ''[[VideoGame/NewSuperMarioBros New Super Mario Bros series]]'' has augmented Mario's regular baseball slide with the ability to walk while crouching, to prevent Mario from getting stuck after a misjudged slide.
** In his 3D games starting with ''VideoGame/SuperMario64'', Mario has the Dive maneuver, also known as the Belly Slide. It works a bit differently from most sliding moves -- Mario actually starts from a ''jump'', flops onto the ground, and slides on his belly like a penguin. While fast, it takes some practice to master.

* ''VideoGame/TinyToonAdventures'' for the UsefulNotes/NintendoEntertainmentSystem has a Baseball Slide and a Downhill Slide modeled after those found in ''VideoGame/SuperMarioBros3''.
[[/folder]]

[[folder:Third-Person Shooters]]
* In ''VideoGame/{{Warframe}},'' all Warframes are able to slide along the ground by hitting the crouch button while in full sprint. This is useful for getting through small crevices to traverse the map more quickly or to cut the ending lag before a heavy landing. Nezha's passive ability, ''Frictionless,'' allows him to make special use of this, as he can actually ''gain'' speed from sliding in this manner.
[[/folder]]

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