To inform new players of the possibilities of mobility and use of their Warframe for transversal movement.
---
All-purpose abilities
---
If you're new to Warframe, you might have taken notice of a lot of players performing weird actions such as running up or along walls, slidding and performing a spin attack while running. How do they do this, you'd ask? Well here's a comprehensive list of your mobility options along with a few less known acrobatic skills your Warframe possesses.
Sliding
Input : Sprint then press and hold your Crouch key (or tap it if you've set your crouch to toggle)
Sliding helps to give you a boost of speed while in full sprint. It may also knock an enemy over if you slide into their legs, making them vulnerable to a downed attack (aim down at prone enemy, use melee attack). While slidding costs a bit of stamina, it will actually recover 'while' you're slidding.
Somersault
Input : During slide, press jump to somersault into the air.
A follow-up to sliding, the somersault allows you to clear low obstacles while keeping momentum. Like slidding, performing a somersault will drain a bit of stamina but will also recover afterwards. Take note that using a melee attack while somersaulting will result is a slam attack (see below) and not an aerial spin attack (see below as well).
Spin Attack
Input : During a slide, press your Melee key
This useful attack has two very interesting purposes : one, it gives you another burst of speed forward and two, it deals a small AoE damage through it's animation on enemies you pass by which deals good damage. Also, it tends to come out relatively faster than the equipped weapon's attack speed which makes it rather useful with heavy weapons.
Also, it tends to look quite good seeing you zoom past a few enemies and them fall over dead.
Slam Attack
Input : Jump then press the Melee key, either from regular movement or sprinting
This move will slam you down to the floor and cause a shockwave that might knock over enemies. Depending on the weapon, the area of effect will either be small (light weapons) or large (heavy weapons); some might even carry over an elemental attack (Heat Sword, Amphis). It's an ideal move to use when dropping down on enemies as you might then have a chance for a downed attack.
Jump Kick
Input : While sprinting, jump then press and hold the Crouch key (or tap it if you've set your crouch to toggle)
The jump kick, similar to the slide, will give you extra distance with a burst of forward momentum while also knocking away enemies you run into while flying forward foot first. An interesting thing to note is that if you land on the floor while jump kicking, you'll then continue into a slide.
Aerial Spin Attack
Input : While in jump kick stance, press the Melee key
Much like the sliding spin attack, the aerial spin attack will give you a burst of speed forward while delivering a spinning attack that will damage any enemy between the start of the move to its end. You'll come to a stop once you hit the ground however. If you perform it from high enough, you might then have time to follow up with a Slam Attack if you're still airborne when the spin attack animation ends.
Wall-climbing
Input : Sprint straight towards a wall then press and hold the Jump key OR jump towards a wall while sprinting and press and hold Jump again when making contact with the wall
This will allow you to gain height along a wall to perhaps grab the ledge and pull yourself up higher. Take note that the faster your frame is (including bonus from the Rush mod), the higher you'll climb in a single attempt. Also, as long as you're aiming within a 45 to 90 degree angle of the wall, you'll attempt to wall-climb it.
Wall Slide
Input : Hold the Jump key past the moment you stop wall-climbing
Once the apex of the wall-climb reached, you will begin to slowly slide down the wall; while sliding, you can aim and fire your weapon freely.
Wall Kick
Input : While Wall-climbing or Wall Sliding, release Jump
This allows you to kick yourself off the wall to gain more height as you flip off of it. You can then follow with a Slam Attack or better yet, if you are positionned between two walls, you can initiate wall climbing again on the opposing wall. This will also reset your momentum meaning that you will quickly scale up the wall again. This can be chained up as long as you have stamina and is an excellent way to climb up quickly and gain access to shortcuts if you study your environnement.
Wallrun
Input : Sprint towards a wall at an almost parallel angle then jump and hold the jump key as you make contact.
Perhaps one of the most iconic mobility options, Wallrunning allows you to cross gaps quickly and move from one end of a room to another. Stamina will quickly drain however but wall-jumping (see below) can help you recover in between walls. It's also possible to aim and fire your weapon as you are wall running. If you press Crouch while wallrunning, you will let go of the wall and drop while keeping your forward momentum.
