Maneuvers

Maneuvers are a set of actions that a player can perform with the Warframe and melee weapon. This includes rolls, wallruns, swordplay, and acrobatics.
==Basic Movements==
===Sprinting===
Sprinting will cause the frame to run at greatly increased speed. Each Warframe has a different base Sprint Speed. Firing will cancel the sprint, but certain melee weapons can be swung while sprinting.
In Settings, you may configure a new Key Binding to Toggle On/Off to auto-sprint. This is useful so you don't end up holding the sprint button all the time.
====Rolling====
Rolling is a basic combat evasive maneuver that evade charging enemy, evade bullets, grenades or melee attacks. Rolling also reduces all damage taken by the player by 75% (or invulnerability with ) during its animation.
Rolling shakes off certain enemies or projectiles that cling to the player (such as Latchers, Maggots, or Leeches) and can also 'dispel' certain status effects such as Swarm Mutalist MOA spores and unwanted effects. Rolling just before touching the ground from high elevations also prevents hard landings.
Roll distance can be increased with Bullet Jump (e.g. ) and Parkour Velocity (i.e. , , and ) mods, Roll speed with 's Passive or , and provides Critical Chance on headshots after a roll.
Carriables such as Mobile Defense datamasses or Excavation power cells can be picked up by rolling over them while pressing the interact key, bypassing the normal pickup animation.
Certain Warframes utilize different animations instead of the standard rolls but otherwise remain identical in function: 
* (), (), (), , (), , , and all dash upright.
* () performs a cartwheel.
* () utilizes bullet jumps. 
* executes a twirl.
====Sidespring====
While aiming, move sideways and tap the sprint button to do a sideways roll. As of now, the side-roll's range is short compared to the other ones, though it is still useful because of the damage reduction. As with all rolling maneuvers, it can be used in midair to adjust a trajectory or landing.
====Backspring====
While holding the aim button hold the back key and tap the roll button to do a back handspring. This maneuver is useful to put a modest distance between the player and any threat, while still maintaining their orientation. As with all rolling maneuvers, it can be used in midair to adjust a trajectory or landing.
Note that aiming is not required to perform this maneuver in midair, as the character does not automatically turn around when pressing backward like it would do while on the ground.
===Crouching===
Crouching lowers the Warframe to an average of about half height, reducing hitbox size and assists with stealth movements. When crouched, near-normal movement is still possible, albeit slower. You can, however, still roll while crouched. If crouch is toggled on, you stay crouched. Press (default) to toggle crouching.
====Sliding====
Sliding is crouching while moving. This will bring a frame to a gradual stop because of Friction, except when on slopes. Ranged weapons may be used while sliding and a melee attack creates a separate combat maneuver.
Sliding is helpful for going under obstacles quickly that would otherwise need to be crawled under by Crouching.
====Jump Kick====
This action is essentially the same as a crouch which has been initiated while midair. It will help maintain momentum and allow the frame to travel further. When landing on the ground, the Warframe will return to a slide. Like sliding, the frame's jump distance is also improved allowing to reach distant places. 
Jump Kicking will also knockdown most enemies on hit, as well as dealing pure damage equal to 20 + 100% of equipped melee weapon base damage (including base damage mods). This damage cannot be increased by headshotting an enemy, but can be increased to 20 + 200% of melee base damage with equipped.
===Jumping===
A basic jumping function that propels players upwards.
====Double Jump====
Players can jump twice by tapping the jump button twice. Double jumping carries the momentum the player has, and can be used in tandem with other advanced maneuvers to achieve a complex feat. In addition, coming into contact with any surface – wall and ground alike, will recharge the player's ability to double jump again.
====Bullet Jump====
While crouching, pressing the jump button will cause the Warframe to quickly launch themselves towards the direction of the reticle, leaping into midair with a spiraling movement. This allows the Warframe to close a longer gap or reach a higher destination. 
Bullet Jump deals 100 damage and guaranteed proc within a 3-meter radius (damage falling off over distance) from where the user initiates the jump. This damage can be modified and amplified by some Exilus Mods such as .
It is possible to bullet jump from a slide (crouching after moving), which will still propel the Warframe forward with extra speed.
Bullet jumping while having the camera pointed to the ground will propel the players up and slightly forward, allowing them to easily aim at ground enemies mid-air (usually in tandem with Aim Glide).
Bullet jumping can be done in the air, if airborne for other reasons than bullet jumping. Meaning a normal jump or walking off of a ledge.
====Aim Glide====
Players can aim midair to perform Aim Gliding, this slows player's descent into a controlled gliding while allowing them to aim better even while moving through the air. Players can only Aim Glide for 3 seconds – after which they will descend rapidly to the ground. 
