Movement

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Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like Quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes much higher mobility and increase the pace of the game. This makes it a much more complex game than it first appears, as a player has to master not only deathmatch ability and gamesense, but also the different movement and jumping techniques.

Speed[edit]

Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33%

Scout[edit]

Condition Normal Crouched Backwards
  • Default
  • Uncharged Baby Face's Blaster:
  • Charged Baby Face's Blaster:
  • With Crit-A-Cola effect:
  • Uncharged Baby's Face's Blaster with Crit-A-Cola:
  • Charged Baby's Face's Blaster with Crit-A-Cola:
  • 133%
  • 87%
  • 172%
  • 167%
  • 108%
  • 173%
  • 44%
  • 29%
  • 57%
  • 56%
  • 36%
  • 58%
  • 120%
  • 78%
  • 155%
  • 150%
  • 98%
  • 156%

Soldier[edit]

Condition Normal Crouched Backwards
  • Default
  • Escape Plan, 121-160 Health:
  • Escape Plan, 81-120 Health:
  • Escape Plan, 41-80 Health:
  • Escape Plan, Under 40 Health:
  • 80%
  • 88%
  • 96%
  • 112%
  • 128%
  • 27%
  • 29%
  • 32%
  • 37%
  • 43%
  • 72%
  • 79%
  • 86%
  • 101%
  • 115%

Pyro[edit]

Condition Normal Crouched Backwards
  • 100%
  • 115%
  • 33%
  • 38%
  • 90%
  • 103%

Demoman[edit]

Condition Normal Crouched Backwards
  • Default
  • With Head-taking weapon equipped & 1 Head:
  • With Head-taking weapon equipped & 2 Heads:
  • With Head-taking weapon equipped & 3 Heads:
  • With Head-taking weapon equipped & 4 Heads:
  • With Scotsman's Skullcutter equipped
  • Charging with Chargin' Targe/Splendid Screen
  • 93%
  • 101%
  • 108%
  • 116%
  • 123%
  • 79%
  • 250%
  • 31%
  • 34%
  • 36%
  • 39%
  • 41%
  • 26%
  • N/A
  • 84%
  • 91%
  • 97%
  • 104%
  • 111%
  • 71%
  • N/A

Heavy[edit]

Condition Normal Crouched Backwards
  • 77%
  • 37%
  • 15%
  • 104%
  • 100%
  • 26%
  • 0%
  • 0%
  • 35%
  • 33%
  • 69%
  • 33%
  • 15%
  • 93%
  • 90%

Engineer[edit]

Condition Normal Crouched Backwards
  • Default
  • While hauling a building:
  • 100%
  • 90%
  • 33%
  • 29%
  • 90%
  • 81%

Medic[edit]

Condition Normal Crouched Backwards
  • 107%
  • 117%
  • 133%
  • 115%
  • 36%
  • 39%
  • 44%
  • 38%
  • 96%
  • 106%
  • 120%
  • 105%

Sniper[edit]

Condition Normal Crouched Backwards
  • Default
  • With a Rifle zoomed in:
  • While Huntsman drawn:
  • 100%
  • 27%
  • 53%
  • 33%
  • 9%
  • 18%
  • 90%
  • 27%
  • 48%

Spy[edit]

Condition Normal Crouched Backwards
  • 107%
  • 80%
  • 93%
  • 77%
  • 107%
  • 100%
  • 36%
  • 27%
  • 31%
  • 26%
  • 36%
  • 33%
  • 96%
  • 72%
  • 84%
  • 69%
  • 96%
  • 90%

Other Movement Techniques[edit]

Crouch Jumping[edit]

Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping.

Double Jump[edit]

When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.

Boston Basher Jump[edit]

A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on Badlands.

Do note that the best gains in height are when the Scout jumps right as the self damage from the Basher activates.

Rocket Jump[edit]

Main article: Rocket Jumping

Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining height advantage, attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. Gunboats causes Soldiers to take 60% less damage while rocket jumping.

Combining this with Crouch Jumping will allow Soldiers to propel themselves farther than without Crouch Jumping.

Sticky Jump[edit]

Main article: Sticky Jumping

Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a rollout, fleeing, or attacking.

Sentry Jump[edit]

There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the Engineer can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump. By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of cp_gravelpit B-Point or the balcony of koth_arctic.

Youtube icon.png Engineer Jumping Tutorial

Explosive Surfing[edit]

Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.

Youtube icon.png Example

Resources[edit]