Here you are on final time;
Heres how I want it to work on keyboard:
[standing still]
Fingers on movement keys (ESDF)
Pinky on crouch/slide/roll (Z)
Thump on jump/move up (Space)
Tapping Z = Teabag Crouch Dip
Holding Z = Crouched
[moving]
Tapping Z = Roll
Holding Z = Slide
Holding Z until you are standing still = Slide into Crouch wall
{BULLETJUMP}
[moving]
Hold Z = Slide (short speed increase)
Tap Space = Slide Jump (speed increase)
Tap Z = Air Roll (speed increase)
Tap Space @ End of Air Roll = Second Jump (animation speed up, speed increase)
Aim Glide/Glide Kick (kick has also speed increase but negligable)
[landing]
If you want to lose momentum and slow down:
Hold Z = Slide
If you want to keep momentum and even increase speed:
Tap Z 0.5m-1m above ground = Or whatever height is the sweet spot for you to: Land in a roll that is keeping up momentum.
This is how I played for 5-6 years on a back-pedal controller before there were any KBM support on consoles.
I never accidebtily rolled so my Rolling Guard was on CD when I needed it. And I played mostly levelcap-ish content where my survoabiloty came from Shield Gaye, Rolling Guard, Operator and Transference.
The current KBM limits are bloated, inefficient and stupid. Yeah, it's stupid that a controller can do actions a KBM can't due to shoddy coding.
So I bought a keyboard that has all these functions and features, see?
I bought it so I maybe, among other things, can fix developer shenanigans on my own.
Whatever the game may be.