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
| Shift | L3 |
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
| Combo | Tapping Sprint |
|---|
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
Rolling Guard) 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
Banish effects. Rolling just before touching the ground from high elevations also prevents hard landings.
Roll distance can be increased with Bullet Jump (e.g.
Mobilize) and Parkour Velocity (i.e.
Endurance Drift,
Hit And Run, and
Swing Line) mods, Roll speed with
Mirage's Passive or
Amalgam Barrel Diffusion, and
Deadly Maneuvers 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:
Limbo (
Prime),
Hildryn (
Prime),
Wisp (
Prime),
Titania Prime,
Xaku (
Prime),
Qorvex,
Dante, and
Jade all dash upright.
Protea (
Prime) performs a cartwheel.
Sevagoth (
Prime) utilizes bullet jumps.
Gyre executes a twirl.
Sidespring
| Combo | Aim + Left/Right + Tap Sprint |
|---|
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
| Combo | Aim + Backward + Tap Sprint |
|---|
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
| Ctrl | L1 |
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 V (default) to toggle crouching.
Sliding
| Combo | While Moving + Crouch |
|---|
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
| Combo | While Moving Mid-Air + Crouch |
|---|
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
Impact 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
Gale Kick equipped.
Jumping
| Space |
A basic jumping function that propels players upwards.
Double Jump
| While Mid-Air + 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
| Combo | While Crouching + 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
Blast 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
Piercing Step.
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
| Combo | While Airborne + Aim |
|---|
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
| Combo | Approach Edge + Jump |
|---|
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
| Combo | Sprint Forward + Jump |
|---|
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
| Combo | While Walldashing + Aim |
|---|
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
Kavat's Grace to mitigate the effects of Hard Landings.
Valkyr 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 X ) 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
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
| Combo | In Air + E + Flick Camera Down |
|---|
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
Itzal's base sprinting speed.

Slam Jump illustration by Fluffie
- 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
| Combo | In Air + Melee Slam + Tap Shift |
|---|
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
| Combo | Tap Sprint + Crouch in any direction |
|---|
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
| Combo | Tap Sprint + Tap X on item |
|---|
Pre-Roll Pickup can be executed by pre-rolling and pressing the interact button (default: X ) when the player is near an item, which allows them to pick up items without going into an animation lock.
Melee Maneuvers
- Main article: Melee
Melee is a form of combat system that utilizes edged or blunt weapons and close quarter attacks. Every attack causes the player to take a single step forward. However, if the player is crouched, non-combo melee attacks will not cause a step forward. Melee weapons can be equipped in the tertiary slot of the arsenal in Warframe.
Current melee weapons consist of a number of classes, in which each class of weapons has a unique set of attack animations, including normal, jump, slide, stealth attacks, finishers, combos, and blocking.
Archwing Maneuvers
- Main article: Archwing Maneuvers
Archwing Maneuvers are a set of actions that a player can perform with the Archwing, a set of mechanical wings used by a Tenno to fly and engage in combat in space and underwater.
Archwing flight controls are similar to normal ground-based controls, with some variations for three-dimensional movement. Movement is controlled with both the W A S D Space Ctrl keys and mouse, in conjunction. Unlike ground combat, Archwings retain momentum after releasing movement keys mid-flight. Higher velocity allows a further coast.
Hitting objects at high speed will result in the Archwing taking damage, making collision avoidance important to gameplay. Maneuvers still remain the same in submersible combat, albeit with reduced speed due to the water surrounding the player.
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.
Dodge Speed
Dodge Speed is an Upgrade type that increases the player's rolling, sidespring, and backspring speeds.
Mobility
Mobility is a Conclave-exclusive stat that represents a multiplier to the player's Bullet Jump speed, sliding speed, and sliding friction.
Movement Speed
- Main article: Movement Speed
Movement Speed is an Upgrade type that increases the animation speed of certain non-sprinting maneuvers.
Mods
Warframe Abilities
|
![]() 4 +10/s |
Effigy Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks. Introduced in Update 16.0 (2015-03-19) |
| ||||
Arcanes
Weapon Passives
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.
(+15% Parkour Velocity)
(+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.
Sprint Speed
- Main article: Sprint Speed
Sprint Speed is an Upgrade type that speeds up the player's sprint animation.
Mods
Warframe Abilities
|
![]() N/A |
Infested Mobility Increase your parkour velocity. Introduced in Update 29.0 (2020-08-25) |
15 / 20 / 25 / 30 % (parkour velocity bonus) |
| Subsumable to Helminth |
Arcanes
Weapon Passives
Maneuver Bonuses
Some items may provide a unique bonus upon performing manuevers.
Media
Patch History
Update 38.0 (2024-12-13)
- Fixed a clicking sound occurring when Aim Gliding.
Update 37.0 (2024-10-02)
- Fixed Bullet Jumping at the end of a Slam animation playing a tiny little hop.
