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Necramech related movement

Maneuvers are a set of actions that a player can perform with the Warframe and melee weapon. This includes rolls, wallruns, swordplay, and acrobatics.

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 WASDSpaceCtrl  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.


Combomousewht.png Shift   Combops4wht.png L3

Sprinting will cause the frame to lower their weapon and move at a 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.


Combo Tapping Sprint

Rolling is a basic combat evasive maneuver used to get out of the way of a charging enemy, to evade bullets, grenades or melee attacks and to transition from cover to cover. It can also be used as a stealth maneuver while crouching. The short burst of speed can avoid detection in situations where the slow crouch-walk speed is not sufficient. Rolling also reduces all damage taken by the player by 75% 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 Banish130xDark.png Banish effects. Rolling just before touching the ground from high elevations also prevents hard landings.

Certain Warframes utilize different animations instead of the standard rolls but otherwise remain identical in function; LimboIcon272.png Limbo (Limbo PrimeIcon272.png Prime), HildrynIcon272.png Hildryn, WispIcon272.png Wisp, TitaniaPrimeIcon272.png Titania Prime, and XakuIcon272.png Xaku all dash upright, ProteaIcon272.png Protea performs a cartwheel, SevagothIcon272.png Sevagoth utilizes bullet jumps, and GyreIcon272.png Gyre uses a twirl.


Combo Aim + Left/Right + Tap Sprint

While aiming, move sideways and tap the sprint button to do a sideways roll. The two dodge roll animations differ slightly, as the leftwards roll includes a small hopping animation that the Warframe completes at the end of their roll, while the dodge roll to the right is simply a roll. As of now, the side-roll's range is short compared to the other ones. 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.


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.

Performing this maneuver in the air while falling will prevent a hard fall that stops you from moving momentarily. Also 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.


Combomousewht.png Ctrl   Combops4wht.png L1

Crouching lowers the Warframe to an average of about half height, increasing survivability and stealth by presenting enemies with a smaller hitbox. 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.


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 DmgImpactSmall64.png 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 the Gale Kick mod equipped.


Combomousewht.png Space   Combops4wht.png Combops4x.png

A basic jumping function that propels players upwards.

Double Jump

Combomousewht.png While Mid-Air + Jump   Combops4wht.png Combops4x.png+Combops4x.png

Players can easily execute double jumping by tapping the jump button twice, allowing them to reach a higher destination. 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 spiralling movement. This allows the Warframe to close a longer gap or reach a higher destination.

Bullet Jump deals 100 DmgBlastSmall64.png 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 Mod TT 20px.png 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).

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. However, players can only perform this maneuver for a limited time of three seconds, after which they will descend rapidly to the ground. Note that this timer is shared with Wall Latching.

Despite it's 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.

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.


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.


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, allowing them to fire at enemies from 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 six 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.

This maneuver shares its timer with Aim Gliding.

Enemy Vaulting

Combo While Mid-Air + Approach NPC + Jump

This maneuver is similar to a wall-dash, as the player is given a small lift upon vaulting on an enemy. In flight, nearing an NPC, either friend or foe, an option to vault on them is available. This allows greater mobility when the player needs to find cover, an exit, or an applicable spot to attack. This can be done indefinitely so long as there are enemies or allies nearby. This also usually knocks down enemies.

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 Mod TT 20px.png Kavat's Grace to mitigate the effects of Hard Landings. ValkyrIcon272.png Valkyr is unique in that her Passive prevents her from suffering Hard Landings no matter how fast she falls.


Ziplines are hanging lines strung between two objects, which can be found on many maps. Players can mount ziplines by pressing 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 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.

Increasing Maneuverability

Maneuver Bonuses

Some items may provide a unique bonus upon performing manuevers.


Patch History

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

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