Despite its name, Aim Gliding can also be performed while holding melee weapons by Blocking or while casting abilities.
Aim gliding makes players harder to hit by enemies, effectively reducing enemy accuracy. 
While an Archgun is deployed, Aim Glide duration is reduced by approximately 70%; 0.9 seconds without increases.
This maneuver shares its timer with Wall Latching.
====Edge Grab====
After jumping, a frame will attempt to grab onto an edge of any kind, then attempt to climb up to a standing position regardless if there is enough space to stand or not.
Players can double jump while edge grabbing to flip upwards, achieving faster climb.
===Wall Dash===
Run at a wall then tap jump and a directional key to perform wall dash.
====Vertical====
Run at a perpendicular direction towards a wall, then tap jump to wall dash upwards. Players can continue to wall dash indefinitely by subsequently holding jump, and can flexibly switch to walldash sideways by pointing the camera relative to the direction. The faster the sprint speed of the frame, the faster it can climb.
====Horizontal====
Run with less than a 70 degree angle towards a wall and tap jump to wall dash across the wall. Players can continue to wall dash indefinitely by subsequently holding jump, and can flexibly switch to walldash upwards by pointing the camera relative to the direction. The faster the sprint speed of the frame, the faster it can climb.
Players can also propel themselves away from the wall by pointing the camera relative to the direction players wish to jump away to.
====Wall Latch====
During wall dashing, players can latch onto a wall by aiming. This stops any movements players currently have and will remain stationary on the place, such as a high vantage point. Players using the wall latch may also cast some abilities that normally cannot be cast in the air. However, players can only perform this maneuver for a limited amount of time of 6 seconds – if the timer runs out, they will involuntarily latch off the wall.
Performing this maneuver in the air while falling will prevent a hard fall that stops you from moving momentarily.
While an Archgun is deployed, players cannot Wall Latch.
This maneuver shares its timer with Aim Gliding.
===Hard Landing===
A Hard Landing occurs when a Warframe drops to the ground at a velocity of 20 meters per second from high altitudes, causing them to impact the ground with heavy force. During a Hard Landing, the Warframe is unable to move briefly as it recovers from the impact. However, the Warframe will not receive any fall damage.
Hard Landings can be prevented by double jumping, jump kicking, rolling, or aim gliding just before hitting the ground. Alternatively, players can equip to mitigate the effects of Hard Landings. is unique in that her Passive prevents her from suffering Hard Landings no matter how fast she falls.
===Zipline===
Ziplines are hanging lines strung between two objects, which can be found on many maps. Players can mount ziplines by pressing or holding the Use key (default ) to instantly hop unto the zipline, making the Warframe crouch on it like a tightrope. Mounting ziplines can be performed as long as the player is within the vicinity of the line even while in mid-air, and can be mounted on any part of its length. Dismounting from a zipline can be done by pressing the Use key again, or by performing a maneuver like Bullet Jump.
Players can walk, sprint and slide along the zipline's length at will, as well as fire weapons. However, players cannot cast powers while mounting a zipline, nor use melee attacks.
While on a zipline, player base movement speed is increased from 6m/s to 7.5m/s. Aiming does not apply its movement speed debuff while on ziplines.
===Knockdown Recovery===
400px|right|Demonstrating self-stagger mechanics and recovery
Players can press the jump key when the Warframe glows during a Knockdown animation to do a recovery animation, however the glow is currently bugged and will not appear in any instances of knockdown, although the recovery window will still be present.
*Counterintuitively, Handspring speeds up the knockdown animation by a significant amount, shrinking the recovery window making it more difficult to recover instead.
==Advanced Tech==
===Slam Jump===
A Slam Jump is performed by jumping, and then flicking the camera down and melee-ing midair at the same time to exploit the momentum gained from Melee Slam forward. This sends the player flinging 30° higher than the initial player FOV at a high speed at around ~50m/s, comparable to 's base sprinting speed.
*Increasing look sensitivity in the Settings may help perform this movement tech.
*When failing this move:
**Performing regular aerial attack indicates that you are meleeing too fast or flicking down too slow.
**Performing regular slam indicates that you are meleeing too late.
*It is notable that Kahl can perform Slam Jumping in Break Narmer missions where he possesses a Jetpack, making this Kahl's fastest movement tech. 
**A Jetpack is required for Kahl to perform melee slam. As Sneaky Sabotage does not have any accessible Jetpack it remains the only Kahl mission he cannot perform this tech.
