---
title: 'TOP 5 Most Important Movement Mechanics in Apex Legends'
source: 'https://youtube.com/watch?v=tV8dsqJGRcE'
video_id: 'tV8dsqJGRcE'
date: 2026-06-14
duration_sec: 2657
---

# TOP 5 Most Important Movement Mechanics in Apex Legends

> Source: [TOP 5 Most Important Movement Mechanics in Apex Legends](https://youtube.com/watch?v=tV8dsqJGRcE)

## Summary

This video covers the five most important movement mechanics for beginner and intermediate Apex Legends players, emphasizing that movement is a tool to improve gameplay rather than just for style. The creator explains that mastering these mechanics will help players move faster, push harder, reposition more, and stay alive longer.

### Key Points

- **Settings Optimization** [02:23] — Change 'Always Sprint' to on for smoother movement. Set jetpack/glide control to hold (if you have paddles). Set mantle boost activation to jump. For controller, use button layouts like Ninja or Evolved, and bind paddles to crouch, jump, swap weapon, and interact/reload. Set crouch to hold.
- **Walking on an Angle** [06:46] — Apex allows sprinting on a 45° angle, enabling you to move in one direction while looking in another. This is crucial for maintaining awareness while repositioning, especially when sliding around corners or into buildings.
- **Advanced Slide (Quick Slide)** [10:03] — Holster your weapon to enable instant slides with just one step. Then unholster and slide to have your gun ready. This exploits the half-second delay when switching weapons, allowing you to slide with your weapon out.
- **Jump Slide** [16:07] — A jump slide is performed by stepping in any direction, jumping, and landing in a crouch. It's an easier way to slide without needing to sprint, useful when you don't have time or space for a full slide.
- **Air Strafe and Tap Strafe** [19:01] — Air strafing redirects momentum in the air by holding a directional input and turning the camera. Tap strafing (M&K only) uses scroll wheel bound to forward to rapidly input forward, allowing sharp turns. Requires letting go of W and turning while scrolling.
- **Wall Jumps** [26:06] — Wall jumps are performed by sliding or jumping into a wall to mantle, then jumping off. Two main types: slide jump wall jump (requires distance) and fatigue wall jump (uses jump fatigue to mantle from close range). Useful for reaching high places or peeking.
- **Bunny Hops** [36:48] — Bunny hopping extends momentum by jumping repeatedly upon landing. It can be done standing or from a slide. Useful for maintaining speed when getting shot (bullet fatigue) or while healing. For controller, hold crouch to make it easier.
- **Super Jump** [41:59] — A super jump on ziplines is performed by interacting and then double jumping immediately. On M&K, bind scroll to jump and scroll down after interacting. On controller, slide your thumb from interact to jump quickly.

### Conclusion

Mastering these five movement mechanics—advanced slides, jump slides, air/tap strafes, wall jumps, and bunny hops—will significantly improve your gameplay in Apex Legends. Practice them consistently to move faster, reposition better, and outplay opponents.

## Transcript

Wall jumps, tap strafes, bunny hopping,
instant slides, super jumps. With over
200 mechanics in Apex, it can be pretty
overwhelming and intimidating as a new
player. I mean, where do you even start
when it comes to learning movement? Do
you actually need to know and perfect
every mechanic Apex has to offer in
order to be a decent player? Yes and no.
Everyone either thinks movement is just
for style points or movement is an
absolute necessity to outplay people.
But to me, it's just a tool. And once
you've learned how to use the right
tools for the right job, the game
instantly becomes smoother and more
enjoyable and overall so much easier.
Today, I'm going to give you five
movement mechanics that you need to know
as a beginner or an intermediate level
player, all of which can be used in
every single match and should be used in
every single match. And by the end of
this video, you're going to be moving
faster, pushing harder, repositioning
more, staying alive longer, and
hopefully breaking the ankles of anyone
that you come across. But you know
what's even better than having movement
to play at a high level? Actually being
able to perform those movements. And one
of the biggest factors with Apex
movement is timing. Lots of advanced
movements in Apex need to be input at an
insanely specific time and order. Even a
fraction of a second worth of delay can
throw your movement mechanics off,
making you feel slow and like you're
stuck in mud. I've dealt with packet
loss, high ping, and horrible service
providers for years, which have led to
me punching multiple holes in my desks.
Unstable connections lead to higher
input delay between you and the game,
which makes it feel like recoil, moving
around, and reacting to literally
anything just feels impossible until I
tried Gear Up. Normal VPNs bounce your
signal all over the place to stay
anonymous, but Gear Up actually sends
your connection to the straightest
pipeline to the specific game servers
that you're playing. Less bouncing
around means lower latency, and lower
latency means that your actions feel
like they're actually happening when you
intended them to. So, whenever I feel
like my aim or my movement is being
thrown off, I just boot up Gear Up,
select the game that I'm currently
playing, and watch my ping instantly
drop, giving me a significantly smoother
experience. It's even helped me when I'm
coaching players across the world and
playing on their servers or switching
servers to play ranked. This thing has
saved me so many times, and I never
thought that it actually would. I was
actually pretty hesitant to try it out
for the first time until I recently saw
in a TSM [music] video that they were
partnered with each other. So, if you're
playing with friends across the country
or squatting up with people across the
world, consider trying Gear Up. It won't
just help you with your overall
connection, but it'll help you a lot
with the mechanics in the game. And
speaking of mechanics, let's hop into
our very first and easy one. All right,
so first things first, we need to change
a couple settings because this is what's
going to actually make movement in
general for Apex Legends feel just a lot
smoother, more consistent, and overall
it's just going to make it a much more
pleasurable experience. So, for So,
inside of our gameplay settings here,
we're going to scroll all the way down
into this movement section, and what
we're going to make sure that we do,
whether you're on controller or whether
you're on mouse and keyboard, you're
going to make sure that you change
always sprint to on. Basically, what
this is going to do is whenever you hold
your stick forward or whenever you hold
W key, it's going to automatically make
you sprint. Now, this does not mean that
you can't walk anymore. If you're on
controller, just push your stick
forwards a little bit and you'll walk.
