Movement is a Gameplay Mechanic in Fortnite. It dictates how the player is able to traverse the map or location, and the different states they can be in as they do so.
Overview[]
Player movement is tied to several states, and can be affected by various items and mechanics in game. Players have 19 states of movement:
- Standing
- Crouching
- Jogging
- Running
- Crouch Jogging
- Crouch Running
- Tactical Sprinting
- Sliding
- Skidding
- Jumping/Falling
- Mantling
- Hurdling
- Wall Climbing
- Swimming
- Swim Jogging (Wading)
- Swim Jumping
- Gliding
- Skydiving
- Flying (Creative only)
Each of these states of movement allow players to move at different speeds, and traverse different environments using them. Some items allow players to be in any state whilst using them, whilst others restrict some states and force players to be in one or two of them. Controller players allow for any movement direction, where the player moving does not face the same direction as the camera, making it possible to sprint diagonally. For Keyboard players the diagonal movement is limited to 45 degrees by default, but can be changed in the game settings.
States[]
The following table shows what actions can be done whilst in the state of movement
State | Average Speed | Fire/Charge | Jump | Aim | First Shot Accuracy Reset | Reload | Use Consumable | Emote | Interact | Build | Make Noise |
---|---|---|---|---|---|---|---|---|---|---|---|
Standing | 0 m/s | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✖ |
Crouching | 0 m/s | ✓ | ✖ | ✓ | ✓ | ✓ | ✓ | ✖ | ✓ | ✓ | ✖ |
Jogging (Slow) | 2 m/s | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✖ |
Running | 5.48 m/s | ✓ (Slow Down) | ✓ | ✓ | ✖ | ✓ (Slow Down) | ✖* | ✖ | ✓ (Forces into Standing) | ✓ | ✓ |
Crouch Jogging (Slow) | 2 m/s | ✓ (Slow Down) | ✖ | ✓ | ✖ | ✓ (Slow Down) | ✖* | ✖ | ✓ (Forces into Crouching) | ✓ | ✖ |
Crouch Running | 4.18 m/s | ✓ (Slow Down) | ✖ | ✓ | ✖ | ✓ (Slow Down) | ✖* | ✖ | ✓ (Forces into Crouching) | ✓ | ✖ |
Sprinting | 6.47 m/s | ✖ | ✓ | ✖ | N/A | ✖ | ✖ | ✖ | ✓ (Forces into Standing) | ✓ | ✓ |
Sliding / Skidding | Depends on initial speed | ✓ | ✓ | ✓ | ✖ | ✓ | ✓† | ✖ | ✓ | ✓ | ✓ |
Jumping / Falling | Fall: 37 m/s | ✓ | N/A | ✖ | N/A | ✓ | ✖ | ✖ | ✖ | ✓ | ✓ |
Mantling / Wall Climbing | 0 m/s | ✖ | N/A | ✖ | N/A | ✖ | ✖ | ✖ | ✖ | ✓ | ✓ |
Swimming | 5.49 m/s | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✖ | ✓ | ✓ | ✓ |
Wading | 2.5 m/s | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✖ | ✓ | ✓ | ✓ |
Swim Jumping | 8.75 m/s | ✖ | N/A | ✖ | N/A | ✖ | ✖ | ✖ | ✖ | ✓ | ✓ |
Gliding | 18.5 m/s horizontal
19 m/s diagonal |
✖ | N/A | ✖ | N/A | ✖ | ✖ | ✖ | ✖ | ✖ | ✓ |
Skydiving | 12.75 m/s max | ✖ | N/A | ✖ | N/A | ✖ | ✖ | ✖ | ✖ | ✖ | ✓ |
Flying | 14 m/s | ✓ | N/A | ✖ | N/A | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
** Players can now move slowly whilst using a Small Shield Potion, Shield Potion, Bandages or a Medkit as of v28.00, however, they will be stuck in the animation until the needed shield or HP is refilled. |
* † Players can technically use consumables whilst sliding, but this process is interrupted for a majority of items. Only items with very small consume times such as the Rift-To-Go can be used in this timeframe. |
Stamina[]
Stamina is a feature which restricts movement and puts it on a cooldown. Players drain their stamina by Sprinting, or Dashing whilst using items like the Howler Claws or in a Chrome Blob, and jumping drains stamina faster. The bar regenerates slowly, as long as the player does not attempt to sprint or take any other action which uses the resource. Slap Juice gives you unlimited stamina for a limited time, as well as the More Parkour Augment when mantling or hurdling.
States[]
Standing[]
Standing is the default state in which players are put into for most situations. They are at their maximum height whilst standing. The only time a player cannot be standing is when they are forced into a crouch state by an environmental factor, such as a low ceiling.
Crouching[]
Crouching is the secondary state in the game, where most items that require the player stand can also be used in this state. Crouching is immobilised by some items, or has a different use, such as with the Sneaky Snowman or becoming a prop. Players are also more accurate shooting weapons when they are crouched.
Jogging[]
Jogging is enabled with the "Force Jog" setting and is slower than running.