===Slam Cancel===
A Slam Cancel can be performed by melee slamming and timing a roll to exit out of the slamming animation. Best used when the map requires players to head downwards.
===Roll Slide===
A Roll Slide can be performed by inputting a slide during a roll. This will push the player in a specified direction during a roll, which allows for fine-tuning of rolling movements.
===Pre-Roll Pickup===
Pre-Roll Pickup can be executed by pre-rolling and pressing the interact button (default: ) when the player is near an item, which allows them to pick up items without going into an animation lock.
==Melee Maneuvers==
==Archwing Maneuvers==
==Increasing Maneuverability==
===Aim Glide/Wall Latch Duration===
Aim Glide/Wall Latch Duration is an Upgrade type that increases the Aim Glide and Wall Latch durations.
AerodynamicMod.png|link=Aerodynamic|
BatteringManeuverMod.png|link=Battering Maneuver|
FirewalkerMod.png|link=Firewalker|
IceSpringMod.png|link=Ice Spring|
LightningDashMod.png|link=Lightning Dash|
MobilizeMod.png|link=Mobilize|
File:Nira'sAnguishMod.png|
PatagiumMod.png|link=Patagium|
PiercingStepMod.png|link=Piercing Step|
RendingTurnMod.png|link=Rending Turn|
StealthDriftMod.png|link=Stealth Drift|
ToxicFlightMod.png|link=Toxic Flight|
===Dodge Speed===
Dodge Speed is an Upgrade type that increases the player's rolling, sidespring, and backspring speeds.
AmalgamBarrelDiffusionMod.png|link=Amalgam Barrel Diffusion|
===Mobility===
Mobility is a Conclave-exclusive stat that represents a multiplier to the player's Bullet Jump speed, sliding speed, and sliding friction.
AdeptSurgeMod.png|link=Adept Surge|
AirThrustersMod.png|link=Air Thrusters|
Anti-FlakPlatingMod.png|link=Anti-Flak Plating|
ArmoredAcrobaticsMod.png|link=Armored Acrobatics|
ArmoredEvadeMod.png|link=Armored Evade|
CalculatedSpringMod.png|link=Calculated Spring|
DeftTempoMod.png|link=Deft Tempo| (only affects Bullet Jump speed)
NoCurrentLeapMod.png|link=No Current Leap|
RisingSkillMod.png|link=Rising Skill|
SwordAloneMod.png|link=Sword Alone|
TacticalRetreatMod.png|link=Tactical Retreat|
TemperedBoundMod.png|link=Tempered Bound|
===Movement Speed===
Movement Speed is an Upgrade type that increases the animation speed of certain non-sprinting maneuvers.
===Parkour Velocity===
Parkour Velocity (also localized as "Bullet Jump") is an Upgrade type that increases the player's Bullet Jump speed as well as rolling, sidespring, and backspring speed.
Amar'sAnguishMod.png|link=Amar's Anguish|
BatteringManeuverMod.png|link=Battering Maneuver|
FirewalkerMod.png|link=Firewalker|
IceSpringMod.png|link=Ice Spring|
LightningDashMod.png|link=Lightning Dash|
MobilizeMod.png|link=Mobilize|
File:Nira'sAnguishMod.png|
PiercingStepMod.png|link=Piercing Step|
RendingTurnMod.png|link=Rending Turn|
SwingLineMod.png|link=Swing Line|
ToxicFlightMod.png|link=Toxic Flight|
ArcaneAgility.png|link=Arcane Agility|
ArcaneConsequence.png|link=Arcane Consequence|
AmberArchonShard.png|link=Amber Archon Shard|(+15% Parkour Velocity)
TauforgedAmberArchonShard.png|link=Tauforged Amber Archon Shard|(+22.5% Parkour Velocity)
===Slide & Friction===
Slide is an Upgrade type that increases the player's sliding speed. Friction is an Upgrade type that increases the player's resistance to slowing down from sliding while on the ground, similar to the real-world equivalent.
AirThrustersMod.png|link=Air Thrusters|
ArmoredRecoveryMod.png|link=Armored Recovery|
CunningDriftMod.png|link=Cunning Drift|
MaglevMod.png|link=Maglev|
StreamlinedFormMod.png|link=Streamlined Form|
===Sprint Speed===
Sprint Speed is an Upgrade type that speeds up the player's sprint animation.
==Maneuver Bonuses==
Some items may provide a unique bonus upon performing manuevers.
==Media==
How to PARKOUR 2.0 in Warframe Be Super Mario - Update 17
Parkour 2.0 - Warframe Archive
==Patch History==
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ru:Боевые манёвры
Category:Mechanics
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