Let's see. It would be easy to do this if you had the ability to get the normal. I've never tried this, so this is my best attmept. If somebody knows a more efficient way (using accurate math), post please!
Ok, on a matrix, all of your polygons will be either a perfect square or a square broken into 2 equilateral triangles. You need to determine the polygon that the player is standing on. This is a matter of diving the X & Y of the player by the size of a matrix tile, then taking into account any offsets. Once you know what tile you're on, find the highest slope of that polygon. This is done, I believe, by the following:
If it's a square:
A_____B
| | Find the slope of AB, AC, AD, and BC, then decide which
| | slope is greatest. Use this for your "too steep" test.
|_____|
C D
If it's a triangle:
A
/.\ Find the slope of AB, AC, BC, and Ax.
/ . \ "x" is the midpoint of BC.
/ . \
B___x___C
Yeah... little confusing. You'll probably always end up with the triangle scenario, so don't bother with the square one. Out of the 4 slopes you've found, find which one is the greatest. Then compare it to your "too steep" slope.
I may have done some extra calculations; maybe you don't need to do more than 2 slope tests... not really sure.