


Two vanilla-compatible HUD mods for learning and drilling STRAFTAT's movement, built from the decompiled movement code. Both are pure self-information overlays — they read your own state and draw it. No gameplay changes, no advantage, no modded matchmaking pool.
A slim cooldown bar above your speedometer line. Cream pill while the slide is recharging, a bright green glow the instant it's ready again. Hides on the death screen.
Knowing the exact moment your slide is back is most of slide-jump rhythm — the bar turns that into a glance.
A training panel (lower-left) with toggleable widgets:
BANKED lights up when you're carrying a stored wall jump through
open air, plus a DBL JUMP countdown after a vault (the post-vault free
jump window).Every widget, position and size is adjustable in
BepInEx/config/landa.straftat.movementtrainer.cfg (and the cooldown bar in
landa.straftat.slidecooldownoverlay.cfg). Install Mod_Menu and you can
toggle everything in-game under Settings → Mods.
Both mods declare STRAFTAT's official [assembly: StraftatMod(isVanillaCompatible: true)]
flag. They're cosmetic self-information HUDs — same category as the built-in
speedometer — so they do not change your matchmaking key. You can run them
in normal lobbies and play with vanilla friends.
With a mod manager (recommended): install through r2modman or Thunderstore Mod Manager and it sets up BepInEx and the DLLs for you. Launch the game from the manager.
Manual: requires BepInEx 5 (Mono x64). Note STRAFTAT never loads
winhttp.dll, so after installing BepInEx you must copy it to version.dll in
the game folder or BepInEx silently does nothing. Then drop both DLLs in
BepInEx/plugins/.
These HUDs are built around the mechanics in a decompile-grounded movement guide: bhop buffering, the two slide tiers, stored/banked wall jumps, the vault double jump, and the momentum channels. If a future game update moves the internals, the reflection reads log a warning and the affected widget disables itself rather than crashing.