# **The SPRAWL Movement/Tech Guide** This is a document that aims to showcase and explain all the different forms of movement and tech that has been discovered in SPRAWL. Created and maintained by ``@Daravae`` Feedback by: # Slidehop *Difficulty*: ★ Next to simply running, the most common form of ground movement is performing a SLIDE into a JUMP. This is known as a **Slidehop** and is something that’s often discovered by a lot of players during their first playthroughs of the game and is generally considered to be quite easy to both understand and perform. For comparison, SEVEN’s default walking/running speed on the ground is 10 m/s. ![](https://media0.giphy.com/media/v1.Y2lkPTc5MGI3NjExeXhxNnAwYzRpeTJzcWFlY3Y2eXg3bnM3MGR1cjlvY2VqNW9nbGtkOSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/sgbSwx8hK5ucLzy95u/giphy.gif) When SEVEN enters a slide after running, her movement speed is set from 10 m/s to 18 m/s at the first frame of the slide. While slide is held, it's speed will drop quickly. ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVyejdzOHFrcmEzbzc4ZzBwaGxtZG00cDV1aXc0Nmt3dzZiMzJudSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/TCAns0WdmYzPhN7PpG/giphy.gif) But when performing a JUMP out of a SLIDE, it’s possible to maintain the speed gained from the slide a bit longer. This is because in the air, the dropoff in speed is slower compared to on the ground where ground friction occurs which slows down SEVEN faster. **Slidehop** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExYTh3NnVma3RqNXBlNzB4bXVyc200enh2YXhubWt6Y2tscHo1b3F3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/VRVGypdcMrlgRUEs5Y/giphy.gif) **Sequence/Inputs** 1. While running, initiate a SLIDE 2. After the SLIDE, immediately press JUMP # Slidehop Chain Boost *Difficulty*: ★★★★ When performing a slidehop, it’s possible to perform the next slidehop with minimal speed loss and keep a chain of slidehops going. This is performed by executing a new slidehop out of an ongoing slidehop and is called a **Slidehop chain**. However, it’s also possible to boost the speed of SEVEN's next slidehop by performing a slide input on the first few frames when SEVEN hits the ground, then immediately jumping after. Depending on where the slide input is placed after coming down from a JUMP, it may boost SEVEN anywhere from 2-6 m/s op top her initial 18 m/s from the slide and is known as a **Slidehop Chain Boost**. Typically, it will boost her to 20 m/s as getting any higher is extremely difficult. **Slidehop Chain Boost** (up to 20 m/s) ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExdzJtc3B4c29jYzUwcGpoMTZmY2c4a3BtdDlnN2ExNHplb3JpZGNtdyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/ubAVGjd4BQz8gHptkv/giphy.gif) Due to the difficulty of timing the slide input as soon as SEVEN is about to hit the ground, it is currently considered to be a *very hard and inconsistent trick*. **Sequence/Inputs** 1. While coming out of an existing SLIDEHOP, press SLIDE on the first possible moment (frames) that SEVEN hits the ground. 2. IMMEDIATELY press JUMP again. # Quick Rise *Difficulty*: ★★ When SEVEN enters a wallrun out of running, her default running speed of 10 m/s is transitioned on to the wall, giving her wallrun a similar speed of 10 m/s. ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExcDVuM3Z4ZHpteWRod21iNjhiZDdxbDZ4Mm1yazR1anl6cXNqYndieSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/Wh1S5PyYWDY0MZzLo6/giphy.gif) But it’s possible to maintain quite a bit more height and speed going into a wallrun. This is called a Quick Rise and is performed by performing a slidehop into a wallrun. This causes the default slide speed of 18 m/s to be transferred on to the wallrun, giving SEVEN extra speed and height going into a wallrun. **Quick Rise** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExcms0NXhrcnZ2bXk3M2FqZ2k3NGI4eXhwMGF0cnhndXBwNGJ0NnNrMiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/yyDsOXzN7oFHVPoxzc/giphy.gif) **Sequence/Inputs** 1. While approaching a wall, get as close to the wall as possible 2. Perform a SLIDE very close to the wall and JUMP into the wallrun # Quick Rise Chain *Difficulty*: ★★ After SEVEN performs a quick rise and is at the apex of a quick rise, she can jump away from the wall and perform another crouch jump back into the wall for additional Quick Rises. This is called a **Quick Rise Chain** and can be done up