Wiki / Movement
Charged tackle
Half a second of super sprint in one direction turns a shove into a knock-down.
Status: Built · Last checked: 14 Nov 2026
Running into someone normally only shoves them. Keep a super sprint going in one direction for half a second, and running into them knocks them down instead.
How to do it
- Start a super sprint (Shift, RT, or push the phone stick far).
- Keep going in one direction, without a break, for half a second.
- A pulsing glow appears round your hero and a soft swell of sound plays once: the tackle is ready.
- Run into the enemy.
What it does
| The enemy | Takes a little damage, is knocked down and slides a short way, then gets up (protected for an instant while rising) |
| You | Stumble for a moment |
| Before the charge is ready | A super sprint only shoves, and you do not stumble |
When to use it
- On a long floor, where there is room to build the sprint.
- Against an enemy who stands still or walks toward you without guarding.
What beats it
- A guard: the tackle is blocked, though it costs the defender a lot of stamina.
- Getting out of the way: a jump or a dodge.
- Anything that breaks your sprint starts the count again: stopping, letting go of sprint, turning round, a jump, an attack, a guard, a dodge or being hit.
Nerd section: the exact numbers
| What | Value |
|---|---|
| Sprint needed | Half a second (30 frames) without a break, in one direction |
| Damage | 4% |
| The enemy | Knocked down, sliding about 16 pixels, on the ground for 0.75 seconds (45 frames), then protected for 0.2 seconds (12 frames) while getting up |
| The tackler | Stumbles for 0.2 seconds (12 frames) |
| Blocked by a guard | Costs the defender 30 stamina |
| Freeze on the hit | 4 frames |
History: the charge time was three seconds at first, then one and a half, then one, and has been half a second since 13 Nov 2026. Since that day the tackle also throws half as far as before.