Movement Mechanics (Unreal Tournament)
The most basic movement options available to a player.
|W||Hold||Move Forward||Holding forward for a short time activates Sprinting.|
|Space Bar||Tap||Jump||The character changes from walking mode to falling mode until it lands.|
After moving forward for a short amount of time, the character automatically starts sprinting, increasing the forward movement speed until the player changes direction.
Dodging is a quick directional leap with a sudden deceleration on landing.
|W||Double Tap||Dodge Forward||Tap the Crouch input before landing to trigger a Dodge Roll shortly before landing.|
|S||Double Tap||Dodge Backward|
|A||Double Tap||Dodge Left|
|D||Double Tap||Dodge Right|
|V||Tap||Dodge||Immediately dodge in the direction the camera is facing.|
Players can perform a roll after landing from a dodge by activating the dodge roll input (Shift, C) before landing.
Players can dodge off walls while in the air by performing a dodge move away from the wall or other vertical structure.
Double tap jump to get a boosted vertical jump while wearing the jump boots (powerup).
Hug a wall and hold the Crouch (Shift, C) input to slide down the wall.
|Walking||The character moves at Running Speed.|
|Walking (Crouched)||The character moves at Crouching Speed.|
|Walking (Sprinting)||The character moves at Sprinting Speed.|
|Falling||The character moves at Air Control Speed while in the air.|
|Falling (Dodging)||The character moves at Dodging Speed in the dodge direction and may slightly tweak movement based on the Air Control Speed.|
|Falling (Wall Sliding)|
|Swimming||The character moves between [Running Speed, Max Swim Speed] (?).|
General Movement Factors
|Running Speed||In the past it has been the same forward/back/strafing.|
|Acceleration||How fast you change direction when moving.|
|Air Control||How much you can affect the direction of your movement while in the air.|
|Gravity||Affects how floaty the game feels. With higher gravity, even if the jump impulse is modified to result in the same jump height, you’ll spend less time in the air.|
|Dodging||Fast low jump in any of the 4 cardinal movement directions, with a sudden deceleration on landing.|
|Double Jump||Past titles only allowed the double jump to occur at the apex of the jump. UT2004 allowed double jump during dodge, UT3 did not.|
|Wall Dodge||Ability to perform a dodge while in the air away from a nearby vertical surface.|
|Impact/Rocket Jumping||Ability to jump extra high by jumping while point impact hammer down or using other splash/impulse providing weapon at cost of some health.|
|Team Boosting||Ability to provide impact/rocket jumping benefits to teammates, who take no damage in normal team games.|