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Learn

Move with confidence. Read the map. Know what your team is fighting for.

MovementGame events

Move through the city

From your first slide to rooftop chains. Learn each technique, then build your own routes.

Text edition. Keys refer to the default bindings. These explanations are editorial drafts: precise timings, hero interactions and compatibility with the current patch still need in-game verification.

Before practising

Start in the sandbox with one hero and the same items. Repeat one technique before adding another, so you can tell which input changed the result.

Our own demonstrations will be added to individual lessons over time.

Default controls

W A S D
Move
Space
Jump / mantle
Shift
Dash
Ctrl
Crouch / slide
Mouse
Turn camera

Choose a technique

  1. Zip drop
  2. Slide
  3. Mantle slide
  4. Mantle jump
  5. Air strafe
  6. Pre-strafe
  7. Wall jump
  8. Fake wall jump
  9. Vent jump
  10. Wall strafe
  11. Instant air dash
  12. Bunny hop
  13. Edge boost
  14. Corner boost
  15. Rotations

Basics

Zip drop

Zip Drop

Leave a transit line and turn the dismount into a controlled flight.

How to do it
CtrlA / D

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Reach a rooftop, passage or landing spot as part of a longer route.

  1. Choose your exit point and landing spot before leaving the line.
  2. Press crouch to detach. Keep this input separate from jumping: these are different dismounts.
  3. Guide the flight with a lateral key and a smooth camera turn. Add an air dash if the route needs it.

Common mistake

Detaching too late and trying to fix the trajectory with a sharp turn.

Try it in game

Pick a visible landmark next to a line and land in the same place several times.

Basics

Slide

Slide

Slide after building speed or while moving downhill.

How to do it
Ctrl

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Continue moving after acceleration and travel down slopes with a lower stance.

  1. Build speed or find a downhill surface.
  2. Hold crouch as you enter the slide.
  3. Guide the camera along the route and plan your next jump, turn or exit.

Common mistake

Crouching while moving slowly on flat ground and expecting a full slide.

Try it in game

Compare entering a slide on a flat road and on stairs going down.

Basics

Mantle slide

Mantle Slide

Transition directly from climbing a ledge into a slide.

How to do it
SpaceCtrl

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Keep a route flowing over a low obstacle without stopping on top.

  1. Approach a reachable ledge and hold jump to mantle.
  2. Hold crouch as the mantle finishes.
  3. Move onto the surface and continue sliding in your chosen direction.

Common mistake

Waiting until the hero has stopped on the ledge before crouching.

Try it in game

Find a low crate or railing and repeat the mantle-to-slide transition.

Basics

Mantle jump

Mantle Jump

Jump as you finish climbing over a ledge.

How to do it
Space

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Continue from a ledge into the air and connect two obstacles.

  1. Start a normal mantle over a reachable ledge.
  2. Connect the end of the mantle with a new jump input.
  3. Guide the airborne hero towards the next landing spot.

Common mistake

Mixing up the mantle input and the next jump instead of treating them as two phases.

Try it in game

Repeat on one ledge and watch when the hero reaches its top surface.

Control

Air strafe

Air Strafe

Steer in the air by combining a lateral key with camera movement.

How to do it
A / DMouse

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Curve around obstacles in flight and land more accurately.

  1. Build some initial speed and become airborne.
  2. For a lateral strafe, release W and hold A to turn left or D to turn right.
  3. Turn the camera smoothly in the same direction. Match the turn rate to your flight.

Common mistake

Holding W out of habit or flicking the camera sharply.

Try it in game

Use the same starting jump to pass an obstacle on its left, then on its right.

Control

Pre-strafe

Pre-strafe

Prepare your movement direction before leaving the ground.

How to do it
A / DMouseSpace

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Set up the entry into a jump and the air strafe that follows.

  1. Choose your flight direction and leave room for a run-up.
  2. Start a lateral movement with a matching smooth camera turn while grounded.
  3. Jump and continue into an air strafe without a sudden change of direction.

Common mistake

Only turning after take-off, once the initial trajectory is already awkward.

Try it in game

Compare a standing jump and a jump after a prepared turn towards the same landmark.

Geometry

Wall jump

Wall Jump

Push off a wall to change the height and direction of your flight.

How to do it
SpaceA / D

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Reach a ledge, push towards another platform or change your trajectory.

  1. Become airborne next to a suitable wall.
  2. Press jump close to the surface to push off.
  3. Choose your exit direction ahead of time and adjust movement and camera for the landing.

Common mistake

Pressing jump too far from the wall and getting an air jump instead.

Try it in game

Practise pushing off one wall towards a clearly visible spot on the ground.

Geometry

Fake wall jump

Fake Wall Jump

Push off while stepping over an edge, without a normal jump first.