Update 36.0 (2024-06-18)
- "Parkour Velocity" mods now affect a few more parkour-related activities:
- Increases velocity when wall running parallel to the wall
- Increases velocity when wall jumping away from a wall
- Increases the instantaneous velocity change when performing a double jump
Update 35.5 (2024-03-27)
- GENERAL CHANGES
- Player avatars no longer get stuck at corners of obstacles when going up a slope or when sliding along a wall that isn't perfectly vertical. Sticky corners be gone!
- This was a consistent issue for Warframe over its development, and the result of this change should be a more fluid movement and parkour experience for players!
Update 34.0 (2023-10-18)
- Added a sound effect to mid-air rolls. Your aerial rolling will be silent no more!
- Fixed being unable to cancel the Bullet Jump animation in Lunaro.
- Fixed weird animation issues when interrupting a double jump with a normal jump.
Update 33.0 (2023-04-26)
- Fixed casting many Warframe abilities interrupting aim gliding and forcing you to land.
Update 32.0 (2022-09-07)
- Fixed incorrect Arching animations when using sprint, aim and dash.
Hotfix 31.6.4 (2022-07-14)
- Fixed an issue where jumping out of a mantle animation wouldn't give you any vertical velocity.
- Previously, if you came across a scalable object, your Warframe would attempt to climb over the object. Pressing the jump button during this action would cause your Warframe to somersault downwards and fall. We have now adjusted the animation to propel the Warframe upwards to allow you to easily climb over the object and maintain your momentum.
Hotfix 30.7.6 (2021-09-23)
- Fixed overly slow Bullet Jump landing recovery if the animation is interrupted.
Update 28.3 (2020-08-12)
- Fixed Slide Kicking/Bullet Jumping a knocked down enemy resulting in multiple hits.
Hotfix 27.2.2 (2020-03-06)
- Fixed a crash that could occur in missions with Zip-lines.
Hotfix 25.8.1 (2019-10-09)
- Fixed Ziplines kicking you off if you bump into geometry instead of just stopping you short of overlapping. Also fixed colliding with other players/enemies on Ziplines when you should be able to pass through.
Update 22.20 (2018-05-17)
- Crouching is now stateful! If you let go of crouch while in a small tunnel, your Warframe will now stand up when it can. You can also now crouch while parrying.
Update 22.3 (2017-11-15)
- Fixed a 300ms delay to start sprinting when using the sprint/roll combination key.
Update: Specters of the Rail 0.0 (2016-07-08)
- Improved jump detection. Before players could prematurely double jump when just about to fall off a ledge, when falling off a small edge, or when walking down a steep incline. Regular jumps will now be performed in these scenarios.
Update 17.0 (2015-07-31)
- Parkour 2.0
This complete overhaul of Warframe’s parkour system brings a dramatic change to one of Warframe’s core elements: movement. With these changes players will be given true freedom of movement without limitations such as being required to use specific weapons or becoming locked into restrictive animations.
The following features have been added to Warframe’s movement system:
- Double Jump: Players can now use a second jump while in mid-air. Players will be able to jump again immediately after touching any surface or enemy.
- Bullet Jump: Pressing the ‘Jump’ button after sliding will send the player into a mid-air dash, temporarily improving movement speed. Players can use a Bullet Jump as a double jump in any direction.
- Wall Latch: Pressing the ‘Right Mouse Button’ button against a wall will allow players to latch onto flat surfaces for a limited duration. Players may fire their equipped Primary or Secondary weapon while using Wall Latch.
- Wall Dash: Pressing the ‘Jump’ button while against any surface will allow players to hop along the surface in any direction. This can be used to scale vertical surfaces, and can be chained indefinitely.
- Aim Gliding: Using the ‘Aim’ button while in mid-air will slow the player’s fall speed, enabling a slow glide that players can fire their weapon in any direction from.
- Ziplines: Pressing X while near a zipline will allow players to jump directly onto the zipline. Players can now run or dash along ziplines, and X to jump on a zipline can be done after a double jump.
- Stamina has now been removed from the game.
- Parrying now only blocks a base percentage of incoming damage.
- Channeling while parrying will block 100% of incoming damage, and reflect a percentage of the damage back at the cost of Energy.
Update 14.0 (2014-07-18)
- Added the ability to Slide Jump into a wall run. Before you would just slide and jump at the wall, but now, if aimed and the correct functions pressed, this will transition into a wall run.
Update 11.1 (2013-11-27)
- Require movement to do an auto-vault (like we do for wallrunning).
Update 11.0 (2013-11-20)
- Sprint is no longer needed to initiate a Wall-Run
Hotfix 10.0.3 (2013-09-14)
- Stamina System tweaks:
- Reduced delay on stamina recharge.
- Increased stamina recharge rate.
- Decreased cost of stamina required for sprinting.
- Dodging now uses stamina and has reduced damage while dodging.
- Dodges are executed slightly faster.
