Confirmed movement inputs
Use the official/current control map as the baseline before changing keybinds. The user-confirmed current grapple bind is RMB.
- RMB is Grapple.
- Shift is Dash.
- Ctrl is Crouch or Slide.
- Space is Jump and Wallrun against a wall.
- Dash, slide, grapple, and wallrun are the core movement tools named by the official Roblox page.
Dash, stamina, and momentum
The mechanics doc describes REDLINER as a momentum-stacking game with no speed cap. Treat these values as current doc-sourced numbers, not permanent patch-proof stats.
- Base walking speed is listed as about 40 u/s.
- Dash is listed around 105 u/s initial speed with 3 stamina bars.
- Dash direction is omnidirectional; upward dashes require being off the ground.
- Stamina recharges fastest while grounded, slower while sliding, and slowest while airborne.
- Air-recharged stamina may not become usable again until ground contact or a wallrun.
Wallrun and slide
Wallrun and slide are not just travel tools; they redirect momentum and set up entries, escapes, and wide slash pressure.
- Wallrun starts by pressing or holding Space while touching a wall.
- Wallrun can climb or fall based on your momentum and can be cancelled by dash or crouch.
- Walljump direction follows camera, with backward redirection possible when holding S.
- Slide starts from Ctrl with speed, moves in your facing direction, and decays after roughly 2 seconds.
- Holding A or D during slide can create drift-style movement.
Ground Slam and chase grapple
Ground Slam is now documented as a real Mach Grappler mechanic. Use it carefully because it can be parried.
- Ground Slam triggers by grappling toward the ground while high in the air.
- Ground Slam is doc-listed as dealing 60% Instability on impact.
- If parried, the Ground Slam reflects Instability instead of applying it normally.
- The slam indicator changes yellow.
- Chase grapple targets airborne players, changes the indicator red, and is doc-listed up to 290 u/s.
Community tech glossary
These names are useful for clips and Discord review, but should be treated as community tech unless a patch note or in-game tutorial confirms exact behavior.
- BHop and strafing retain or build speed through repeated jumps and controlled turns.
- Wall Dash or Wall Bounce uses dash into wallrun to preserve velocity.
- Slam Slide uses slam momentum into slide for a low-resource entry.
- Slingshot uses grapple elasticity to redirect momentum.
- Slide Redirect, Wallrun Redirect, Turbo Slide, and Bar Breaker are advanced route terms worth documenting with clips.