Warframe - Movement Tips and Tricks
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Warframe - Movement Tips and Tricks
Updated 8 years ago by Celestics

This guide revolves around being able to handle your movements with precision and elegance. This is a post-U17 guide. Coptering is dead!

[Speed - Balancing] With the removal of coptering, speed is now a necessity. Unless a stage does not need much movement around the map, you should always have a speed boosting mod or ability on your Warframe at all time. Rush and Armored Agility can help with this. Consider using Nova with her Worm Hole augment or Volt with Power Strength as well. Don't forget that having a larger speed means giving up the potential to increase other stats such as your shields, health, and power efficiency. Find a build that doesn't cost you everything but still maintains a speed that you consider fast.

[Parkour 2.0 - A New System]

With the new update, the game has effectively slowed down in terms of run times. The biggest change is the removal of coptering. However, we have a new parkour system in place that should make things much better aesthetically! The basic mechanics are outlined here.

¤¤ Double Jump ¤¤ Just like it sounds. You may jump twice in the air. You won't gain the most height out of this maneuver, but you may reposition yourself on the second jump based on where you are pointing your camera when you execute it. This is extremely helpful if you made a small movement error and want to move yourself slightly left or right without moving even further. Double jumps are refreshed upon landing on the ground or performing an action off a surface.

¤¤ Aim Glide ¤¤ Aim gliding is a method to stabilize your movement in the air while aiming with a weapon. While in the air, aiming will effectively allow you to stay in the air longer and reduce your vertical descent speed. Another amazing side effect of this action is that it is momentum-preserving - that is, you will not lose horizontal speed as fast as if you were just falling. This is the basis for most movement exploits you will see in runs.

¤¤ Bullet Jump ¤¤ You perform a bullet jump by crouch jumping while your camera is facing horizontally. This causes you to dart in a specific direction and gain a bit of speed in the process. You are allowed to bullet jump as part of your double jump, unless your first jump was a bullet jump AND you have not refreshed your second jump yet. You should always be bullet jumping as much as possible in straightaways. If possible, resetting your bullet jumps is also highly recommended.

¤¤ Rocket Jump ¤¤ If you point your camera vertically up or down during a crouch jump, you will perform a rocket jump upwards. This jump doesn't give much horizontal momentum, but it results in a huge vertical height gain that can get you above walls and certain gaps. It also lets you set up for more maneuvers as you have more working space in the air. You usually want to use this while sprinting towards a high wall.

¤¤ Wall Dash ¤¤ Repeatedly jump on a wall to move in the direction specified on your camera. If you face the wall, you'll jump upwards. This is seldom used unless you need to make extremely small adjustments to your positioning while moving around the tiles.

¤¤ Melee Strike ¤¤ Perform a downward melee attack while in the air. You immediately start falling and gain the most downward velocity this way. Use this when you are in shafts that are too high for regular falling and don't need much horizontal movement.

[Advanced Techniques - Combinations] ¤¤ Melee Glide ¤¤ Combo: Sprint + Jump + Melee + Aim (hold) OR Sprint + Jump + Aim (hold) + Melee This is probably the closest we can get to coptering although it is still pretty slow. Since aim gliding preserves momentum, you can use acceleration boosts from melee weapons while in the air to propel yourself forward and keep your newly-gained speed. Since this only requires one jump, you can chain two of these to gain an even BIGGER momentum boost! Note that the aim gliding is not necessary if you have a decent melee weapon to use such as the Gram.

¤¤ Sprint Rocket ¤¤ Combo: Sprint + Rocket Jump You never want to stop moving as a speedrunner - that is too slow. Instead, if you see a huge vertical wall coming up, you should crouch and rocket jump while you are sprinting towards it. Do not stop or do a wall dash!

¤¤ B(Air)rel Roll ¤¤ Combo: Sprint + Jump + Roll Rolling is faster than sprinting - try it yourself! Rolling while in the air gives an even bigger speed than just double jumping. Use this when you need to make horizontal movement while losing vertical height. Pun intended...

¤¤ Drop Canceling ¤¤ Combo: Crouch before landing If you fall from a large height, your Warframe will hit the ground with a thud and stagger for about 3 seconds. Be sure to save the frames - crouch before hitting the ground to slide! This cancels the stagger animation.

¤¤ Falling Bullet Jump ¤¤ Combo: Bullet Jump while falling towards the ground Instead of bullet jumping from the ground, bullet jump horizontally before hitting the ground. This breaks the stagger from the fall and also gives you horizontal movement. If you bullet jump on the frame that you would land on the ground, you can skim the ground while gaining speed equivalent to your sprint speed - this is frame perfect.

¤¤ Rocket Dash ¤¤ Combo: Wall Dash + Rocket Jump Do not Wall Dash repeatedly if you need to climb up a huge vertical wall. Instead, Wall Jump backwards away from the wall then Rocket Jump up further.

¤¤ Rolling Jump ¤¤ Credits: xxnashxx for finding this. Combo: Bullet Jump + (Roll + Double Jump) After the full animation time of a Bullet Jump, you may double jump again for a burst of speed. If you do a roll and a jump at the same time instead, then regardless of where you are in the Bullet Jump you get the same burst of speed from the roll while performing the Double Jump.

¤¤ Enemy Bounce ¤¤ Combo: Jump on Enemy Contact in Air Allows you to stop on a dime and gain more vertical height. This is usually unnecessary, as you can just double jump in place or rocket jump as your second jump, but it looks cool.

[Technique Scenarios] Some combos to use in the right situations.

Scenario 0: Parkour 2.0 Training Combo to Use: Everything at your disposal. Why: A great place to train speed and momentum preservation. There are no turns and drops, so certain combinations will not be used. For an example on what could work out, see the following run:

Scenario 1: Long Wide Corridor - e.g. Corpus Outpost River, Corpus Outpost Docking Bay Combo to Use: Melee Glide Why: Melee Gliding excels at straightaways with no vertical height constraints. Use and chain them here.

Scenario 2: Multi-Floor Rooms from the Bottom - e.g. Corpus Outpost Research Rooms Combo to Use: Rocket Jump Why: More often than not you'll need to go up - in this case, getting as much vertical height is important.

Scenario 3: Multi-Floor Rooms from the Top - e.g. Corpus Outpost Research Rooms Combo to Use: Air Roll OR Falling Bullet Jump Why: You need to keep your momentum while falling. Breaking your fall with a movement that gives you horizontal speed is perfect for this.

Scenario 4: Large Falling Shafts - e.g. Corpus Ship Elevator (Long), Grineer Underwater Elevator Shaft Combo to Use: Melee Strike Why: It's better to fall faster if you don't need to move horizontally here.

Scenario 5: Sharp Turn Rooms - e.g. most small rooms in ships... Combo to Use: Double Jump OR Bullet Jump Why: You should not try to lock yourself into moving horizontally in one direction if you need to turn sharply. Instead, use a bullet jump into a double jump to reposition yourself.

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