Wall-jumping
Input : While wallrunning, release the Jump key
Wall-jumping will launch you off the wall and forward at high speed. It's possible to resume wall running on a parallel surface after wall-jumping to cover more ground. Pressing the melee key will result in a Slam Attack, pulling you quickly down towards the ground while pressing Crouch will put you in a Jump Kick stance.
Dodge Roll
Input : Tap the Sprint key
Quickly move out of the way of whatever's coming your way. Dodging covers a set distance and time to go through the animation while the motion is made. It is the same animation used when recovering from a high fall or landing at high speed on the ground without sliding. Take note that it does not make you move over Moa's shockwaves; you will be blasted back if you try to dodge roll over the shockwave.
Backflip / Sideway Evasion
Input : Tap the Sprint key and backwards/left/right while aiming a weapon
A quick, stylish way to move back or to the side while aiming while keeping the same heading. Useful to dodge melee attacks then quickly ready up to shoot back at your enemies. The animations and their duration are fixed once triggered.
---
Frame-specific abilities
---
ASH
Skill 3 : Teleport
Ash's teleport can help you quickly bridge distance up to 45 meters (max rank or lower rank with Stretch mod). A nice little side feature is that the ability can be used while in the air so you can actually combo it into a jump, walljump or other abilities that has you airborne.
EXCALIBUR
Skill 1 : Slash Dash
Exclaibur's Slash Dash can be used to quickly move ahead a good distance instantly for a low cost (25 energy). It can be used from almost any situation, either grounded, jumping or wallrunning. Also, Slash Dash's distance is affected by "time" modifiers and not "range" meaning Stretch won't make it go father but Continuity and Constitution will.
Skill 3 : Super Jump
Super Jump is a low cost (10), very nifty ability to quickly gain access to hard to reach areas; if you have a hard time working with wall climbing, Super Jump can give you a good starting boost. You can also Jump Kick from a Super Jump as well as perform a Slam Attack. You can even combo it with Slash Dash to cover tremenduous distances without aid of a surface for a mere total of 35 energy. Like Slash Dash, Super Jump is not affected by "range" modifiers but rather by "power" modifiers (aka Focus)
LOKI
Skill 1 : Decoy
Decoy by itself will do much but if combined with Switch Teleport (see below), you can achieve a much more controlled teleportation move than Ash. The decoy's range however is set at 48 meters at all ranks.
Skill 3 : Switch Teleport
While you can't use Switch Teleport unless you're grounded, it allows you to move about much more efficiently by swapping place with an enemy or ally (though allies might find it highly annoying). In order to move exactly as wanted, first put down a decoy then use Switch Teleport on it to swap place to somewhere you want to be. It's max range, however, is 50 meters at max rank.
MAG
Skill 1 : Pull
Kind of an inverse exercise in mobility, using pull while moving perpendicularly may slingshot enemies past you into a crevice or other such hazard.
NOVA
Skill 3 : Wormhole
Very simple to use but you can set it up to quickly get to someplace higher and out of reach; while coming out of the exit portal, you'll remain in the same state you were when you went in the entry portal. This means you can chain up mobility to a far away emplacement in one, smooth and continuous fashion.
RHINO
Skill 1 : Rhino Charge
Similar to Excalibur's Slash Dash, it also enhances Rhino's mobility when considering his slower sprint speed. Any tactics and attributes that can be applied to Slash Dash also applies to Rhino's Charge (except, of course, combining it with Super Jump).
VAUBAN
Skill 2 : Bounce
Since its deployment changes its properties, putting it on a floor will give you height while placing it on a wall will give you a boost of speed in the direction away from the surface. At an angle, it will give a decent launch pad effect. The height cannot be changed.
Skill 4 : Vortex
Using Vortex can help launch yourself ahead and upwards when used properly as it will otherwise put you in a frictionless state that will make you 'skate' in the air. Learning to maximize it as a makeshift launcher can help. Couple with Bounce at a lower elevation and you can shoot yourself over incredible distances.
VOLT
Skill 2 : Speed
Apart from the obvious increase in running speed, Speed will also make you climb MUCH higher when wall climbing and launching yourself from a wallrun into a wall jump will propel you or anyone affected by Speed over incredibly long distances at high speed.
