[0:00] These are 14 tips that will help you [0:01] learn and incorporate movement into your [0:03] gameplay, not just easy, but fast. My [0:06] name's District. I'm a professional Apex [0:08] Legends coach, and this is what I did to [0:10] teach myself how to learn and perform [0:12] movement in game with zero effort. If [0:15] this video helps you, make sure to punch [0:16] the like button and subscribe. It's [0:18] free, it helps me out, and you get to [0:20] see me more often on your feet. Tip [0:22] number one is learning what's even [0:23] possible in Apex. Because Apex has [0:25] literally hundreds of different [0:27] mechanics in the game, from movement [0:28] tech to game physics, all of which will [0:30] help you interact with the environment [0:31] around you. And without knowing what's [0:33] possible, you're going to stay [0:35] completely clueless. Apex Movement Wiki [0:36] has a library of every single movement [0:38] tech in the game, giving you the chance [0:40] to learn what you're able to do without [0:42] wasting your time scrolling YouTube for [0:43] the most inclusive guides. Apex Movement [0:46] Wiki is the best because not only has it [0:48] cataloged everything possible, but it [0:49] also categorizes it from easiest to [0:52] hardest, most useful to least useful, [0:54] and even legend specific movement tech. [0:56] And if you're like me and you have a [0:57] favorite legend, like Pathfinder, you [0:59] can look at all the different Pathfinder [1:01] specific tech to help you better main [1:02] your favorite legend. If you're brand [1:04] new to movement, you can start off with [1:05] the more useful and easy techs, and you [1:07] can work your way up the difficulty [1:08] ladder as you keep developing your [1:10] skills with the tips throughout this [1:11] video. When learning new movement, [1:13] practice each step one step at a time. [1:15] Especially for more advanced movement [1:17] mechanics, either ones that have a lot [1:18] of combinations or a lot of inputs [1:20] involved or ones that have insanely [1:22] difficult timings. My biggest mistake [1:24] when getting into movement was thinking [1:25] after watching a video once, my hands [1:27] would just magically know the flow and [1:28] the muscle memory to perform everything [1:30] perfectly. But boy, was I wrong. [1:32] Instead, take the movement that you're [1:33] trying to learn. Let's say it's [1:34] something like a mantle jump, like I [1:36] myself just recently learned, and break [1:38] it down into singular inputs. Go slow at [1:40] first, even if the timing is completely [1:42] off and you're not hitting the mechanic, [1:44] then slowly start picking up the pace. [1:46] This is a really easy way to train your [1:47] hands how they're going to need to move [1:49] before you go full speed and have a [1:51] brain anorism trying to fly your hands [1:52] around a keyboard or a controller. As an [1:54] example, my mantle jump looks something [1:56] like interact, jump, pull back, super [1:58] jump. But at half speed, what it might [2:00] look like is interact, jump, pull back, [2:05] flick up, and super jump. Obviously, the [2:07] timing didn't work because I'm learning [2:08] how my hand is supposed to interact with [2:11] each individual key, each individual [2:13] step. And as you start building more and [2:15] more of a rhythm, it will start looking [2:17] a lot faster, and eventually you'll go [2:19] at full speed again, where you'll start [2:21] hitting it perfect at the right speed. [2:23] Tip number three, start adding more [2:25] mechanics that give you momentum. As you [2:27] fight or position, you'll find that [2:29] naturally you have to pause. And that [2:31] pause keeps you from moving. Whether it [2:32] be healing, reloading, landing off a [2:34] slide jump, or fall stun after hitting [2:36] the ground a little bit too hard. Now [2:37] that you're stopped, you need to get [2:39] moving again. So adding mechanics like [2:41] instant slides, super jumps, fatigue [2:42] wall jumps, super glides, or mantle [2:44] boosts is a great way to get yourself [2:46] moving again. Don't know how to perform [2:47] those mechanics? Make sure you're sub [2:49] for when I start pumping out quick one [2:51] minute tutorials next week with a bunch [2:53] of different mechanics in the game. The [2:54] key here is there's a lot of mechanics [2:55] in the game that instantly give you [2:57] momentum. Learn them and start [2:58] implementing them for whenever you find [3:00] yourself stuck. Tip number four, learn [3:02] to hold and keep your momentum. It's one [3:04] thing to get yourself moving, but it's [3:05] another thing to keep yourself moving. [3:07] Some mechanics give you momentum, but [3:08] only one will actually keep it. Slides [3:11] preserve whatever momentum that you [3:12] enter that slide with. So, coming