Movement Guide

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This is a Guide to the movement in Squadblast, ranging from Beginner to Advanced. Improvement won't happen instantly, making sure you get practice in and having the mindset to improve will help!

**Here is where to start based on your prexisting knowledge:**

It is recommended to do each section at a time. Once you are able to do one section confidently, move onto the next.

1. **Starting** - If you are new to Squad Blast, or do not know how to perform any movement tech,
2. **Fundamentals** - If you know how to Slide and Jump, but are still new to using the tools in more situations.
3. **Intermediate** - If you can confidently move around the map, but still have troubles weaving this into a freeflow state.
4. **Advanced** - If you can do all of the above easily, and want to learn some specific/hard tech to optimise your movement for small gains.

## The Basics:

### Sliding:

Sliding is a core aspect to Movement within Squad Blast. Sliding is done by holding down (Not Crouch!).

While Sliding, your character will retain the momentum they currently have, they will gain momentum going down slopes. Doing this will allow you to gain speed by going down a slope, and retain the speed via this following tech;

### Bunnyhopping:

Bunnyhopping is the act of jumping as soon as you land. As you will lose momentum while sliding across flat ground or slopes against you, but not while airborne, you should try to stay airborne to retain as much speed as possible.

### Combining the Skills:

Now that you know the two core aspects of Squadblast movement, the next step is to use it. Attempt to use these skills throughout a match. The key aspect is to find a starting slope that will get you a lot of speed to carry you throughout the map.

Below are some examples of Sliding and Bunnyhopping combined:

## Getting the Fundamentals:

Proceed onto this step if you have the Basics down and you are able to move around the maps. Feel free to practise in Custom Lobbies if you still can't get a feel for it!

### Double Jumping:

Squad Blast supports not just one, but two jumps. However, if you simply just mash out the second jump, you will not only be wasting Stamina, but could also be handicapping yourself.

There are two main ways to Doublejump when moving around the map:

1. Gain bonus height. This one seems obvious, but there are many routes in the game that require two max height jumps to reach. In which case, making sure to hold down your second jump at the apex of your first is important.
2. Course Correct. Not every jump you do will go exactly where you want to land, using the first jump to great in the rough area where you wish to land, then using the second jump to precisely aim your landing spot once you're closer is a great way to do this.

### Wall Jumps:

Another type of Jump that isn't considered very often.

Wall Jumps are useful as they cost no Stamina, grant your double jump back and also grant you bonus speed off of the wall. Jumping off of walls is a Staminaless and fast way to change directions, or better way to start a slide rather than walking on flat ground if no slopes are around.

### Stamina Ability:

Your stamina ability is the main takeaway from this section. Each character has a Stamina Ability, bound to Left Shift or Right Bumper.

There are two types of Stamina Abilities, Leap/Roll. For more specific differences between them, go Here.

The important parts about Stamina Abilities are this:

1. Stamina abilities immediately set you to a high amount of momentum
2. You can slide after a Stamina ability and retain all momentum

This means you are able to gain a lot of speed instantly without the need of slopes. However, as great as it sounds, each Stamina ability costs a large amount of your Stamina, so using it without forethought can lead to you being in the enemy team without any stamina to escape.

### Getting used to it:

All of the above are the most important sections of movement to master. It is recommended that you master the above techniques before continuing downwards.

Here are some clips on some of the above.

## Intermediate Tech:

**WARNING**: Only continue reading if you are confident in both of the above sections. The below sections expect you to have knowledge gained from being able to do the above!

### Stamina Conservation:

If you are using Stamina Ability and Double Jumping often, you might've noticed you are running out of Stamina quite often. Do not worry, this is a common problem.

Below, I'm listing some easy ways to make sure you get the most out of each point of Stamina:

1. Pick up Stamina before entering a fight. While Stamina is a side thought compared to Health, Armor and Ammo, if you slide in with max Stamina, it will grant you much more to work with if you do not.
2. Keep an eye on your Stamina mid-fight, and make sure to use your Last Stamina Ability to leave the fight. Making sure not to waste all of your Stamina in a fight is crucial, as the worst that can happen is being stranded in a fight without the ability to use your Stamina Ability.
3. Use slopes. As powerful as Stamina Ability is, if you have the option to use a Slope and you are not at Max stamina, walking over and using it can let you both regenerate Stamina while still allowing you to gain momentum.
4. Get the most out of a Stamina Ability. Try not to "waste" Stamina abilities, such as doing them into walls or only for very short distances.

Overall, Stamina Conservation is a difficult task. Getting a feel for it will take time, so do not worry if you are unable to.

### Aim to Overshoot:

If you want to jump to a specific location, but do not know a good path, it is much more viable to overshoot the location and stop your momentum above it, rather then Undershoot it and be forced to walk to it. Depdenent on how much you undershot, this can cause you to die.

As you get more skilled, the amount you need to Overshoot by will gradually decrease as you get more used to correctly estimating how to reach your target locations.

### Height to Speed conversions on Slopes:

If you have landed on a Slope from a very high distance, you might've realised that you gained more speed then usual. This is because Vertical momentum is turned into Horizontal momentum when you land on a Slope.

Practically, this means if you are ever launched high into the air, aiming to land on a slope if possible can allow you to escape the situation, or at the very least get a large boost of speed to surprise the opponent.