Question
Wiegraf
Purpose of this thread :
To inform new players of the possibilities of mobility and use of their Warframe for transversal movement.
---
All-purpose abilities
---
If you're new to Warframe, you might have taken notice of a lot of players performing weird actions such as running up or along walls, slidding and performing a spin attack while running. How do they do this, you'd ask? Well here's a comprehensive list of your mobility options along with a few less known acrobatic skills your Warframe possesses.
Sliding
Input : Sprint then press and hold your Crouch key (or tap it if you've set your crouch to toggle)
Sliding helps to give you a boost of speed while in full sprint. It may also knock an enemy over if you slide into their legs, making them vulnerable to a downed attack (aim down at prone enemy, use melee attack). While slidding costs a bit of stamina, it will actually recover 'while' you're slidding.
Somersault
Input : During slide, press jump to somersault into the air.
A follow-up to sliding, the somersault allows you to clear low obstacles while keeping momentum. Like slidding, performing a somersault will drain a bit of stamina but will also recover afterwards. Take note that using a melee attack while somersaulting will result is a slam attack (see below) and not an aerial spin attack (see below as well).
Spin Attack
Input : During a slide, press your Melee key
This useful attack has two very interesting purposes : one, it gives you another burst of speed forward and two, it deals a small AoE damage through it's animation on enemies you pass by which deals good damage. Also, it tends to come out relatively faster than the equipped weapon's attack speed which makes it rather useful with heavy weapons.
Also, it tends to look quite good seeing you zoom past a few enemies and them fall over dead.
Slam Attack
Input : Jump then press the Melee key, either from regular movement or sprinting
This move will slam you down to the floor and cause a shockwave that might knock over enemies. Depending on the weapon, the area of effect will either be small (light weapons) or large (heavy weapons); some might even carry over an elemental attack (Heat Sword, Amphis). It's an ideal move to use when dropping down on enemies as you might then have a chance for a downed attack.
Jump Kick
Input : While sprinting, jump then press and hold the Crouch key (or tap it if you've set your crouch to toggle)
The jump kick, similar to the slide, will give you extra distance with a burst of forward momentum while also knocking away enemies you run into while flying forward foot first. An interesting thing to note is that if you land on the floor while jump kicking, you'll then continue into a slide.
Aerial Spin Attack
Input : While in jump kick stance, press the Melee key
Much like the sliding spin attack, the aerial spin attack will give you a burst of speed forward while delivering a spinning attack that will damage any enemy between the start of the move to its end. You'll come to a stop once you hit the ground however. If you perform it from high enough, you might then have time to follow up with a Slam Attack if you're still airborne when the spin attack animation ends.
Wall-climbing
Input : Sprint straight towards a wall then press and hold the Jump key OR jump towards a wall while sprinting and press and hold Jump again when making contact with the wall
This will allow you to gain height along a wall to perhaps grab the ledge and pull yourself up higher. Take note that the faster your frame is (including bonus from the Rush mod), the higher you'll climb in a single attempt. Also, as long as you're aiming within a 45 to 90 degree angle of the wall, you'll attempt to wall-climb it.
Wall Slide
Input : Hold the Jump key past the moment you stop wall-climbing
Once the apex of the wall-climb reached, you will begin to slowly slide down the wall; while sliding, you can aim and fire your weapon freely.
Wall Kick
Input : While Wall-climbing or Wall Sliding, release Jump
This allows you to kick yourself off the wall to gain more height as you flip off of it. You can then follow with a Slam Attack or better yet, if you are positionned between two walls, you can initiate wall climbing again on the opposing wall. This will also reset your momentum meaning that you will quickly scale up the wall again. This can be chained up as long as you have stamina and is an excellent way to climb up quickly and gain access to shortcuts if you study your environnement.
Wallrun
Input : Sprint towards a wall at an almost parallel angle then jump and hold the jump key as you make contact.
Perhaps one of the most iconic mobility options, Wallrunning allows you to cross gaps quickly and move from one end of a room to another. Stamina will quickly drain however but wall-jumping (see below) can help you recover in between walls. It's also possible to aim and fire your weapon as you are wall running. If you press Crouch while wallrunning, you will let go of the wall and drop while keeping your forward momentum.