in at [3:14] full speed off a Pathfinder grapple just [3:16] to land in a stand, it's going to stop [3:18] you near instant. This is where slides [3:20] come in. They'll keep all that speed [3:22] even though it's just for a short period [3:23] of time. So, to keep the momentum for [3:25] longer, you'll add what's called bunny [3:27] hopping to your slide. A B hop is a way [3:29] to keep your slide infinitely. And once [3:31] you stop bunny hopping, you'll finally [3:33] finish your slide. B hopping is when you [3:34] enter a slide, but every time that you [3:36] touch the ground, you jump, which will [3:38] push you forward and preserve your [3:39] momentum. You can use this when you're [3:40] jumping off a zipline, slide jumping, [3:43] grappling, super gliding, or anything [3:45] that gives you momentum. This is the [3:47] secret movement that nobody will share [3:49] with you. It's super basic, but it does [3:50] so much for you. Bonus movement tip: [3:52] movement mechanics work best when you [3:54] have a special method to hit them [3:56] consistently. Take a super jump on [3:57] controller or a super glide on a [3:59] keyboard as an example. On controller, a [4:01] super jump can be really tricky. You [4:03] have to interact with a zipline and [4:04] double jump. But that double jump gets a [4:06] lot of people because by lifting your [4:07] thumb off the jump button, you waste [4:09] time needed to reinput on that last [4:11] jump. But by using my personal slide [4:13] method, you can slide your thumb over [4:15] two buttons at once, then quickly hit [4:17] the last button insanely fast. Or if you [4:19] have a pro controller like the Storm [4:21] Controller, you can do this method on [4:22] back paddles and keep your thumbs on the [4:24] sticks the entire time. For keyboard [4:26] players, superglides can be very tricky. [4:28] Having your thumb even just a hair too [4:30] far forward will completely change your [4:32] hand positioning and superglide timing. [4:34] So, by flipping your key caps so that [4:35] the crouch is slightly higher than the [4:37] spacebar, your crouch inputs will come [4:39] in slightly sooner. Or adjusting your [4:41] hand position, like resting your knuckle [4:43] between the gaps of your keys, can also [4:45] give you more consistency in how you [4:47] press down on the crouch and jump key. [4:49] Or if you have a pro keyboard, you can [4:50] also tune how far you need to press down [4:52] each key for its input to register. So [4:55] depending on your hand size, your grip [4:57] or position, the type of controller or [4:59] keyboard that you're playing on, you can [5:00] come up with special and unique [5:02] techniques so that you can hit specific [5:04] movement mechanics a lot more [5:06] consistently. Tip number five, for more [5:08] fluid movement, incorporate more angled [5:10] running. Too many players seem to be [5:12] moving forwards and turning only by [5:14] using their camera. This gives you this [5:15] very blocky feeling where everything [5:17] seems to happen really late across your [5:19] screen. Instead, try running more on a [5:20] 45° angle. This helps you look where you [5:22] need to look, but move where you need to [5:24] move through. Then, as you start getting [5:26] more comfortable with this, start adding [5:28] it to more mechanical movements. Instead [5:30] of doing a 180°ree tap strafe, try [5:33] running on a 45°ree angle into the tab [5:35] strafe. That way, you only need to turn [5:37] 135° in order to land into the wall and [5:40] jump on out of it. This is an insanely [5:42] basic thing, and I think that's why it [5:44] gets overlooked a lot of the time, but [5:45] it is 100% crucial for more consistent, [5:48] fluid movement. Tip number six is you [5:50] should be using gear that supports what [5:51] you're trying to do because movement is [5:53] very input intensive. You're constantly [5:55] holstering your weapons, unholstering, [5:57] interacting, double jumping, crouching, [5:59] sliding, all while using your camera and [6:01] other movement binds. So, if you're not [6:02] able to hit all of your buttons at the [6:04] same time while also keeping your thumbs [6:06] on the camera, you're going to have a [6:07] very big issue. So, here are three [6:09] really good options to fix this. First [6:10] and foremost, use a different grip like [6:12] claw. Claw keeps your thumbs on the [6:14] stick while using your index finger for [6:16] your AXYB or triangle circle X square [6:18] inputs. This is going to be really hard [6:20] for a lot of people and it can cause [6:21] issues in their hands over time. Which [6:23] leads me to the second option and one [6:25] that I personally used when I was [6:27] playing on a default Xbox controller. [6:28] Play with a different button layout that [6:30] moves less essential inputs like [6:32] punching to buttons that are less easier [6:34] to hit and more essential inputs like [6:36] jumping, crouching, swapping weapons to [6:38] easier buttons to hit. The default [6:40] preset like Ninja or Evolved are decent [6:43] presets for this, but they're not that [6:45] good in comparison to some of the other [6:46] things that you can do. Which leads me [6:48] to the third option. Get a pro [6:50] controller. The one that you choose to [6:51] buy honestly does not matter. The only [6:54] thing that's important is that one, it's [6:56] in your budget, whatever that might be. [6:57] And two, you can comfortably hold [7:00] whatever controller that you choose to [7:01] get. Ideally, your Pro Controller should [7:03] have at least four extra buttons that [7:05] you can map your AXYB input to. And you [7:08] should be able to hit all those four [7:09] buttons without ever removing your [7:10] thumbs off the sticks. And now you're [7:12] all of a sudden able to crouch, jump, [7:14] swap weapon, holster, reload, interact [7:16] with certain objects without ever taking [7:18] your thumbs off the sticks. One [7:19] controller that really caught my [7:20] attention recently is a brand new [7:22] release, the Storm Controller from [7:23] Mojang. And dude, I swear Mojang has [7:26] been pumping out some absolute bangers [7:28] recently. And here's the reason why. [7:29] First and foremost, this is by far the [7:30] most important one. It is dirt cheap. [7:32] for 50 bucks, which is way cheaper than [7:35] a default Xbox controller on Amazon. It [7:37] has four paddles on the back that are [7:39] really comfortable and really easy to [7:40] hit all at the same time while keeping [7:42] your thumbs on the stick. Three, it uses [7:43] the newest version of a TMR stick, the [7:46] KSL JS13 Pro, which according to Reddit [7:49] from what I've seen so far, is one of [7:50] the best, if not the best, TMR stick [7:53] right now. Doesn't really matter for [7:54] movement, but because you're going to be [7:55] moving around a lot, you're going to be [7:57] aiming a lot more, too. TMR sticks are [7:59] the most accurate. They break the least [8:01] amount and they have the lowest amount [8:03] of latency out of all of the sticks on [8:05] the market right now. The third [8:06] function, which doesn't really matter [8:07] too much, but it's really cool to see on [8:09] a controller so cheap, the side handles [8:11] have textured grip, which you almost [8:13] never see on controllers that are sub [8:15] $70, especially on $50 controllers. [8:18] Function 4, it has insanely high pulling [8:20] rates, which basically just means that [8:21] there's a lot less latency. The [8:23] controller is more responsive, and when [8:24] doing very intense movements like super [8:26] glides, which the timing is wild at, it [8:29] helps a lot. And function number five, [8:30] it even supports gyro, which may not [8:32] help Xbox players that much. I don't [8:34] know if gyro works on Xbox, but it [8:36] definitely works on PC. And you can bind [8:38] that gyro function to a mouse and [8:40] keyboard input. So, if you know who [8:41] Ecstasy is, he uses a gyro controller, [8:43] and he also binds his gyro to MK Flick. [8:46] That's how he's able to make such [8:48] insanely fast movements even though [8:50] controller has a cap on sensitivity. [8:52] Another little bonus feature also the [8:53] app that you need in order to modify the [8:55] controller can all be done from your [8:56] phone or if you have a PC you can [8:58] download the app on your PC as well. So [9:00] customizing the controller is insanely [9:02] easy. And I know it doesn't need to be [9:03] said, but I'm going to say it anyways. [9:05] You guys know I only talk about products [9:07] that I specifically use or would [9:09] consider purchasing myself. And for 50 [9:11] bucks, it's really hard not to just go [9:13] out of my way and get this controller so [9:15] that I can give you guys a genuinely [9:17] good review of a good controller. If you [9:18] guys want to check it out, I'll leave an [9:20] Amazon link in the description down [9:21] below. I don't get any money from it. [9:23] It's there for you. Or if you want to [9:24] support me, if I can even figure out a [9:25] way to do that, it'll be tagged [9:27] somewhere on this video. Tip number [9:28] seven. Once you've learned individual [9:30] mechanics like wall jumps, tap strafes, [9:32] mantle jumps, and superglides, it's time [9:33] to learn advanced movement, which is [9:35] just a cool way of saying chaining [9:37] movement mechanics together. The easiest [9:39] way to think about chaining movement is [9:40] the last input of your first movement is [9:43] now the first input of your last [9:45] movement. Let's take a wall jump tap [9:46] strafe for an example. A wall jump [9:48] consists of a slide