If you're on mouse and keyboard, hold
right click just like if you were aiming
down sight of your weapon, and you can
still walk around. Or if you have a
weapon in your hand, on controller
still, just push your stick forward a
little bit, you'll still walk just as
fine. Or if you're on MNK, then you're
going to have to hold down ADS while you
move forward, and that's how you're
going to walk. Now, the reason why we
want to change this setting is purely
because it's going to make movement,
specifically advanced movement, a lot
easier. So, when we start getting into
things like wall jumps or we start
getting into quick slides or advanced
slides, not having to input every single
time sprint is going to make everything
just so much easier. Having one less
input when you're doing a series of
inputs is one less thing that you need
to worry about messing up. It's one less
thing that it's going to take you time
to execute. It's just one less thing
that you got to think about, too. So, in
general settings gameplay always
sprint, turn this on. Do not be confused
with auto run. Auto run means that if
you push your stick forwards twice, you
can take your hands off the sticks and
it's just going to run for you. I
wouldn't recommend this though because
it works even if you move forwards and
backwards. So, if I go forwards back
forwards, well now I'm running forwards.
Not good. If you're on high ground and
you're trying to like peek someone like
this, you're going to fall off by
accident. Now, other movement settings
that we'll quickly cover as well, make
sure that you change your jetpack/guide
control from toggle over to hold. Now,
if you don't have a controller that has
paddles on the back of it or if you're
not playing a button layout that allows
you to keep your thumbs on the sticks at
all times, then at that point, just stay
on toggle. But if you do have a pro
controller, a Scuf, an Elite, an Aim
controller like me, make sure that you
play on hold. It's just going to give
you so many more options as to what
types of movement mechanics you can do
because, believe it or not, actually
playing on toggle takes away some of the
options that you're able to play. Now,
another mechanic that we're going to
quickly cover here is mantle boost
activation. Make sure that this is
changed from off over to jump, and your
mantle boost UI, this does not matter at
all. Now, for controller players, inside
of your button layout, you're either
going to want to make sure that you're
playing on Ninja, Evolved, or you're
playing on Default. At the end of the
day, the only thing that matters is that
you're able to keep your thumbs on the
sticks while still being able to jump
and still being able to crouch. Your Y
button or like your your um holster and
unholster or swap weapon is also pretty
important to have on a paddle if
possible. And if you were to play
something like Ninja, you can see you
can still crouch and jump, it moves it
over to your bumpers, but it just it
doesn't fix that Y input or that
triangle input. And this is a really
important input for movement. So, my
suggestions, Ninja's the best, Evolved
is the second best if you don't have a
pro controller, and having a pro
controller is the overall best option.
You're going to bind your top left
paddle to crouch, your top right paddle
to jump, your bottom left paddle to swap
weapons, and then your bottom right
paddle, you're going to bind to
interact/reload.
Now, for controller players as well, if
you do have a pro controller or if
you're playing on one of those button
layouts that lets you keep your thumb on
the sticks while you're crouching, make
sure that you play with your crouch on
hold. This is going to make it so that
you can do some of the movement
mechanics that we're going to talk about
later in this video. If you play on
toggle, you can still pretty much do
everything, it's just going to be a lot
harder. Basically, you're going to have
to input double the amount of inputs. It
really does make and break how smooth
and how consistent your movement
mechanics can be. I cannot stress this
enough. For a game like Apex, you really
want to make sure that you have a
controller that has four paddles on the
back. It's not a necessity, it's just in
terms of movement, you're not going to
have good movement unless you're playing
with the ability to be hitting all these
buttons while keeping your thumbs on the
sticks. Now that we got all of our
movement settings figured out, now we
can go and hop on into what we're
actually going to talk about. An
honorable mention to some movement
mechanics before we actually get
started. The first thing that we're
going to work on, but this does not
count as one of the five things that
we're going to learn today, is walking
on an angle. Now, in a lot of different
games, you can move in obviously in all
directions, right? Like you can move
your stick in a circle, you can run on
an angle, right? You can move forwards,
backwards, left, and right. But in Apex,
Apex takes movement mechanics to the
next level. And one of the reasons why
is because when you sprint typically in
other video games, other than maybe Call
of Duty with the new Omni movement, you
can only sprint moving forwards. And
this is a this is an issue that I have
with Marathon right now is that if you
sprint in Marathon, you can only sprint
running forwards. But in Apex, you can
also sprint on 45° angle. And this may
not seem like a big thing, but it really
is, especially when you start adding
slide jumps and other movement mechanics
into your movement. So, for starters,
something that you want to get
comfortable with is moving your body to
where your body needs to be, but looking
in the direction that you want to be
looking. And a really easy way that you
can practice this is pretending that you
have an enemy out over here in the
distance. Now, you obviously need to run
around the track if you want to go and
get to where this person is right on
over here. But the issue while you're
doing that is that you're not actually
looking at your objective. You're not
actually looking at your opponents. So,
what we want to practice is moving in