How to do it
WSpace

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Start an airborne chain from a platform edge by using the wall beneath it.

  1. Find an edge where the floor ends and a wall extends downwards.
  2. Approach and begin stepping off without jumping first.
  3. Press jump near the edge while wall contact is available, then guide the push-off.

Common mistake

Jumping high first or moving too far from the edge, producing a different move.

Try it in game

Start at a wide, safe ledge. First find the edge position that allows the push-off.

Geometry

Vent jump

Vent Jump

Exit an air vent jump pad with the next part of your flight prepared.

How to do it
SpaceA / DMouse

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Turn the launch into a route towards a rooftop or neighbouring platform.

  1. Find a launching air vent and choose the intended landing spot.
  2. Practise the normal entry and launch first. Keep it separate from an early jump or mantle.
  3. Add the edge push-off shown in the chapter and an air strafe one at a time, comparing the flight with a normal launch.

Common mistake

Treating every vent object as a jump pad or assuming the chain works on different geometry.

Try it in game

Land consistently after a normal launch first, then study the extra push-off in the source chapter.

Control

Wall strafe

Wall Strafe

Travel along a wall by adjusting your approach angle and lateral input.

How to do it
WA / DMouse

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Connect sections of a route alongside walls and prepare the next push-off.

  1. Approach a flat wall at a shallow angle, directing movement along it.
  2. Adjust the lateral key and camera angle so you travel along the wall rather than into it.
  3. Aim the exit towards the next jump or turn before leaving the surface.

Common mistake

Running almost straight into the wall or catching protrusions on an uneven surface.

Try it in game

Compare several approach angles along a long wall with the same initial speed.

Control

Instant air dash

Instant Air Dash · IAD

Air dash immediately after leaving the ground.

How to do it
SpaceShift

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Start an airborne movement low to the ground and connect it with the next route segment.

  1. Start moving in the intended direction.
  2. Press jump, then dash just after taking off.
  3. Prepare a landing or slide. Learn the two separate inputs first, then shorten the gap.

Common mistake

Dashing before take-off produces a ground dash; a late input produces a normal higher air dash.

Try it in game

Alternate a ground dash, a late air dash and an IAD while watching the flight height.

Control

Bunny hop

Bunny Hop

Chain jumps by timing the next input around landing.

How to do it
SpaceA / DMouse

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Carry an existing movement through successive ground contacts.

  1. Build initial speed and choose a flat stretch.
  2. Time the next jump around landing, distinguishing ground contact from an air jump.
  3. Add smooth air strafing between contacts. Learn one transition before extending the chain.

Common mistake

Jumping too early and spending an air jump instead of continuing from the ground.

Try it in game

Repeat a two-jump chain. Watch stamina and distinguish a ground jump from an air jump.

Geometry

Edge boost

Edge Boost

Use a vertical geometry edge as the surface for a push-off.

How to do it
SpaceA / DMouse

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Get a different exit from a flat-wall jump and connect it with the next flight.

  1. Find a distinct vertical wall edge and set up an approach.
  2. Bring the airborne hero close to the edge and jump near contact.
  3. Guide the exit with the camera and lateral input. Compare it with the flat section of the same wall.

Common mistake

Hitting the flat wall next to the edge and expecting the same result.

Try it in game

Approach one edge from the same side repeatedly, changing only the contact point.

Geometry

Corner boost

Corner Boost

Push off an edge or corner for a more upward exit.

How to do it
SpaceA / DMouse

These keys are involved in the technique; the steps explain their order and holds. This is a guide, not a recording of inputs.

When to use it

Gain height on suitable geometry and reach the next ledge.

  1. Choose an edge or corner that supports a push-off.
  2. Bring the hero to the contact point and press jump close to the edge.
  3. Guide the ascent towards the intended ledge and prepare the landing or mantle separately.

Common mistake

Expecting the same lift from every decorative corner: the surface and contact point matter.

Try it in game

Compare a flat-wall push-off with one at its upper edge. Change the run-up or angle one at a time.

Routes

Rotations

Rotations

Combine individual techniques into a useful route across the map.

How to do it

There is no single combination: a route connects several techniques.

When to use it

Reach the next objective with a clear exit and resources left to keep playing.

  1. Choose the start, destination and purpose of the rotation.
  2. Split the path into familiar elements: line, dismount, slide, wall, pad and landing.
  3. Practise the full chain in both directions. Compare reliability, stamina use and your position at the end.

Common mistake

Learning a flashy trick without understanding its destination or what remains for the next fight.

Try it in game

Build one short route from two or three familiar techniques and repeat it without stopping.

Match data: Valve HLTV and Deadlock API

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