jump mantling onto [9:51] the wall and jumping off the wall. The [9:53] last input being a jump off the wall. A [9:56] tap strafe, however, consists of a jump, [9:58] then a scroll forward. The first input [10:00] being a jump into the air. So, when you [10:02] combine them together, you treat the [10:03] jump off the wall as you would jumping [10:05] off the ground for the tap strafe. Tip [10:07] number eight is learning how to properly [10:09] chain and time your mechanics together. [10:11] A lot of people have an issue with [10:13] especially super fast timing mechanics [10:16] like a superglide tap strafe is they [10:18] wait to see that they've hit the super [10:20] glide before they go to tap strafe. And [10:22] just like you saw right there, I [10:24] completely missed out on being able to [10:25] tap strafe. That's because a lot of [10:27] mechanics like tap strafing, super [10:29] gliding, mantle jumping have very small [10:32] windows where you can add other [10:33] mechanics into it. So, a pro tip when [10:36] trying to learn how to properly chain [10:38] mechanics together is don't wait until [10:41] you've seen that you've hit the mechanic [10:43] before you go to add the next one. You [10:46] need to build a muscle memory and you [10:47] need to build a habit of just [10:49] understanding that that window is really [10:51] small to input. So, you don't have any [10:53] extra wiggle room to react. You need to [10:55] just immediately go into the next [10:57] mechanic as if you were going to hit it [10:59] no matter what. This also applies to [11:01] wall jump, tap strafing, and literally [11:03] just any type of combining mechanics [11:05] together. When I go for a wall jump, tap [11:08] strafe. I'm not going to wall jump and [11:09] then see that I hit it and then change [11:12] because by then my tap strafe is going [11:13] to wear off and that window is going to [11:15] pass and my tap strafe just isn't going [11:16] to be as strong like you saw right [11:19] there. Tip number nine is have fun with [11:21] your movement. Don't be so rigid and [11:22] strict while learning things. Try wall [11:24] jumping in new places to new spots. Try [11:27] chaining new things that you've never [11:28] done before or watch other movement [11:30] players and be inspired to try new [11:32] things. Having a really strict idea of [11:34] how you should be using movement or [11:35] where you can use it is why most people [11:37] will never grow out of the limited skill [11:39] ceiling that they've created for [11:40] themselves. I saw this one rock on Storm [11:42] Point and thought, "Hey, what if I try [11:44] jumping off of it?" And lo and behold, [11:45] it puts you on the roof of this massive [11:47] two-story building that takes forever to [11:50] climb up. So messing around is by far [11:52] the best way to learn what works and [11:54] what doesn't. and you might even find [11:55] something that no one else ever has. Tip [11:57] number 10 is don't use movement then try [11:59] to aim. Instead, use movement to aim. As [12:02] you start doing more mechanics like tap [12:03] strafing, wall jumping, and even mantle [12:07] jumping, you're going to be moving [12:08] around a lot. And trying to aim after [12:10] you've done your mechanic is a really [12:13] good way to miss out on that very short [12:15] window that you have to land a really [12:16] good shot. So, what you want to make [12:18] sure that you're always thinking of [12:19] whenever you're incorporating movement [12:20] into your game plays and especially into [12:22] your gunfights, it's thinking about [12:24] where's the movement going to place you [12:25] and depending on where it places you, [12:27] where are your enemies going to be. For [12:29] example, if I were to hit something like [12:30] a mantle jump right now, my enemies are [12:33] going to be not just to my right, but [12:35] down and to my right. So, making sure [12:36] that the first thing I do when I hit my [12:38] mantle jump is flick off to the right [12:39] side is going to give me a much better [12:41] chance of being accurate and on target. [12:43] Now, when you think of aiming, you can [12:45] think of aiming in two different ways. [12:47] You can think of through aiming, or you [12:49] can think of after aiming. Both are [12:52] similar, but also very different at the [12:54] same time. Through aiming is when you're [12:55] thinking of where you're going to be [12:57] aiming throughout the middle of the [12:58] movement. For example, when I wall jump, [13:00] he'll be bottom right of me. My wall [13:01] jump is going to place my crosshair [13:04] over his body. This way, I'm not trying [13:06] to track my enemy as I'm shooting, which [13:08] takes a lot more time. All I'm doing is [13:10] I'm letting my movement aim for me. [13:12] verse after aiming is where