Running[]
Running is the primary state of movement in the game. Running dictates any movement which is not sprinting, and includes a slow walk possible with the use of a controller. Players can run backwards and sideways. Players gain an accuracy penalty whilst firing in this state.
Crouch Running + Jogging[]
Crouch Running and Crouch Jogging are both methods of movement whilst remaining crouched. The purpose of these methods of movement is to reduce player footstep audio, as well as allow for more accuracy when firing weapons. Players will move slower when Crouch running and jogging than their non-crouched counterparts.
Tactical Sprinting[]
Sprinting is a faster state of movement and is affected by stamina. The player will put away their weapon and run much faster. Sprinting is the fastest movement speed possible without the use of items, and also allows players to bash through closed doors to open them.
Sliding[]
Sliding can be initiated by sprinting and holding down the crouch button. Doing so will cause the player to shrink their profile to crouch height, and keep the momentum you had pre-slide. This also causes the camera to shake and the players field of view to increase slightly. Players can slide on any surface, but will slide for much longer and faster on a decline, and slower on an incline. Attempting to use a healing item, or anything else that requires you be stationary is not possible, as the timer will start but be immediately interrupted. Players can slide into doors to open them. Players gain an accuracy penalty whilst firing in this state. Players who slide into an opponent kick them, knocking back the opponent and if a player slides into an object, the object will take a small amount of damage. Sliding which Mud will double the speed you slide normally.
Skidding[]
Skidding is a state that is essentially a mix of falling and sliding. This happens when you are falling off terrain or a prop that goes downward but not straight down. Generally this prevents fall damage, and sliding after skidding will give you a faster slide than normal.
Jumping + Falling[]
Jumping is a movement ability that allows the player to gain vertical momentum. Jumping multiple times in a row will eventually disable forward momentum. Jumping whilst firing a weapon will grant the least accuracy of any state. Falling grants the same negative effects, at the cost of potential fall damage,
Mantling[]
If a surface is too high for the player to jump to, or a platform is too far when landing, the player will pull themselves up when reaching it. This enables players to reach higher elevations without building. If you mantle from a high fall, it will cancel fall damage.
Hurdling[]
When running up to short obstructions or an exposed window the player can choose to hurdle over it, putting them past the object. Hurdling does not drain stamina.
Swimming, Wading, + Swim Jumping[]
Swimming is the state a player is put into when entering water. Players can float stationary, can move in all directions by pressing the movement keys, and can jump whilst swimming to constantly leap out of the water for high movement speeds. Although players can be moved by currents in water, they will still be treated as being still, and can do the previously noted actions normally.
Gliding[]
Gliding is when a player is moving through the air using a Glider. It is faster than moving normally but disables all function aside from moving in any direction. There is an augment called Aerialist which lets you Glider Redeploy at any time.
Skydiving[]
Skydiving is a state only accessed when either: Jumping from the Battle Bus; Using an item like a Launch Pad; or in Certain Live Events or certain Creative Islands. It allows the player to freefall at high speeds and deploy their Glider. Skydiving is faster than Gliding. When the player gets about 100 meters above the ground immediately under them, their glider will automatically deploy, and cannot be undeployed by default; while things like Slipstreams can give players their redeploy back.
Flying[]
Flying is only present in Creative and allows the player to move at high speeds whilst essentially standing. It is enabled by jumping twice in quick succession. Players can fly up and down and adjust their flying speed with the crouch button.
Extra States, Rules and Exceptions[]
Some items/mechanics will change your movement speed, but potentially disable other features whilst doing so.
- Speed Boost: Some items will provide a 'Pepper' effect which boosts the players raw speed. All actions such as walking, sprinting and crouching are faster when this effect is present.
- Others will provide a base speed boost which exists until the item is removed. Powers or Power Like items often grant this. Other power like items such as the Howler Claws use energy for movement increasing dash attacks.
- Some will allow speed boosts before enabling glider redeploy, such as the Witch Broom.
- Shadow: When the player becomes a Shadow, they will gain a base movement speed buff, as well as a higher jump height. They cannot attack (or do any effect which requires a weapon), use items, build or crouch when in this state however.
- Low Gravity: Players with this effect will fall slower. Jumping whilst swimming will allow the player to traverse longer distances.
- Environmental Speed: Players in items which turn them into a physics object or players in a vehicle can gain faster speeds.
- Environmental objects such as Groot's Bramble Shield and the Inflate-A-Bull allow players to use physics to gain speed.
- Frozen Feet allows players to move faster on declines and slower on inclines. Players with Frozen Feet can use items even when moving, as the game treats the status as being still, as long as they don't press any movement buttons. If the player falls or jumps however, the rules for what can be done apply as before.
- Vehicles are counted as the player being still, even when moving. As such, players can use consumables, fire weapons, aim with weapons and reload if in the passenger seat. Players cannot emote or interact, as the latter forces the player to exit the vehicle.
- The driver of a vehicle cannot do the above things, unless the vehicle is a Driftboard.
- Some vehicles do not allow these actions, especially ones with unique seating arrangements such as the Pirate Cannon.