Update 10.0 (2013-09-13)
- Stamina Changes
- Stamina system now has a timer before it recharges. This makes Stamina a more significant system in game play.
- Reduced Stamina cost of melee swings and jumping
- Reduced the rate of stamina recharge
- Added delay timer to Stamina recharge.
Hotfix 8.1.3 (2013-06-19)
- Removed Slide Cooldown
Update 7.11 (2013-05-17)
- Crouch-aim walk is now slower than stand-aim walk



















































































































258 comments
Under Increasing Maneuverability the subcategory "Aim Glide/Wall Latch Duration" is missing Boreal Anguish
Roll & Spring are undercategorized within sprint? that is so wrong! i doubt those maneuvers ever depended on sprinting mode. never ever!
Parkour Velocity/Speed mods should speed up the hard landing animation, replacing the animation at 15% with a quick roll and negating it at 30%.
The [Kavat's Grace] mod can give "+10/20/30% Parkour Velocity" or "On Parkour Maneuver: +10/20/30% Parkour Velocity for 5s. Stacks up to 2x." to bring it up to +60% par with conditional PkV sources such as the Consequence or Agility arcanes, Hit And Run parazon mod, or Assasin's Rush (+50%) decree.
Archon Shards Amar's/Nira's Anguish, Mobilize, and the status bullet jump mods will significantly speed up recovery, while the higher +60% sources will completely negate it.
We don't need a mod to get an effect that a Warframe should be able to do when their parkour is enhanced.
Sure, there are many ways to cancel the hard fall animation.
The developers coded in hold for auto-melee for all the players (who may not have the reaction time or capability to spam inputs) and for convenience.
Long-time players also religiously use Primed Sure Footed to prevent knockdowns/staggers because they may not have the reaction time to respond to inputs and for convenience.
99% of us also want to stop getting stuck on top of doors or snagged on a 2cm gap for convenience.
The very last line is 100% right.
But there is also a 100% chance this is a volontary design : /
Are there any mods which increase the jump kick/slide kick damage?
https://warframe.fandom.com/wiki/Gale_Kick
While it's probably been discovered before and certainly very niche, while messing around with Xaku, I found that using their 4 during a slam attack preserves the momentum and sends you flying forward. I had good luck getting this consistently from about halfway up the Fortuna building, then starting the ability about halfway through the slam. This tech is so specific that it probably doesn't need a place on the wiki, but it was still something that I found interesting!
Also endurance drift, nira/amar/boreal anguish, aero vantage, synth reflex, anti-grav array and praedos for double jump or parkour, and slide.
Aerial ace too..
For slam jumping I had best success by
Be in the air (duh)
Look in desired flight direction
Quick melee button press
Flick down (up can be leisurely, its just so you see where you're going)
I have no idea what the slam jump illustration is supposed to depict and "ComboIn Air + Flick Camera Down and Up + E" just seems plain wrong.
This also gives general feedback for how you mess up.
Aerial attack means you flicked slow/melee was too soon
Regular slam means melee was too late
Can someone please add a section describing the handspring animation you can do in order to get up faster by pressing the jump key immediately upon hitting the ground when your warframe gets knocked down?
Is this even still functional?
This is on here already??? It's Knockdown Recovery.
watch me swooce right in!
I'm pretty sure there is a maximum cap to Parkour Velocity, but it's hard to figure out... does the cap go beyond 100% ?
I don't think there is a cap, or if there is it's stupid high because otherwise this video would be a lot shorter
https://youtu.be/3tMIpFPXhCI
Ya'll need to put in that voruna's first passive increases parkour velocity.
Rolling and sidespring cover the same distance. Backspring travels further and is the faster mode of transport.
I might be blind, but I can't find any information on what increasing Parkour Velocity actually modifies.
I suppose it should cover all forms of movement, it probably dosn't...
Came looking for same. Anyone?
Improves all maneuvers but sprinting (running speed).
Did they make rolling slower?? Feels like DS fat roll 😅
Edit: Seems to be a Dog Days thing, rolling works as usual elsewhere.
With good timing you can double jump out of a bullet jump to perform a "super yeet jump" capable of clearing even the largest room in a single go
Please add Telos Boltace under Increasing Maneuverability
Boreal's Anguish grants +60% Aim glide/Wall Latch duration, in addition to -75% gravity while Aim Gliding
But real vertical climbing is not possible. a ninja that cant climb ... hilarious.
Walk up to a wall and hold space. Also, real ninjas can't climb smooth vertical surfaces.
Does anyone have the velocity formula for rolls? (How the game calculates your velocity when you roll)
Howtf do you wall dash
Think it was removed
It was not removed. Jump onto a wall, then tap space while moving forward. It may take a couple tries to get used to it.