the direction that we want to go over
here, but looking in the direction that
our opponents are. And now, as I'm
working my way over, I'm constantly
looking at what's going on. This is also
very useful once we start getting into
movement mechanics around objects. A lot
of people what they'll make the mistake
of doing is, okay, I have somebody right
over here. I'm holding him, I'm shooting
at him. Okay, I want to push him. What
people end up doing is they run into the
open. They turn away from their
opponent, and then they look at him
late. They expose themselves and step
into the open, and they see the person
once they've already extended all the
way out here. Instead, what we're going
to do is we're just going to run. We're
going to sprint moving around that
object like this. As I go to push, I'm
going to sprint sideways. I'm basically
going to slide jump on an angle out of
my cover, and then from there, we'll add
other mechanics that will help us
redirect into the direction that we want
to go. When I'm coming around this
corner right here, I'm not going to turn
like this. Instead, what I'm going to do
is I'm going to be looking at the corner
so that I can see what's on the other
side as soon as I actually get to the
corner. Almost like I'm side stepping
into it as opposed to that. It's a huge
difference. It's going to make your
movement feel so much smoother, and it's
going to help you stay a lot more aware
as well as you're running around the
map. Last tidbit, swinging into
buildings as well because you can run on
a 45° angle. Any mechanic that uses a
sprinting mechanic, like for example, a
slide, is not a walk and a crouch, it's
a sprint and a crouch. So, this means
that you can actually sprint on an
angle. If I have somebody in this room
right here, I can actually sprint and
slide into the room without ever
actually taking my eyes off of where
that person's going to be. So, if I know
that there's a door over here, I can
basically pre-aim that door and slide in
and start fighting him. If I know that
he's playing right around this corner
right here, I can slide in already
looking at where I want to look. It's a
very basic mechanic, but it's an
insanely important one. Now, the next
thing that we're going to work on is an
advanced version of a slide. This is
something I talk a lot about in all of
my movement videos and all of my
coaching videos here on YouTube. All a
slide is at the end of the day is a
sprint, run, and a crouch. And one of
the reasons why we made sure we turn
auto sprint on or always sprint was so
that we never have to input sprint to
get into a slide. Now, you just push
your stick and crouch. Push your stick
and crouch. Push your stick and crouch.
Really, really easy. Something that you
need to know about sliding though is
that you can only slide so much before
you get what's known as a dead slide. A
dead slide in Apex is when you get these
half slides where you don't really go
fast and you don't really go far. And
this is due to a mechanic called slide
fatigue. Slide fatigue, jump fatigue,
and bullet fatigue are all mechanics in
the game that affect your movement. They
basically keep you from being able to do
the thing that you want to do. So, if
you're sliding in Apex, you need to make
sure that once you hit slide, you stand
up, you wait at least 2 seconds. Slide,
1 Mississippi, 2.
Didn't work. Slide, 1 Mississippi, 2
Mississippi, 1 Mississippi, 2
Mississippi, 1 Mississippi, 2
Mississippi, 1 Mississippi, 2
Mississippi, 1 Mississippi. All right?
If you do anything shorter than that,
you're going to get slide fatigue and
then you're not going to be able to move
around the way that you want to. So,
keep that in mind. If you're going to
hit a slide, 1 Mississippi, 2.
Hit another slide. 1 Mississippi, 2. Hit
another slide. Now, building off of just
what limits you from sliding, the next
thing that we're going to do is we're
actually going to take our slides to the
next level. What a lot of people may or
may not know is that when you run with
your gun in your hand, you run way
slower than compared to when you holster
your weapon. So, an overall Apex
movement mechanic that you're going to
make sure that you do when your goal is
to move your body. Right now, I'm
shooting. Oh, I broke him, but now I
want to push. If my goal is to move, the
weapon always goes down. It's going to
help you start pushing faster simply
because you run faster. But, it doesn't
just affect your running speed. It
really affects your slides. If I have my
gun in my hand and I want to take a
slide, because I'm running slower, my
slides are slower. Because my slides are
slower, they don't go as far. And
because my gun is in my hand, I need to
take more time to build up enough speed
before I can actually input that slide.
Here's what I mean. If I take, let's
just say, two steps, 1 2, I'm going to
get a dead slide where I get stuck in a
crouch and nothing happens. If I take
one step,
nothing happens. If I take three steps,
1 2 3, the slide finally works. And this
is very limiting. A lot of the time
you're going to be playing cover, you're
going to be peeking in an L, you're
pre-firing, you're holding someone, but
now you want to push. 1 2. Oh, I am
stuck in the open. Now I'm getting shot
at. Now I'm dead. So, the way that you
get around this is simply holstering
your gun. Now that your gun's holstered,
all you have to do is take one step and
you're instantly into that slide. One
step, you're instantly in the slide.
Just make sure you take one full step.
If you crouch too soon, you'll still get
that dead slide. So, take one full step
and the slide will work. Now, this is
what's known as a quick slide or an
instant slide. But, we can take this up
a notch. Obviously, holstering the gun
helps you move faster, helps you move
more consistently, but it introduced an
issue for us. My gun's put away, so when
I go to slide and fight somebody,
well, I can't. My gun's holstered. So,
instead what we're going to do is we are
going to abuse what is known as an
advanced slide. And what this does is it
basically exploits how long it takes for
your weapon to come out and how long it
takes for your weapon to get put away.
