Team Fortress 2 – Advanced Movement Tech

Team Fortress 2 – Advanced Movement Tech 1 - steamlists.com
Team Fortress 2 – Advanced Movement Tech 1 - steamlists.com

This guide will cover all aspects of advanced movement in Team Fortress 2. It includes rocket jumping, trimming, and air-strafing. It has been written so that new players should be able to understand them enough to attempt them. If you find this guide helpful, please let us know.
 
This is Part 1 in a series of guides.
 
 

Crouch-Jumping

The simplest movement tech is the Crouch Key and Jump Key simultaneously. This causes you to jump slightly higher that you usually would.
 
 
Crouch-Jumping is a great way to start if you want to do any of the things on this list. If this seems too difficult, you might try re-configuring your Crouch Key. I use Cap Lock because it is relative to the Spacebar and doesn't affect my finger placement. However, it has caused me to yell in chat accidentally has
 
 
 

Air-Strafing

Advanced movement in TF2 also includes air-strafing. This refers to using the left and right keys (by default, and A and D) mid-air to slightly shift your velocity. To aid your aerial travel, it is recommended that you slowly turn in the direction you wish to go while air-strafing.
 
 
It is important to note that you should not attempt to air-strafe using the Forward Key (by default W). This will eliminate all your mid-air momentum and dramatically reduce your aerial mobility.
 
 
If you need assistance in practicing air-strafing, Jump Academy has guides for you.
 
 
 

Blast-Jumping

Rocket jumping, also known as "Blast-Jumping", is a movement technique that Soldiers use to move. It involves shooting at the ground below you or adjacent while simultaneously crouch-jumping. This causes you to take a lot of damage and propels you high into the air. Air-strafing can be used to redirect your flight in the air.
 
 
Some weapons, like the Air Strike and Market Gardner, reward you for performing blast-jumps. To properly use them, you need to have a basic understanding of how they work.
 
 
Jump Academy, a community server, has excellent guides for blast-jumping. They include advanced techniques than I have written.
 
 

Weapon Recommendations for Learning Blast-Jumping

 
 
Primaries:
 
Original (centred Rocket Discharge Aids in Learning Blaster Jumping)
 
Liberty Launcher (blast jumps deal -25% less damage than you)
 
Rocket Jumper (rocket-jumps do not cause any damage, nor does this rocket launcher)
 
 
Secondaries:
 
 
Gunboats (blast jumps do 66% less damage than you)
 
Mantreads (more aerial control aids in learning) air-strafing
 
B.A.S.E. Jumper () Longer-Term Mid-Air Aids for Learning Air-Strafing
 
 
 

Sticky-Jumping

Sticky-Jumping, an advanced movement technique for Demomans, functions similarly to rocket jumping for Soldiers but is much easier for beginners.
 
 
Sticky-jumping is easy. All you need to do is place some sticky bombs (on the ground if you aren't using the Sticky Jumper. If you do, you can walk over them and use the Mouse-2 button to detonate them while you crouch-jump.
 
 
Although it is a horizontal movement method, timing your sticky bombs so that you are right on top of them at the moment of detonation can send your flying upwards. This is similar to blast-jumping. Sticky-jumping is also subject to air-strafing, though it has a slightly lower importance than blast-jumping.
 
 

Weapon Recommendations to Learn Sticky-Jumping

 
 
Quickiebomb Launcher (Sticky Jumps Do 15% Less Damage to You)
 
Sticky Jumper (Sticky Jumps do not cause damage, nor does this weapon)
 
 
 

Trimming

Perhaps the most advanced of all the movement techniques described in this guide is trimming. This is another form of mobility that Demoman uses, specifically Demoknight.
 
 
Trimming involves the use of a Demoknight Shield Charge. It involves finding a ramp on any map and jumping in the air (preferably crouching for maximum height), then charging into the ramp in midair, turning your face down to the ground and lowering your head. For greater control of your aerial velocity, air-strafing is recommended.
 
 
This will allow Demoman to fly across the map similarly to sticky-jumping. It will also give the Demoknight subclass mobility to catch up to his enemies. It can also be used to surprise your opponents. They don't expect a drunk Scotsman to be jettisoning towards Mach 2.
 
 
For more information on trimming, I recommend that you watch
 

 
Nate Fox
 
 

Recommendations on Weapons for Learning Trimming

 
 
Primary:
 
 
Loose Cannon (Using the Loose Cannon to perform blast-jumping greatly aids in trimming potential if you are capable of positioning yourself correctly)
 
Ali Baba's Wee Booties/Bootlegger (speeds up movement, aids in reducing distance traveled while trimming, and the 25% charge earned on kill allows you to trim much more often.
 
B.A.S.E. Jumper (slower descent and trimming aids in aerial mobility)
 
 
Secondary:
 
 
Splendid Screen (faster charge regeneration ensures more frequent trimping)
 
Tide Turner (is the best shield for trimming due to its significantly increased mobility while charging and its 75% charge gained upon kill, allowing you to trim much more often)
 
 
Melee:
 
 
Claidheamh Mòr (is the best melee for trimming due to its longer charge, 25% charge on kill) and greatest melee.
 
Persian Persuader (is the best sword for constant trimming due to its ridiculously fast charge from hits and ammo box)
 
 
 

The End

My first guide on Steam is now available! If you found this guide helpful, or if it could be of assistance to a friend, please let me know.
 
 
A Part 2 is coming out soon, which will teach sentry-jumping, grenade-jumping, overload-jumping, detonator/scorch-jumping, and bunnyhopping.

 
 

Written by Delirium1370

 
 
Hope you enjoy the Guide about Team Fortress 2 – Advanced Movement Tech, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 


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