### Gun Boosting:

Gun boosting is the act of shooting away from yourself and having Recoil from the gun push you. This is mainly useful on Shotguns and some Assault Rifles. Rocket Launchers, Snipers and Grenade Launchers cannot Gun Boost, or it is too ineffective.

Gun Boosting, while not amazing at getting speed, should be noted as it can affect your momentum. This is most noticeable when chasing an opponent, as you will notice your own gun is slowing you down. Due to this, it is recommended to try and position and move around the opponent in a way that your gun's recoil will not stop you.

Rocket Launchers also have the ability to Rocket Jump. While very expensive Health-wise, this is a very strong situational tool to gain a large amount of speed if you have no Stamina or Slopes, but Health to spend. Still, It is advised against in almost every situation, unless you have a Rocket Launcher that works with Rocket Jumps, such as the Avalanche, Bullfrog or Lenus.

### Using Jump Pads correctly:

Certain maps have Jump pads, such as Hakone Temple, Underfoot and Muertigo.

Jump pads completely overwrite your momentum with their own.

For Hakone and Underfoot, this generally means you lose speed as they launch you directly upwards. As such, it is generally advised to avoid these where possible.

Muertigo's Jump pads are much more useful, as they launch you forward. As you can slide to retain the speed, this means you can gain a large amount of speed from these, much more than sliding or using your Stamina Ability. It's advised that you try to use them whenever possible to gain speed, rather then relying on your Stamina ability.

### Don't Autopilot Jump Height:

The highest in which you Jump is dependent on how long you hold the jump button, resulting in either a 1~m high jump, to a 4~m high jump. This means you have a lot of control over your character's jump arc and where they will land.

While having complete knowledge on Jump heights is unreasonable, understanding that autopiloting jump heights is important, and that you need to recognize what kind of jumps you need to do to reach your intended location is important. Autopoliting jumps *will* result in you missing your targets more often.

These modular jump heights in addition to double jumps means you are able to reach almost any location in between you and your farthest possible distance jump if you correctly.

### Melee speed increase:

While you are holding your Melee, you gain bonus movespeed. Use this before starting a slide to gain speed. This bonus does not matter while you are sliding, it only effects your starting velocity.

## Advanced Movement:

**WARNING**: Advanced Movement is for minimal optimisations. These are only required if you have perfected the above, as they will only grant you small improvements and minor additions. These skills are not necessary to perform well, and cannot help if your fundamentals are not good.

### Avoiding Jump Pads correctly:

Certain maps have Jump pads, such as Hakone Temple, Underfoot and Muertigo.

However, you might not always wish to take these Jump pads. As such, you need to get used to the hitbox size of these Jump pads. Given enough practice, it is even possible to go in between Muertigo's Top Jump pad and spawn ledge. Knowing how to avoid these Jump pads from ruining your Momentum is important.

### Using Up Slopes:

Slopes upwards can also be used to gain speed. By jumping right as you land, you will slide up the slope and gain speed. This is abusing a feature in the physics engine, as your direction of movement is now with the slope, and it will increase your speed. This does not require your double jump.

However, if you mistime the above tech, you will lose all momentum, be careful using it in situations where you are distracted.

Additionally, if you are sliding before touching an Upwards slope, then continue to slide up the slope, the Upslope will lose ALL friction. This is an inbuilt feature, and means sliding up slopes are efficient then staying airborne when you are able to.

### Pushing Teammates:

There are numerous ways to push around teammates, but the two universal ones being Punch and Melee.

Each apply knockback onto Allies. Melee is faster, but applies less.

Pushing teammates can be useful in coordinated play, as can be done to help out players who wish to regenerate stamina, or are slower then you.

### Head Bonks:

If you hit your head on a sloped surface, you will gain speed towards the slope's direction. This is useful in tight areas where staying airborne is hard, or where there are little to no slopes to gain speed off of, but still overhead.

For example, On maps like Hakone and Underfoot, while taking the bottom route from point, you can Head Bonk off of the ceiling to gain speed.

### Enemy Gun Boosting:

Gun boosting isn't only from your own gun. When you are hit by an enemy weapon, you are also applied recoil backwards. This can help gain speed away from opponents, at the cost of your health. However, this recoil is different for every gun, as guns can apply anywhere from no knockback, to bullfrog levels of knockback. Only rely on this if you are knowledgeable about the weapons being used against you.

### Advanced Stamina Conservation:

A Key fact to know is that Stamina takes 2.25 seconds to regenerate after use. Meaning that you cannot use Stamina for that long if you want to gain Stamina.

Here are some more ways to gain some slight more stamina and optimise it:

1. Doing movement without Double Jumping. While this requires pre-hand knowledge, or taking a slower route, not double jumping means you will be able to regain stamina.
2. Routing with Stamina regeneration in mind. You need to know how to get to improtant locations and if they can be done without double jumping. Knowing places where you can Walljump instead of double jump helps. As well as that, knowing where slopes are as you will be unnable to use your Stamina ability is important.
3. Timing Large Stamina regeneration. At the current moment, Large stamina grants you 10 seconds of instant stamina regeneration. However, you must manually track this. Making sure to gain the most out of the Large Stamina, but not accidently overrunning, is important.