So, I'm going to use my handy-dandy
mouse and keyboard device. And what
you'll see here
is that my holster button, my swap
weapon button, and my holster button are
on my side mouse. For a controller
player, this will be your Y button or
your triangle button. Um or if you play
with a paddle, it will just be on your
paddles. So, my swap weapon and my
holster. So, what we want to do here is
look at the center dot in the middle of
your screen. When you hit swap weapon
and you take out your primary or your
secondary weapon, what you'll notice is
that the dot, the time it takes for you
to go input and then the crosshair to
change, takes about half of a second.
That half second goes both ways. If my
gun's put down, so I'm priming my body
to move fast, and then I unholster my
weapon, for half of a second, I'll still
move as if my weapon was put away. If my
weapon's in a hand and I holster,
for half of a second, my legend's going
to move like my weapon is still in my
hand. So, if it takes half of a second
to go from moving fast to moving slow or
moving slow to moving fast, this means
that if I'm holstering my gun to make
myself move faster and now I have the
ability to instant slide, quick slide,
well then when I go unholster, for half
of a second, I'll still have that
ability. So, what I'm going to do is I'm
going to go holster. I'm going to wait
half of a second for my gun to fully get
put down. And then I'm going to go
unholster, take that one step, and
crouch to get into that instant slide.
Holster, half second pause, let the gun
go down. Unholster slide. Holster pause.
Unholster slide. Holster pause.
Unholster slide. Holster pause.
Unholster slide. And now what you can
see is your gun is in your hand while
you enter that slide jump. So, now let's
combine that with knowing that there's a
person around the corner and being able
to use that 45° slide. I know he's
around the corner. Unholster slide.
I'm swinging with my weapon in my hand.
I'm playing this corner nice and tight.
I'm peeking. I'm holding him. I swap to
my secondary. Holster unholster.
I'm pushing in with my secondary. I have
somebody around the corner here. Holster
unholster. I'm swinging out. Forcing
that fight on him. Oh, I'm stuck in the
open. I don't like this. Holster
unholster. Slide back. Oh, I like this.
Holster unholster. Slide in. This is
what is the probably most important
mechanic for you to learn if you want to
start taking your gameplay to the next
level. Because this is how you play
aggressive. This is how you play fast.
This is how you play consistent in your
positioning. Being able to quickly get
yourself into a new position or into a
fight or out of a fight while still
having your gun in your hand. Very, very
underrated mechanic. You have to learn
this. Now, there are other ways to
slide. So, this is going to be the
second version of a slide that we want
to incorporate into our gameplay. This
is the jump slide. A traditional slide
requires you to be moving forward,
whether it's on a 45° angle or whether
it be completely forward. And it
requires you to sprint forward,
crouch,
or sprint forward crouch. But, what
we're going to do instead is we're going
to remove the need to sprint. It's going
to be a little bit slower because, well,
you're not sprinting and you're not
giving yourself all this extra speed via
the sprint, but it's going to allow you
to get into a slide a little bit easier.
This is what's known as a jump slide. A
jump slide is you taking a step in any
direction jumping
and landing in a crouch. So, my crouch
is this left control. I don't know why
my tab was being held. My crouch is left
control and I play hold to crouch. What
I'm going to do here is I'm going to
step, jump, and then hold my crouch and
enter into crouch. You can also play
toggle crouch. So, my my toggle is C.
For people who don't have paddles, then
you would just use toggle crouch on your
B or on whatever button you have it
bound to. And what you're going to do
here is you're just going to go step in
any direction, step jump into a crouch.
Step jump into a crouch. Step jump into
a crouch. Step jump into a crouch. And
this is a really easy way to get
yourself quickly into a slide. So, if
I'm right here and someone is pushing
me, instead of holstering and
unholstering, which takes time to set up
and it takes effort to execute, instead
what I can do is I can just jump into
that slide. Step jump into a slide. Step
jump into a slide. But, as you see, it's
not as fast or as aggressive. It's just
a little bit easier to get your body
moving in a situation where maybe you
don't have the time or the room to do
that. It's also really helpful because
it does work in any direction. So, as
I'm fighting somebody and he's pushing
me, I don't have to turn away as I slide
back. If he's pushing me, well, I can
just step into cover and then I can
slide jump backwards or jump slide,
rather. I'm playing cover right here and
somebody's pushing my side, well, I can
jump to the side and get away. Someone's
pushing me right here, I can come to the
side and reposition over here. So, jump
slides are a very nice and easy way to
get yourself moving in a situation where
maybe you don't have enough time or you
don't have enough room. Now that we are
jumping though, now it's time to start
adding our second movement mechanic,
which is all about jumping. Or rather,
it's a way to redirect your body's
momentum while you're in the air from a
jump. So, in Apex, if you were to run
and jump, it's going to lock your
momentum into that direction. If I run
jump and turn to the side, well, I'm
going to keep moving forwards. If I'm
moving sideways and then I turn around,
well, I'm going to keep moving in that
sideways direction. And for controller
players or and mouse and keyboard
players, it's a very limiting. Imagine I
want to slide out here, but halfway
through my jump, I realize, "Ooh, I
don't really want to be here. I actually
needed to be over here instead." Or I
needed to actually come back instead.
This is when a mechanic known as an air
strafe or a lurch mechanic is very, very
helpful. Air strafing is when you jump
into the air and you use a directional
input, whether it be your A and your D
keys or whether it be your analog stick
on your controller. You're going to run
jump and you're going to hold that stick
sideways while you turn your camera into
that direction. And as you can see, I
strafed
off of where I originally was walking.
So, as you're coming around a corner,
you can strafe to cut that corner. If
I'm slide jumping, I don't have to slide
jump and then be stuck out here, I can
use an air strafe
and slide What the heck? And slide jump
and pull my body over here. Maybe I'm
trying to get to that box over there.
