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.
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 the stamina bar flashing blue — that's your timing cue.
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 roughly half a pip each and get weaker (fatigue).
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 — the mantle triggers automatically. Holding crouch during the mantle produces a small exit speed boost.
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.
Advanced1 pip
Dash Punch
What it does
Cancels a dash into a punch, extending melee range dramatically — a heavy dash punch travels roughly twice a normal heavy's range. Works with both light and heavy melee.
Inputs
Shift + Melee on the exact same tick, while moving. Miss the timing and you just melee or just dash.
When to use it
Punishing from just outside normal melee range, finishing low-health enemies who think they're safe, extending combos.
IntermediateFree
Heavy Melee Momentum
What it does
A charged heavy melee carries forward momentum — roughly half a dash's distance. Used against a ledge, it mantles you up with zero stamina. Charge it in the air to fly onto ledges and cross gaps for free.
Inputs
Hold Melee to charge, aim at a ledge, release. Works while airborne.
When to use it
No-stamina climbs, gap crossings when your pips are banked for the fight ahead, popping out of tight spots.
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. The spawn zipline has a boost 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.
IntermediateNone
Parry
What it does
Blocks an incoming melee, knocks the attacker down, and stuns them ~2.75 seconds while they take +25% damage. Critical: parrying kills ALL of your momentum — you stop dead, even mid-air. 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 ~4.5s cooldown.
When to use it
Countering heavy melee wind-ups (Abrams, Beebop), stopping a pursuer's melee chain, mind-games in melee range.
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Practice order: Dash → Dash Jump → Slide → Dash Slide → Wall Jump → Mantle → Down Dash → Zipline Boost → 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.