Table of Contents

Movement

Standard Movement

Standard movement consists of directional inputs (W,A,S,D), Jump (Space), Crouch (Control while no directional input held)

And additionally leaning under Q and E

Maneuvers

Maneuvers consume AUX power1)

Being in a maneuver state is indicated by a » symbol near the aux bar2)

Performing a maneuver while airborne requires and consumes an aerial charge 3)

Maneuver types:

List of all maneuvers sorted by the default activation key:

Shift

Name Prerequisite Type Tap/Hold Can be Airborne?
Air Dash While airborne as Dragon and Drifter Pack inactive - Tap
Dive - Dive/Slide Tap/Hold
Somersault While airborne with Acrobatics Roll Tap
Strafe While a heavy weapon equipped/scanning/nano-wiring an object - Tap
Wall Flip While climbing Roll Tap X
Wall Dive While climbing Dive Hold X

Control

Name Prerequisite Type Tap/Hold Can be Airborne?
Dodge While sideways input held - Tap
Groundslam While airborne as Dragon and over 5m above ground - Tap
Slide While directional input held Slide Hold X

Space

Name Prerequisite Type Tap/Hold Can be Airborne?
Air Jump - - Tap
Wall Jump While climbing - Tap X

Other

Name Condition Type Tap/Hold Can be Airborne?
Akanami Dash Akanami Quick-melee - Tap
Climb Touch a wall while looking over the horizon Climb -
Dusters Charge Dusters Alt-mode - Hold X
Free Climb Directional inputs while climbing Climb - X
Nano-wire pull Nano-wire an Anchor/Nano-wire a Player while Augmented_Nano-wire equipped - Hold
Roll While diving and moving over 10m/s Roll - X

Relocations

Sources

Effects

2s disable4) within 4m of the exit point

Deal telefrag damage5) to targets within 1m of exit point

Body Impacts

Deal 25 - 50 vitals damage based on velocity (4 - 12m/s)

Airborne body impacts have 25% increased knockdown power

Knockdowns

Impacts that can knockdown Bison / Dragon / Ghost / Hydra:

Impacts that can knockdown Rhino:

1) , 3)
See: Stats
2)
See: HUD
4)
See: Disable
5)
See: Damage