I can slide jump and then strafe my body
into this direction. And again, all it
is is giving yourself momentum in one
direction, so it can be sideways,
forwards, or backwards. And once you're
moving that direction, jump to put
yourself into the air and let your
momentum carry you forward, and then
turn your analog sticks to the same side
and push yourself into that direction.
Now, it's really important to note on
mouse and keyboard, this mechanic is a
lot more aggressive than it is on
controller. Your air strafes will not
look nearly as strong as mine. And
that's just because if there's a big
difference between roller and M&K
movement mechanics. Something to do with
how the game is coded, but you can still
do this, just not to the same degree.
Now, this next version of this is going
to take this to the next level. And this
is what's known as a tap strafe. And
this is mouse and keyboard exclusive. A
tap strafe is the same idea. If holding
a key or pushing or hitting a key is
going to push myself into that
direction, then rapidly hitting that key
while I'm in the air is going to keep
pushing me forwards
or keep pushing me into whatever
direction that I'm turning my body. And
what this basically looks like is this.
I'm going to run jump, and I'm basically
going to jump off and redirect my body
backwards. Maybe I go and I come over
here and I hit something like a wall
jump,
and then I come all the way back. So,
I'm throwing my body off of the edge,
and but I'm coming back by using that
air strafe mechanic. Now, this is known
as a tap strafe, and the way that this
works is by using lurching mechanics. A
lurch is a directional input in any
direction on your keyboard. So, if I
jump and I start hitting forwards, I'll
move forwards. If I jump and I start
hitting sideways, move sideways.
Backwards, I'll move backwards. What
we're going to do is we're going to
practice running, jumping, and letting
go of our W key. So, to make this really
work, we're going to head over into our
mouse and keyboard settings. We're going
to come on over to key two for our move
forward, and we're going to bind that to
scroll wheel forwards. By binding this
to scroll wheel forwards, now when I
scroll forwards, what's going to happen
is I'm going to move forwards ever so
slightly, cuz it's spamming that
forwards input over and over again. Now,
what we're going to do is we're going to
give ourselves momentum. We're going to
jump to keep that momentum in the air.
And with that momentum, you're going to
jump, you're going to turn, and because
tap strafing pushes you into whatever
direction you're looking, by turning
your body while spamming forwards with
your scroll wheel, it will turn you into
that direction. So, I'm going to run,
jump, turn, and scroll. Run, jump, turn,
and scroll. Now, what's really important
to know about this is when you run jump,
you need to let go of W key. Because
your forward input is coming from the
scroll wheel, not from the W. If you're
holding W, it's going to prioritize the
W over the scrolling input. So,
practice, run, jump, let go. Run, jump,
let go. Run, jump, let go. And once you
get comfortable with this, then you can
jump, turn, and scroll. Practice
starting off with 45s or 90° turns. And
as you get sharper and sharper, then
start practicing with very specific
turns. 180s, 45s, 20s, so on so forth.
Now, two more things that you need to
know about tap strafing. You only have
up to 0.4 seconds to finish your turn.
Meaning, from the time that you jump,
you now have 0.4 seconds to go from here
to here or here to here or here to here.
So, when you jump, make sure that
jumping is the same input as you
starting to turn your mouse. You don't
want to jump and then turn your mouse
late, because you just wasted the first
half of that 0.4 seconds. You want to
make sure that you run, jump, and turn
right away. Run, jump, and start turning
with your jump. Turn with the jump. Turn
with the jump. Turn with the jump. The
second thing that's important to know,
you have to be scrolling the entire time
that you're turning. So, if you have a
really short turn, you can have a very
quick scroll. If you have a very big,
long turn, you're going to have to have
a slower scroll, because you need to be
scrolling the entire time that you're
turning. Otherwise, there's nothing
that's going to keep pushing you
forward, and what it will start looking
like is it just kind of stops. You just
don't really turn as much anymore, and
you don't go as far as you want. Now, we
can also take tap strafing up a notch
one more time. We can add either an A or
a D input to this mechanic. So, as I'm
running, if I jump and I hit A, or if
I'm running, I jump and I hit D, you can
see it throws you off of where you're
starting from. Very aggressively, too.
So, if tap strafing works to redirect
your body into whatever direction that
you want to turn, and by the way, you
can do this with You can do this with a
walk. You can do this with a sprint.
Or you can do this with a slide jump.
Anything that puts you into the air at
any speeds this will work. But if tap
strafing is what changes your body's
momentum, then we can use A and D to
make our bodies move even that much more
aggressively. And this is where movement
starts to get pretty advanced. So, for
example, let's just say I want to do a
tap strafe, but when I turn around, I
want to be landing on the other side of
this wall. If I do a tap strafe
and then 180, well, it's going to put me
exactly where I started.
Exactly where I came from. Because it
pushes you in the direction that you're
looking. But if hitting D is going to
throw me on the other side of this wall,
I can run, jump, and hit D
to put myself behind the wall, and then
I can tap strafe to bring myself back
into the wall. And this is what it
starts to look like. I'll do it on this
side over here. I'm a little bit more
comfortable with my left side. I'm going
to jump, I'm going to hit A or I'm going
to hold A,
and now it's going to throw me on the
opposite side. So, I can use this to run
away, jump, and come back. I can use
this to
get into a wall jump on the opposite
side of something. Or, I can also just
use this in a very basic fashion, and
I'm simply going to use it to cut the
corner quicker and harder. Hitting A is
going to push me out, and the tap strafe
is going to bring me around the corner
and back over here. And now, let's pair
that with some of the other mechanics
that we've talked about. Let's pair that
with the holster on holster slide or the
advanced slide. Holster
on holster slide cut around the corner.
