Movement is the game. Running fills a blue momentum bar that raises run speed, jump height, wall-run speed, and wall-climb height. Sharp turns shave a little of it off. The cap climbs as you level and stops growing at level 20. The hard cap is 32 walkspeed. The bar looks empty at 12 and full at your current level cap, which starts near 26 walkspeed at level 1.
Temporary momentum is the red segment. Dash adds about 2 walkspeed and then stops the blue bar from building past 26 plus that dash bonus. Afterboost adds about another 2 and can hit the hard cap from level 12 with dash. Temporary momentum is lost when you touch the ground, unless you jump once during a chain, and it ends when the dash ends.
Unlock paths
Books and challenges unlock abilities. A few are tied to a level instead. Do not trust older videos that say flow jump arrives at level 3 and long jump at level 8. Those level gates are not how the current ability list is earned.
| Ability | How you get it | Input, in short |
|---|---|---|
| Dash | Dash Training, northeast of Riser | DASH, tap or hold, up to 2 seconds |
| Powerslide | The Art of Powerslide, south of Solar | DESCEND, hold |
| Dropdown | Dropper, north of Apollo | Powerslide off a ledge |
| Afterboost | A Longer Jump, south of The Art of Powerslide | Charge DASH, release, tap DASH while the bar is red |
| Wall Boost | Wall Climb Boost, southwest of Advancement Beta | Air dash, look up, double-tap ASCEND |
| Wall Kick | Leg Day, on Nimbus | Air dash with your back to a surface, tap ASCEND |
| Coil | Level 2 | DESCEND in midair |
| Chain | Top of Vertigo | Land and jump another ledge during the chain window |
| Dropkick | Level 5 | Coil, then ATTACK |
| Combo | Level 10 | Automatic while you keep moving into new ground |
| Long Jump | After you can afterboost | Afterboost, then ASCEND at an edge |
A precise landing while Dash is on cooldown resets Dash. Powerslide and dropdown preserve a chain. Powersliding off a ledge at high speed does not start a dropdown.
Moves the Tutorial already started
- High jump: hold ASCEND. Gravity stays lower while the button is held, and the effect grows with momentum.
- Vault: tap or hold ASCEND over an object. Hold jump for a vault jump. Release movement and hold ASCEND to springboard instead.
- Mantle: your head has to clear the ledge. It is faster than a normal climb and can lead into a springboard.
- Springboard: release other movement keys and hold ASCEND during a mantle or vault.
- Wall climb: hold ASCEND. One climb until you touch the ground. Too much falling speed and the reticle goes gray; you will not grip. DESCEND cancels the climb.
- Wall run: hold forward or backward plus ASCEND. Two runs until you touch the ground, and the second surface needs a different angle. Jump out by releasing ASCEND. DESCEND cuts the run short. The ammo indicator flashes when a run is about to end.
- Impact: press DESCEND just before you land to cut fall damage.
- Fall stabilization: hold ASCEND and DESCEND together while falling so you stop spinning. You cannot roll or clutch out of terminal velocity until you stabilize.
- Air dash: hold DASH in the air. A purple bar appears. Wall clutch, wall boost, and wall kick all start from that state.
- Wall bounce: face a wall, tap ASCEND in the air with no movement keys, and you bounce backward. A quick flick redirects you.
- Coyote time: leave the ground without pressing ASCEND and you can still jump as if you were on an edge. Afterboost during that window long-jumps.
- Flail jump: hold DASH and press ASCEND at an edge. Farther than a normal jump, shorter than a long jump.
Landing pads and sports mats forgive height only if you stabilized first. Horizontal glass reduces a fall if you press DESCEND as you break it. Climbables such as pipes, ladders, window cleaners, elevator cables, and the poles on Vertigo, Artemis, and Zephyr pause a combo while you hang. Grate material allows unlimited wall climbs and a longer clutch.
If you spin out, stabilize, then impact onto a pad. Bhopping is the 100 millisecond window of air friction after a landing; another jump inside it keeps velocity that ground friction would eat.