- Sand Tunneling: Sand Tunneling enables players to gain momentum whilst moving, to a point. This drastically increases their speed but significantly disables what actions can be done.
- Chrome Blob: Players in a Chrome Blob move faster, but it significantly disables what actions can be done. Players can dash in a Blob, but this uses Energy.
- Slap Boost: Some items or augments will give you a "Slap" effect which gives you unlimited Energy for a limited amount of time. Actions that use Energy such as Sprinting and Sprint Jumping.
History[]
Pre-Season[]
- Update v1.6: Added Battle Royale Mode. The player can access the following states:
- Standing.
- Running.
- Sprinting.
- Jumping / Falling.
- Gliding (New).
- Skydiving (New).
- Crouching (New).
- Crouch Running (New).
- Crouch Sprinting (New).
Season 4[]
- Update v4.00: Introduced the Low Gravity effect.
Season 6[]
- Update v6.00: Introduced the ability to turn into a Shadow using Shadow Stones.
- Update v6.01: Introduced the Frozen Feet effect.
Season 7[]
- Update v7.00: Introduced Flying to Creative.
Season 8[]
- Update v8.00: Introduced the Speed Boost (Pepper) Effect to to Battle Royale and Creative.
Chapter 2: Season 1[]
- Update v11.00: Added Swimming, Swim Sprinting and Swim Jumping.
Chapter 2: Season 5[]
- Update v15.00: Added Sand Tunneling.
Chapter 2: Season 6[]
- Update v15.00: Removed Sand Tunneling.
Chapter 3: Season 1[]
- Update v19.00: Added Sliding.
Chapter 3: Season 2[]
- Update v20.00: Changes to Movement:
- Added Mantling.
- Players can also bash down doors when sprinting or sliding into them.
- Added Tactical Sprinting along with Stamina. Players now move faster whilst sprinting, but will 'pocket' their weapons and items when doing so. Stamina is depleted over time and will recharge after the player stops sprinting.
- Removed Crouch Sprinting via normal methods.
Chapter 3: Season 4[]
- Update v22.00: Introduced Slide Kicking to Battle Royale and Creative.
- Also Added the Ability to turn into Chrome Blob to to Battle Royale.
- Update v22.20: Sliding whilst in a Sprinting state now causes a delay in bringing out your weapon.
- Jumping after this will use the Sprint Jump animation rather than the normal one.
- Update v22.30: Made changes to Mantling animations depending on the position of the mantle
- Fixed a Bug where mantling would launch you in certain scenarios
- Update v22.40: Sliding whilst Sprinting no longer causes a delay in bringing out your weapon.
Chapter 4: Season 1[]
- Update v23.00: Introduced Hurdling to Battle Royale and Creative.
- Removed the Ability to turn into a Chrome Blob.
- December 17th: Disabled hurdling due to an unknown reason.
- Content Update v23.10 #3: Re-enabled Hurdling.
- Disabled Hurdling 8 hours later.
Chapter 5: Season 1[]
- Update v28.00: Introduced Wall Climbing
- Re-enabled Hurdling. Now requiring to press Jump to perform.
Chapter 5: Season 2[]
- Update v29.00: Introduced Underworld Dash
Trivia[]
- Crouch Sprinting was a movement feature almost entirely removed in Chapter 3: Season 2. It enabled players to sprint whilst crouching, giving the standard restrictions sprinting did but making them smaller and silent whilst doing so. The only way to currently Crouch Sprint is by walking into a wall whilst crouching, and attempting to sprint. Other than this, the state is removed.
Overview[]
Player movement is tied to several states, and can be affected by various items and mechanics in game. Players have 8 states of movement:
- Standing
- Crouching
- Running
- Tactical Sprinting
- Crouch Running
- Sliding
- Jumping/Falling
- Mantling
Each of these states of movement allow players to move at different speeds, and traverse different environments using them. Some items allow players to be in any state whilst using them, whilst others restrict some states and force players to be in one or two of them. Controller players allow for any movement direction, where the player moving does not face the same direction as the camera, making it possible to sprint diagonally. For Keyboard players the diagonal movement is limited to 45 degrees by default, but can be changed in the game settings.
Save the World[]
The movement speed perk on Melee Weapons increases base movement speed from 5% (Common) up to 14% (Legendary). Using the War Cry Soldier ability temporary increases movement speed.
The following mechanics will cause a reduction in movement speed other than weapons:
Mechanic | Icon | Changes | Notes |
---|---|---|---|
Shallow Water | Reduces movement speed when standing. | Does not affect jumping. | |
Slowing Pool | Reduces movement speed when standing on Slowing Pools | Effect stacks with the Water element Monsters. | |
Slowing Attacks | Reduces movement speed when taking damage. | ||
Water Element Monsters | Effect stacks with the Slowing Pool and Slowing Attacks Mutant Storms. |
History[]
Early Access Release[]
- Update v1.2: Save the World released with the following movement states:
- Standing.
- Running.
- Sprinting.
- Jumping / Falling.
Chapter 3: Season 3[]
- Update v21.20: Crouching, Tactical Sprinting, Mantling, and Sliding has now been added to Save the World.