Holster on holster tap strafe around the
corner. Now, let's add wall jumps and
different versions of wall jumps to our
gameplay. Wall jumps are a cool mechanic
that will pop you off of the wall and
throw you into a direction of your
choice. I can use a wall jump and pop
off to the left. I can use a wall jump
and pop off to the right. I can use a
wall jump and pop straight back. Or, I
can even use a wall jump and pop
straight up into the air and use it to
skip the climbing animation of climbing
over this big tall wall like that. A
wall jump is very, very simple. All it
is is any mechanic that will bring you
towards the wall. So, I can use things
like a walk. This brings me to the wall.
I can use something like a sprint. This
brings me to the wall. I can use a
slide. Or, I can use a slide jump. All
of these bring me towards the wall. The
second step is jumping. You're going to
bring yourself to the wall and jump into
the mantle. Mantle is when you are stuck
to the wall. You are connected to that
wall.
Like a spider monkey. And depending on
what mechanic you use to bring yourself
to the wall, for example, a slide jump
versus a run
versus a fatigue jump,
it will all give you a different
outcome. So, the two outcomes that we're
going to look for or the two versions
that we're going to talk about are the
slide jump
and the fatigue jump. These are probably
the two most common and most useful wall
jump versions. So, the slide jump is
going to be you simply sliding towards
the wall. And you're going to use the
jump from the slide jump to stick you
into the mantle. Run, slide, jump, and
stick into a mantle. Now that you're in
the mantle, all you're going to do
is hit jump again. So, I'm going to go
run, slide, jump into the mantle, jump
off. Run, slide, jump into the mantle,
jump off. Now, what's really important
here is that you make sure that you
don't do anything other than jumping
once you hit the wall. If you push
forward, you're no longer mantled to the
wall where you're stuck there, you're
instead climbing the wall, which is a
totally different mechanic. If you pull
backwards, it will instantly kick you
off the wall, and you won't be able to
get that pop into the air. And if you
hold sideways, well, this will works
perfectly fine, but if you're
accidentally pulling up on your analog
stick or on your keyboard by hitting W,
well, now you're in a wall climb, not in
a wall mantle. If you accidentally pull
your stick sideways, but you pull it
back, it kicks you off the wall
instantly. And now you can't wall jump
anymore. So, it's a good practice for
you to simply just slide jump, let go of
everything and let yourself smack into
the wall and stick there. Once you get
comfortable with that, then just add the
jump input afterwards. From here, you
can start doing this on different
angles. You can slide jump on an angle
moving towards the wall. You can start
hitting wall jumps moving parallel to
the wall. You can do wall jumps heading
straight onto the wall. Or, you can
start doing
advanced movement with your tap strafes
and using your tap strafes to bring
yourself towards the wall so that you
can get stuck into that mantle. The only
thing that matters when you're doing
wall jumps on different angles is that
you have a mechanic that brings you to
the wall. So, before we were using slide
jumps, but if I'm moving parallel to the
wall, what is going to actually bring me
to the wall so that I can stick to it?
Well, I can tap strafe into the wall. I
can change my angle slightly
and slide jump on an angle so that the
angle brings me towards the wall. I can
walk sideways, jump, and face the wall.
I can move backwards, jump, and face the
wall. As long as you're doing something
that will change your body's direction
and land you into that mantle. The
second thing that's really important to
know about this is that you can only
mantle a wall if you're actually facing
it. So, I can face a wall up to 45°. It
But, once I break that 45°, nothing
happens. You just smash into it. You
just rub yourself all over it. You
change that a little bit. Now, you're
looking at 45°. Well, now you can
actually interact with that wall. Even
though you're not looking completely
forwards. So, what I might do a lot of
the time is I'll either Let's just say
I'm coming at the wall. Instead of
running straight forward at the wall and
jumping, I might come in at an angle.
Now, this angle is still 45°. So, I'm
good. I might come in even steeper
outside of 45°. But, the slide jump will
still bring me into the wall, right? The
angle will still connect me with the
wall. I'll just have to turn and face it
when I touch the wall. So, I'm going to
slide jump really steep, face the wall,
jump off.
Face the wall, jump off.
Face the wall, jump off. Face the wall,
jump off. Like that. And again, as you
get more and more comfortable, then you
can start adding other stuff to it,
other mechanics to it. One of the ones
that I mentioned was you can tap strafe
to bring yourself into the wall. So, if
I'm running parallel to the wall, I can
either air strafe into it or I can
tap strafe into it. So, if you're a
controller player, you can actually run
parallel to a wall.
You just have to bring your stick
sideways once you jump so that you can
strafe into that wall. Jump and strafe
into the wall, like that. Now, the next
type of wall jump is a fatigue wall
jump. And a fatigue wall jump is when we
replace the slide jump with a fatigue
jump.
Now, I'm going to go in third person
here. Pay attention to my right knee. If
I jump, you can see that my right knee
comes well above this box right here.
Comes right over top of this corner.
Now, watch what happens if I jump too
close to my original jump. You can You
can see that now I don't jump as high.
And if I jump too fast, my body doesn't
really come off the ground at all. If I
wait a little bit longer, and a little
bit longer, well, now my body starts to
recover. This is what's known as jump
fatigue. Similar to slide fatigue where
if you slide and then you slide too
soon, you get these really half-assed
slides.