Wall-jumping
Input : While wallrunning, release the Jump key
Wall-jumping will launch you off the wall and forward at high speed. It's possible to resume wall running on a parallel surface after wall-jumping to cover more ground. Pressing the melee key will result in a Slam Attack, pulling you quickly down towards the ground while pressing Crouch will put you in a Jump Kick stance.
Dodge Roll
Input : Tap the Sprint key
Quickly move out of the way of whatever's coming your way. Dodging covers a set distance and time to go through the animation while the motion is made. It is the same animation used when recovering from a high fall or landing at high speed on the ground without sliding. Take note that it does not make you move over Moa's shockwaves; you will be blasted back if you try to dodge roll over the shockwave.
Backflip / Sideway Evasion
Input : Tap the Sprint key and backwards/left/right while aiming a weapon
A quick, stylish way to move back or to the side while aiming while keeping the same heading. Useful to dodge melee attacks then quickly ready up to shoot back at your enemies. The animations and their duration are fixed once triggered.
---
Frame-specific abilities
---
ASH
Skill 3 : Teleport
Ash's teleport can help you quickly bridge distance up to 45 meters (max rank or lower rank with Stretch mod). A nice little side feature is that the ability can be used while in the air so you can actually combo it into a jump, walljump or other abilities that has you airborne.
EXCALIBUR
Skill 1 : Slash Dash
Exclaibur's Slash Dash can be used to quickly move ahead a good distance instantly for a low cost (25 energy). It can be used from almost any situation, either grounded, jumping or wallrunning. Also, Slash Dash's distance is affected by "time" modifiers and not "range" meaning Stretch won't make it go father but Continuity and Constitution will.
Skill 3 : Super Jump
Super Jump is a low cost (10), very nifty ability to quickly gain access to hard to reach areas; if you have a hard time working with wall climbing, Super Jump can give you a good starting boost. You can also Jump Kick from a Super Jump as well as perform a Slam Attack. You can even combo it with Slash Dash to cover tremenduous distances without aid of a surface for a mere total of 35 energy. Like Slash Dash, Super Jump is not affected by "range" modifiers but rather by "power" modifiers (aka Focus)
LOKI
Skill 1 : Decoy
Decoy by itself will do much but if combined with Switch Teleport (see below), you can achieve a much more controlled teleportation move than Ash. The decoy's range however is set at 48 meters at all ranks.
Skill 3 : Switch Teleport
While you can't use Switch Teleport unless you're grounded, it allows you to move about much more efficiently by swapping place with an enemy or ally (though allies might find it highly annoying). In order to move exactly as wanted, first put down a decoy then use Switch Teleport on it to swap place to somewhere you want to be. It's max range, however, is 50 meters at max rank.
MAG
Skill 1 : Pull
Kind of an inverse exercise in mobility, using pull while moving perpendicularly may slingshot enemies past you into a crevice or other such hazard.
NOVA
Skill 3 : Wormhole
Very simple to use but you can set it up to quickly get to someplace higher and out of reach; while coming out of the exit portal, you'll remain in the same state you were when you went in the entry portal. This means you can chain up mobility to a far away emplacement in one, smooth and continuous fashion.
RHINO
Skill 1 : Rhino Charge
Similar to Excalibur's Slash Dash, it also enhances Rhino's mobility when considering his slower sprint speed. Any tactics and attributes that can be applied to Slash Dash also applies to Rhino's Charge (except, of course, combining it with Super Jump).
VAUBAN
Skill 2 : Bounce
Since its deployment changes its properties, putting it on a floor will give you height while placing it on a wall will give you a boost of speed in the direction away from the surface. At an angle, it will give a decent launch pad effect. The height cannot be changed.
Skill 4 : Vortex
Using Vortex can help launch yourself ahead and upwards when used properly as it will otherwise put you in a frictionless state that will make you 'skate' in the air. Learning to maximize it as a makeshift launcher can help. Couple with Bounce at a lower elevation and you can shoot yourself over incredible distances.
VOLT
Skill 2 : Speed
Apart from the obvious increase in running speed, Speed will also make you climb MUCH higher when wall climbing and launching yourself from a wallrun into a wall jump will propel you or anyone affected by Speed over incredibly long distances at high speed.
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