Movement Tech Library

Every advanced movement technique in one place — searchable, filterable, with exact inputs and stamina costs.

Advanced Techniques — This Is the Deep End

If you're new, start with the basics first. The Movement Guide teaches dash-jumping, sliding, ziplines, and stamina management — everything you need before any of this makes sense.

What's below is the advanced tech that separates good movers from great ones. Tick-perfect inputs, momentum tricks, and corner-case geometry. Learn them one at a time, in the order of difficulty. You don't need any of these to have fun — but if you want the ceiling, it's down here.

New here? Start with the basics →

Beginner1 pip

Dash

What it does
A quick horizontal burst in any direction. Your bread-and-butter dodge, gap-closer, and escape tool.
Inputs
Shift + direction
When to use it
Dodging skillshots, closing onto a kill, disengaging from a bad fight. Never burn your last pip unless you're committing.
Beginner1 pip

Air Dash

What it does
A dash performed mid-air, steering your jump arc in any direction. Once per airtime at baseline.
Inputs
Shift + direction while airborne
When to use it
Extending a dash-jump arc, dodging in mid-air fights, steering a zipline dismount, juking snipers.
Intermediate2 pips

Dash Jump

What it does
The fastest burst of ground movement in the game. Carries the dash's horizontal speed through the entire jump arc instead of losing it to ground friction.
Inputs
Sprint to full speed → Shift → Space the instant the dash fires. Watch for your stamina pips flashing blue mid-dash — that's the game's timing cue for the jump.
When to use it
Rotations, arriving at fights fast, chasing kills. Chain one the moment you land to keep flying.
BeginnerFree

Slide

What it does
Costs zero stamina, preserves momentum, lets you keep firing — and grants unlimited ammo for the duration of the slide.
Inputs
Crouch while carrying speed (down a slope, off stairs, or after any dash). Flat ground needs a baseline speed — move-speed items help you reach the threshold.
When to use it
Downhill travel for free speed, sliding into fights with unlimited ammo, strafing while reloading less.
Intermediate1 pip

Dash Slide

What it does
A dash cut short into a slide. The easiest way to hit the slide speed threshold on flat ground, and your gun gets the slide's unlimited-ammo window during fights.
Inputs
Shift, then hold Crouch near the end of the dash
When to use it
Your core fight-entry tool: slide up to a last-hit safely, slide into trades with unlimited ammo, escape while staying mobile.
BeginnerFree / ~0.5 pip

Wall Jump

What it does
Bounce off a wall with extra height. The first wall jump after leaving the ground is free; repeats before landing cost 0.5 stamina each. You get generous hang time on the wall to aim.
Inputs
Jump toward a wall, touch it, release movement keys briefly, then direction + Space
When to use it
Scaling buildings, reaching rooftops, escaping up where chasers can't follow. You get generous hang time on the wall to aim.
BeginnerFree

Mantle

What it does
Automatically pull yourself up when a jump falls just short of a ledge. The game's free forgiveness on near-miss climbs.
Inputs
Jump toward a reachable ledge while holding forward and looking where you want to climb — the mantle triggers automatically. Holding crouch during the mantle produces a small exit speed boost (the Mantle Glide).
When to use it
Any climb where you'd otherwise fall short. Pairs with heavy melee (below) to mantle up ledges with zero stamina.
Intermediate~0.5 pip

Down Dash

What it does
Slam downward quickly from mid-air — fall faster than a pursuer expects and hit the ground ready to slide.
Inputs
Double-tap Crouch in mid-air
When to use it
Escaping rooftop chases by dropping suddenly, landing on a ledge precisely, cutting hangtime short when you're exposed in the air.
AdvancedFree

Corner Boost

What it does
Chain wall jumps on two facing corner walls to launch much farther and higher than any single wall jump — roughly twice the intended height.
Inputs
Wall jump on one corner face → bounce to the facing wall → wall jump again. Alternate quickly before fatigue eats your height.
When to use it
Escaping to heights nobody expects, reaching otherwise-unreachable rooftops, vertical escapes when cornered.
AdvancedFree

Air Strafe

What it does
Subtle mouse/stick steering during a jump arc to adjust your trajectory — better aerial control and harder-to-track arcs.
Inputs
Strafe keys + gentle mouse movement while airborne. CS surfers will feel at home.
When to use it
Mid-air fights against hitscan heroes, curving a dash-jump arc around cover, making your landing point unpredictable.
BeginnerFree

Zipline Boost

What it does
Riding a zipline costs no stamina and builds speed on its own. Jumping off carries that momentum a long way — add one dash to steer. Press F on a zipline for a boost: a big speed burst for an instant mid-map trip (long cooldown, save it for when it matters).
Inputs
Ride the line, Space to dismount with momentum, optional Shift to steer
When to use it
The most stamina-efficient long rotation in the game. Pre-game rollouts, ganks, repositioning across the map.
IntermediateFree

Wall Slide

What it does
Slide along a wall mid-air to slow your descent — your max fall speed is capped, buying you hang time to aim, reposition, or wait out a cooldown before landing.
Inputs
Hold toward the wall while falling alongside it
When to use it
Stalling a drop to dodge skillshots, controlling rooftop descents, staying airborne a beat longer to line up a shot.
BeginnerFree

Mantle Glide

What it does
Upgrades any mantle with a burst of exit speed — free momentum on every climb, no stamina required.
Inputs
Hold Crouch during a mantle; the speed boost applies as the mantle finishes
When to use it
Every single climb. There is no reason not to — it's free speed you'd otherwise leave on the table.
BeginnerFree

Jump Pad Launch

What it does
Step on an air vent and get launched along the direction of its airflow. A free rotation speed boost you can chain into a dash-jump.
Inputs
Walk over the vent; steer with movement keys mid-flight
When to use it
Rotations across the map, escaping down a lane, reaching fights faster without spending stamina. Some heroes can ride vents into the underground tunnels.
BeginnerFree

Rope Climb

What it does
Grab ropes found on and inside buildings for a fast vertical climb to rooftops and mid-levels — quicker than chaining wall jumps when a rope is available.
Inputs
Walk into a rope and climb; jump off at the height you want
When to use it
Escaping upward when a wall jump won't reach, taking high ground before a fight, quick rooftop rotations.
IntermediateNone

Parry

What it does
Blocks an incoming melee, knocks the attacker down, and stuns them ~2.75 seconds while they take +25% damage. Land it and the parry's cooldown is instantly refunded. Critical: parrying cancels your dash and its momentum — use it to bait or to brake, never while trying to escape.
Inputs
F just before the enemy's melee lands. Miss it and the parry goes on cooldown.
When to use it
Countering heavy melee wind-ups (Abrams, Beebop), stopping a pursuer's melee chain, mind-games in melee range. You can even parry Troopers and Guardians — not just heroes. (Walkers can't normally be parried.)

No techniques match your search. Try a different term — or browse them all above.

Practice order: Dash → Dash Jump → Slide → Dash Slide → Wall Jump → Wall Slide → Mantle → Mantle Glide → Down Dash → Zipline Boost → Jump Pads & Ropes → then the advanced set. Each one builds on the last. Drill them in the hideout or on the walk to lane until they're automatic.