REDLINER Slash Guide

Slash deals 20 damage and fills bullet meter; wide slash is a sliding, two-stamina option.

Slash Values

| Field | Value | | --- | --- | | Normal damage | 20 | | Animation | Approx. 0.5s | | Wide slash cost | 2 stamina | | Function | Attack / clashing |

Wide Slash

Wide slash is a long-range, multi-target slash for fleeing or airborne players. It is only usable when sliding for a brief period and requires two stamina charges.

Bullet Meter

Slashing fills your bullet meter. That makes melee pressure part of gun uptime, not a separate system.

Source and Freshness

Source checked: TRELLOLINER snapshot, checked 2026-06-17.

Raw path: docs/redliner/raw/data/trelloliner-summary.json.

Content intelligenceREDLINER slash guide

Search Intent And Player Task

Players want to understand normal slash, wide slash, bullet gain, and why melee is tied to gun uptime.

Use this page to: Use slash as pressure and bullet-meter generation while deciding when wide slash is worth two stamina.

Evidence Used

  • Combat-guide search results emphasize sword, gun, parry, and range-control loops.
  • Trello swordplay notes provide slash damage, animation timing, wide slash, and bullet-meter context.

Information Gain

The page frames melee as resource generation, not only damage, which is essential for choosing gun timing.

Practice Plan

  1. 1. Practice one normal slash, disengage, then watch whether the bullet silhouette changes.
  2. 2. Slide before wide slash and confirm you still have two stamina charges.
  3. 3. After a slash, decide whether the next action is parry, dash, or gun draw before attacking again.

Common Mistakes

  • Forcing wide slash when stamina is needed for a defensive dash.
  • Ignoring bullet value after melee pressure.
  • Slashing at the same time as a faster opponent and losing a clash.

Source Boundaries And Update Plan

REDLINER changes quickly, so this page separates stable source facts from practice advice. Official Roblox metadata is used for game identity, controls, creator information, and public game stats. TRELLOLINER is used for mechanics, weapon values, map-object behavior, and failure states, but exact balance-sensitive numbers are treated as snapshot data until a later live pass confirms them again.

The practical recommendation is to use this page as a training route, then verify the result in game. If a future update changes a weapon value, control behavior, code status, or movement interaction, the source log should be updated first and the affected article should link back to that change. That keeps each REDLINER guide useful without pretending that unsourced community claims are confirmed facts.

For ranking quality, the page also needs to create a useful next click. After reading the mechanic or weapon note, compare it with the related tool, run one practice drill, and then open a neighboring page that explains the failure state. That pattern is intentional: REDLINER players rarely solve a search with one isolated definition. They usually need a mechanic, a route, a counter-risk, and a source boundary before the advice is safe to use.

How To Use This REDLINER Guide In Search Context

This page is written for players who arrive from a narrow REDLINER search and need a practical answer before their next match. The target query is not treated as a title swap. The page starts with the verified mechanic or route fact, adds the player task behind the query, and then sends the reader toward the tool or neighboring guide that completes the job.

If the topic is movement, the useful outcome is a route choice that saves stamina, keeps grapple available, and avoids turning dash into a fake invincibility button. If the topic is combat, the useful outcome is a safer read on parry, clashing, bullet value, or weapon pressure. If the topic is setup, the useful outcome is a control map that keeps the most important inputs reachable instead of promising universal sensitivity numbers.

The page should also help you avoid bad search results. REDLINER has similarly named legacy and unrelated pages in the wider web results, so the canonical source layer matters: current Place ID 94987506187454 for game identity, TRELLOLINER for mechanics snapshots, and the source log for updates. When those layers disagree or become stale, the safe answer is to label the limitation and recheck the live game before presenting a balance value as current.

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