---
title: '14 Tips to for PRO Level Apex Movement'
source: 'https://youtube.com/watch?v=4jQiP8R8Lbw'
video_id: '4jQiP8R8Lbw'
date: 2026-06-18
duration_sec: 0
---

# 14 Tips to for PRO Level Apex Movement

> Source: [14 Tips to for PRO Level Apex Movement](https://youtube.com/watch?v=4jQiP8R8Lbw)

## Summary

Professional Apex Legends coach District shares 14 tips to learn and incorporate movement into gameplay quickly and effectively. The video covers everything from foundational knowledge and breaking down mechanics to advanced chaining and aiming with movement.

### Key Points

- **Learn What's Possible** [0:36] — Use the Apex Movement Wiki to see all possible mechanics, categorized by difficulty and usefulness.
- **Practice One Step at a Time** [1:32] — Break complex movements into individual steps, practice slowly, then increase speed.
- **Add Momentum Mechanics** [2:23] — Add momentum-giving mechanics like instant slides, super jumps, and wall jumps to get moving again after pauses.
- **Hold and Keep Momentum** [3:02] — Use slides to preserve momentum and bunny hopping to extend slides indefinitely.
- **Special Methods for Consistency** [3:52] — Use special methods (e.g., sliding thumb on controller, flipping keycaps on keyboard) for consistent execution.
- **Incorporate Angled Running** [5:08] — Run at 45° angles instead of straight to make movement more fluid and responsive.
- **Use Supportive Gear** [5:50] — Use claw grip, custom button layouts, or a pro controller with back paddles to keep thumbs on sticks.
- **Learn Advanced Chaining** [9:27] — Chain mechanics by treating the last input of one as the first input of the next.
- **Chain and Time Mechanics Properly** [10:07] — Don't wait to see if you hit a mechanic; input the next one immediately based on muscle memory.
- **Have Fun and Experiment** [11:21] — Experiment and have fun with movement to discover new possibilities and break self-imposed limits.
- **Use Movement to Aim** [11:57] — Use movement to aim by anticipating where your crosshair will be placed during or after the move.
- **Understand Distance and Aim** [13:44] — Understand how distance affects aim: closer targets move faster across screen, farther targets move slower.
- **Look Where You Want to Go** [14:31] — Practice turning in the exact direction you intend to go to build muscle memory for precise directional movement.
- **Fill Natural Pauses with Movement** [15:48] — Add movement during natural pauses like reloading or healing to stay unpredictable and hard to hit.

## Transcript

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