you think [13:14] about placing your crosshair not during [13:16] the movement but after the movement's [13:18] finished. If I were to do something like [13:20] slide and then hit a 180 tap strafe, [13:22] instead of trying to track throughout [13:25] the entire motion, I can instead focus [13:26] on flicking my crosshair [13:29] on where my target will be after I [13:31] finish my motion. Wall jump. This might [13:33] look something like [13:35] that. And then as you get better and [13:37] better, then you'll start getting [13:40] more accurate with where you pre-place [13:41] your crosshair in order to be [13:43] successful. Building off the last tip, [13:44] you don't just want to understand how [13:46] your movement is going to force you to [13:48] aim, but you also want to understand [13:49] about how whether you're moving in [13:51] closer or whether you're moving away [13:52] from your target, how that is going to [13:54] affect you to aim. When you're close to [13:56] your target or as you move in closer to [13:58] your target, your target is going to [14:00] move a lot faster and further across [14:02] your screen. especially in comparison to [14:04] where if you were to be a little bit [14:05] further back. The further back you are [14:07] or the further away you are from your [14:08] target, the slower and the shorter it's [14:10] going to move across your screen. So [14:11] using mechanics that bring you closer to [14:14] your target or even past your target are [14:16] going to force you to make very fast [14:18] flicks with very quick and hard tracks [14:22] versus moving away from your target. [14:23] You're going to have a very slow and [14:25] shallow track. Fast. [14:29] Slow. [14:31] Tip number 12 when learning movement is [14:33] actually look in the direction that [14:34] you're trying to go when you use a [14:36] movement mechanic. A lot of the time I [14:37] see people trying to do very specific [14:39] movements like 180° cap strafes, 90° [14:42] mantle jumps, and a whole bunch of [14:44] different wild type of movements like a [14:47] 180 180 cap strafe mantle jump. And the [14:49] reason why a lot of the time their [14:50] movement looks something like this when [14:52] they try to hit 180s instead of like [14:54] this is because they don't actually turn [14:56] in the direction that they're trying to [14:58] go. Don't just turn based off of what [15:00] you're seeing on your screen. Or don't [15:02] turn based off of what you think you [15:03] should be doing. Actually work on [15:05] building a muscle memory of what is [15:07] 180°. This is going to make your [15:09] directional movement a lot more [15:11] consistent, especially once you start [15:12] learning how to do very specific [15:14] movement tech like 180 mantle jumps or [15:17] directional tap strafes. And it's [15:19] especially going to be useful once you [15:21] start learning how to aim with your [15:23] movement. Really quick example. A lot of [15:24] people when they start doing movements [15:26] like tap strafing, when they go to hit a [15:28] tap strafe, they don't actually look in [15:30] the direction that they were meaning to [15:31] look. And by not perfectly moving into [15:33] that direction, it makes their final [15:35] adjustment onto target very difficult. [15:38] So, actually practice turning in the [15:40] specific direction that you were trying [15:42] to go. That might seem very obvious, but [15:44] it's not a skill that a lot of people [15:45] practice. Tip number 13 is add movement [15:48] to the sections of your gameplay where [15:50] you have to have natural pauses. There's [15:52] so many different things in this game [15:53] that force you to pause, like reloading, [15:55] cocking your gun, and even healing. So, [15:57] instead of dealing with those really [15:59] awkward pauses in your gameplay, add [16:01] movement to your gameplay to fill in [16:03] those blank spots. If I'm in the middle [16:04] of a 1 v one and I have to hit a reload, [16:07] adding a wall jump to my movement is [16:09] going to help me be a little bit harder [16:10] to hit while I do something that is [16:11] effectively taking me out of the [16:13] gunfight. or as I slide in to hit a [16:14] peacekeeper shot, instead of waiting for [16:16] my peacekeeper to be cocked before I [16:18] shoot it again, I might add a tab [16:19] strafe, [16:21] a wall jump, or even a mantle boost so [16:24] that I can always keep myself moving in [16:26] sections of my gameplay that will [16:27] typically slow me down. And tip number [16:29] 14, make sure that you like the video [16:31] and subscribe to the channel. It's free [16:33] and that way you're always up to date on [16:34] new ways to play better and make Apex [16:36] more fun and less challenging. Remember [16:38] guys, do not quit because it only gets [16:40] easier from