It's the same thing with jumping. If I
jump and then I jump again
or if I spam jump, your body is now
fatigued and it can't jump as high. So,
what a fatigue jump is is jumping to
fatigue your body. And then while your
body's fatigued, you're going to jump
into that mantle. Jump to fatigue, jump
into a mantle. Jump to fatigue, jump
into the mantle. Now, fatigue lasts for
as long as your feet are displaced. So,
you can see when I jump, my feet go wide
and then they come back shifted. Wide,
shifted. 1 Mississippi 2. 1 Mississippi
2. That count, that timing is how long
you're fatigued for. So, I can jump from
way back over here. I can jump from
right over here. But, if I can't bring
myself to the wall before I wear off my
fatigue, I'm not going to get that big
pop into the air. Instead, I'm no longer
fatigued, I'm going to get a push back
and down into the ground. So, if I'm way
back over here, I can slide jump towards
the wall. And you see how it got me
close here? Well, now that I'm here
while I'm fatigued, I can jump on, jump
off. Slide jump to fatigue, jump on,
jump off. Slide jump, jump on, jump off.
I can walk it. Jump to fatigue, jump on,
jump off. I can sprint. Jump to fatigue,
jump on, jump off. As long as you are
fatigued while you jump into that
mantle. Jump to fatigue, jump mantle,
jump off, you'll get that pop up into
the air. Now, why would you want to hit
a fatigue wall jump? Well, the slide
jump wall jump requires you to sprint.
The slide jump wall jump also requires
you to jump from further back. So, this
area that I'm wall jumping off of,
there's a reason why I'm here. This
shadow is where you're trying to jump
from if you're slide jumping. Slide jump
off that shadow, that's where you want
to jump from. If you jump past that
shadow,
you see how I don't connect to the wall
anymore?
I'm not mantling like I was before.
Mantle.
No mantle. Well, if you were to do a
slide jump wall jump, not only do you
need to give yourself enough speed to
get into a slide, but you also need
enough distance between you and the wall
to be able to actually input that wall
jump. If I'm right here, there's really
not that much that I can do to get
myself into that wall jump. I could come
around and try to come back in, but that
doesn't really work. I could slide out
and come back right here. That kind of
works, but I can't just go into a wall
jump. It's not going to pop me up into
the air. So, a fatigue wall jump would
be really clutch right now. Jump to
fatigue, jump on, jump off. Jump to
fatigue, jump on, jump off. I can do a
fatigue wall jump from pressed right
against the wall.
Like that. I can also do a fatigue wall
jump from a little bit set back off the
wall. Can come from over here, jump on,
jump off. I can slide jump towards the
wall, use that to fatigue myself, jump
on, jump off. And because you don't jump
as high, jump all the way over. Spam
jump, now I'm barely getting over the
box. Because you don't jump as high
while you're fatigued, you can use
fatigue wall jumps to jump off of
objects
that are typically too small for you to
jump on. Imagine I try to slide jump
wall jump this box. I literally go right
over top of it. But, that's because when
I jump, I go well above it cuz I'm not
fatigued yet. If I fatigue myself, now
when I jump into the mantle, I can
actually interact with this box.
You can also use fatigue wall jumps to
pop yourself up into the air. So, if I'm
pushing my stick forward,
I can fatigue wall jump and pop up into
the air. And because fatigue wall jumps
require you to be fatigued, the last
input on a wall jump is jump. So, wall
jumps naturally fatigue you, which means
if I jump to fatigue, jump on, jump off,
I'm fatigued. Jump on, jump off, I'm
still fatigued. Jump on, jump off, I'm
still fatigued. I can use fatigue wall
jumps to chain and pop into a window
over
and over
and over
and over
until I'm ready and then I can just push
into that building. I have somebody
right above me right here where maybe
there's people who are playing this
door. Instead of stepping in and
peeking, instead of crossing through the
open and getting hit,
I can pop over the door.
Pop over the door. Pop over the door.
Pop over the door. Pop over the door. I
can use my wall jump to
peek the window, reposition here, peek
back in, reposition back, peek back in.
I can use my wall jump to throw myself
over this gap and get to this ledge
right here, right? You can use your wall
jumps for so many different things. It
is overpowered what you can do with
these. So, make sure you put some
practice in and you work on them. The
next thing that we're going to add to
our gameplay is what's known as bunny
hops. And bunny hops are really easy,
but they take a little bit of practice
to get used to. And if you don't have a
pro controller, they can be extra
difficult to do. So, all the bunny hop
is is taking whatever momentum you have
when you jump and extending that
momentum by adding more and more jumps.
Think of it like when you're skipping,
right? You're skipping down a sidewalk.
With every skip by pushing off of the
sidewalk, you give yourself momentum.
And when you land, you don't come to a
stop. Your body is still trying to move
yourself forward, you add another skip.
So, by pushing off the ground again, you
keep all of that momentum. And it's the
same thing here, you're basically
skipping. When I run and jump,
if I don't do anything, I'm just going
to hit the ground and I'm going to stop.
But, what if I run jump and every time I
hit the ground, I jump again? That will
extend your momentum indefinitely
until you stop jumping. So, what this
means is you can slide out on somebody
and keep your body moving at the same
speed until you don't want to. Now, this
works with both standing up. If I run
and I jump, that momentum forward can
get carried by just continuously
jumping. Or, what I can do also is I can
hold my slide jumps. I can slide jump
and instead of letting all the momentum
die out, I can extend my slide jump by
using hops to keep myself moving
forward. Now, there's a lot of reasons
why you might want to do this. Remember
earlier I said there's three different
things that fatigue you. Slide fatigue,
jump fatigue, but also bullet fatigue.
Bullet fatigue is when you're running,
you get shot. It cancels your sprint and
now you're stuck in a walk. Your body's
injured, it's tired, it flinches. Bullet
fatigue only affects you if you're
sprinting, which means if I'm in cover
and then I run out into the open and I
get shot, I get canceled and now I'm
stuck. I can't move the way I want to.
So, what I might do is this. I might
enter into a slide and then I'll hold my
slide by bunny hopping. And because I'm
not running,
even if I'm getting shot at, it doesn't
matter. I'm still in this slide
technically and I won't lose any of my
momentum. What this basically allows you
to do is you can do things that will
typically slow you down, like getting
shot at, healing yourself, aiming down
sight, or shooting your gun.
And you can get around moving slow while
shooting by inputting a bunny hop
and keeping yourself moving at that
maximum speed. So, I'm going to input my
slide jump to get fast and then I'm
going to bunny hop to keep that
momentum.
Now, you don't need to hold sideways.
You don't need to hold forwards or
backwards. Once you give yourself
momentum, jumping every time you hit the
ground is what's going to keep that
momentum. Slide jump, jump, jump. Slide
jump, jump, jump, jump, jump. So, the
way that you want to use this is when
you're pushing into a box, use a couple
bunny hops to help yourself move a
little bit forwards, a little bit
further. If you're trying to move
through a large open space without
taking any damage, then you're going to
bunny hop through that space to avoid
getting slowed down. If your goal is to
keep your body moving fast for some
reason, you're going to input bunny hops
either on the ground or standing up to
keep your body moving. So, I might slide
out and then go into a stand and bunny
hop across. I might push somebody
and bunny hop while I'm pushing into
them. It's a really good mechanic for
keeping your speed. Now, for controller
players, like I said, you want to make
sure that your crouch is not on toggle,
it's on hold. And the reason why is if
you play toggle crouch and you try to
jump, crouch, jump. You see how it
doesn't put me into a jump? This is very
limiting. It means that it's going to be
hard for you to actually get into that
jump and keep that jump going. If you
play hold to crouch, well, you can jump
out of the crouch position. Here's
another thing, too. If I actually do
slide and jump, you see how now my
body's in a stand? I have to crouch
again so that I can go back into that
slide. Slide, jump, back to a crouch
jump. Now, I'm basically doing this over
and over and over again. I'm basically
having to keep spamming crouch every
time I jump up into the air. That is a
lot of work. But, if you play hold to
crouch, you can just hold crouch
while you jump around. It makes it very,
very easy. So, if you play on M&K, play
hold to crouch as your primary way to
crouch. If you're on controller, play
hold to crouch on your paddles or on
your bumpers. You're going to find a lot
more success. And lastly, if you're on
M&K, bind your scroll down to jump. This
is going to make it really easy so that
whenever you wall jump, you don't have
to time jumping off the wall. You just
scroll jump and it will pop you off the
wall right away. If you're on the
grounds, you don't have to time your
jump, you just scroll and it will
instantly jump you at the most perfect
moment, making it very, very easy. And
then you can start using this in
combination with your tap strafes, too,
if you're on mouse and keyboard as you
get more advanced with it. Now, you can
tap strafe
while you bunny hop
and keep changing directions. And here's
what that looks like.
And then you can start tap strafing out
of your wall jumps with it. Tap strafe
out of a wall jump into a bunny hop,
fatigue yourself, fatigue wall jump, tap
strafe back to the wall with a bunny hop
to keep your momentum. Very, very cool.
Now, the last mechanic is what is known
as a super jump. You've probably seen
that you can grab and jump off the zip
lines. And, you know, this is cool and
all, it throws you forward, but it's not
nearly as cool as a super jump that
launches you off the zip line. A super
jump is an interact followed by a double
jump. Interact, double jump. And what it
basically does is it combines two jumps
off of the zip line into one and cannons
you across. If you're on mouse and
keyboard, the easiest way to do this is
by binding your scroll to jump. And then
as you interact with the zip line,
scroll down to double jump. Interact,
scroll down at the same time.
Very, very easy. Very, very cool. But,
for controller, it's a little bit
different. Let me swap over to my
controller. Now, I accidentally lost my
hand cam or I left my hand cam in the
United States. But, basically what I'm
doing is this. I'm sliding my thumb
across both buttons,
which is hitting both at the same time.
Now, you notice though, whenever I do
this,
the X gets let go before I hit the A.
So, it goes X,
let go, then over the A.
If you hit them both at the same time,
it's going to cause issues. So, you need
to make sure that you are gently rubbing
your finger across both.
And then you go slide, press. Slide,
press. Slide, press. Slide, press.
Slide, press. The harder that you push
down into your controller, the more
friction that there is. And the more
friction that there is, the slower that
you'll move across. So, you want to make
sure that you're very light while you go
over top of these. Also, Xbox buttons
are so much better than PlayStation
buttons because Xbox buttons are
actually rolled. They're not flat. And
because they're not flat, they're a lot
easier to slide across. Now, those are
probably the five most important basic
mechanics that you should be trying to
learn if you are a new player or even
just an intermediate player at Apex
Legends. If you found this video any
what useful, make sure to hit the like
button and subscribe so that YouTube
knows that you want to keep seeing more
videos like this in the future. If you
have any other issues that you're
struggling with, make sure to leave it
in the comment section down below so
that I know how to help you further on
this channel. With that all being said,
see you guys in the next one and
remember, do not quit because it only
gets easier from here.