to two additional times, as there are a total of three jumps available. **Quick Rise Chain** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExa2VrcXYzM2FubTRnZG11ZTgxcTgyMmRxNW91czBwcDBtYW1tdXFldCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/XLHXyejKWAnqbRHjRQ/giphy.gif) **Sequence/Inputs** 1. While approaching a wall, get as close to the wall as possible 2. Perform a SLIDE and JUMP into the wallrun to initate the first QUICK RISE 3. At the peak of your first QUICK RISE, jump out of the wall 4. CROUCH and strafe back into the wall 5. JUMP again as soon as you hit the wall again # Weapon Quick Swap/Switch *Difficulty*: ★★★ Just after firing a weapon, there is a brief period of cooldown or a reload animation. To bypass this, a quick weapon switch can be performed which skips (part of) a cooldown or reload animation. This is called a Weapon Quick Swap/Switch. To perform this, simply FIRE a weapon you wish to cancel the last part of it's animation on, then quickly switch to another weapon using a hotkey and return back to the previous weapon. You can use any weapon for this, and is especially useful for weapons with long cooldown animations. **Weapon Quick Swap** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExNDF0bDZ3aGtwcncyc3h0NHNjcmg1Mm45a20xamxwdXJxYTEza2kxZSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/WLnqY0JjIKhiAshkPv/giphy.gif) It's also possible to quickly FIRE a weapon again after quick swapping from another weapon. For this, simply HOLD FIRE when swapping back to a weapon to fire the weapon instantly. **Holding FIRE while quick swapping weapons** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExN2Z4ZGJiMWxkaDhsem56eGI4dm5nZHltd3NpazIzbnNiNzUyZmhydSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/2ma6LFlKXqgVxYMebR/giphy.gif) **Sequence/Inputs** `Normal weapon quick swap` 1. SHOOT a weapon (ex. Shotgun) 2. Immediately after the weapon fired, switch to another weapon (any) 3. Immediately switch back to your initial weapon. # Shotgun Jump *Difficulty*: ★★ Since the recoil of the shotgun pushes SEVEN backwards from the direction she is then facing, this mechanic can be used to not only move faster, but also to jump higher than normally possible. When used after jumping, this is called a **Shotgun Jump**. `While having the shotgun out:` When SEVEN jumps in the air while looking down, then shoots the shotgun while still gaining upwards momentum from her initial jump, she will be boosted upwards even further. **Shotgun Jump** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExbG9nYW91emF1cjEzam1taWg1ZXY2cjEwNWVnamF5NDJwdjcxNWFibiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/WQNTR11lARyVV8wAv9/giphy.gif) The timing of the shotgun shot should be pretty much straight after the JUMP. Any delay in the shotgun shot will result in a worse boost: **Weaker version of a Shotgun Jump** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExNmt3bGxuenA3bno4MjZuem91aWkxYmRiMHExOTdzeTR4ZHpnbHF0ZyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/ysYAsv7aSimmT6MGPt/giphy.gif) Note that the Shotgun jump requires a JUMP first, then followed by a shotgun shot downwards. * If the shotgun is shot before jumping, it doesn’t work. * If the shotgun shot comes out too delayed after jumping, it doesn’t work as SEVEN will be entering a fall. When being on a wall, SEVEN first needs to jump away from the wall and gain a little bit of distance from the wall before she can shotgun jump. * If SEVEN tries to shoot the shotgun while on a wallrun, nothing happens. * When there is not enough distance from the wall, SEVEN will enter another wallrun instead. **Shotgun Jump off a wall** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExbDBmbXI4bmVwanBldXdyemJ3a2lhaGZnbjh3eGxuanVvdnhwejd5ayZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/ISR4BD9GlZD39SpacN/giphy.gif) **Sequence/Inputs** ``On the ground:`` 1. Look down and JUMP 2. While gaining upwards momentum from the JUMP, SHOOT the shotgun downwards ``While wallrunning:`` 1. Look down and JUMP off the wall 2. Gain distance from the wall and SHOOT the shotgun downwards 3. Strafe back into the wall to initiate another wallrun 4. REPEAT as long as jumps are available # Shotgun Jump (Chain) *Difficulty*: ★★★ Shotgun Jumps can be chained by performing a shotgun jump, then strafing back into an object/wall for an additional wallrun and performing another shotgun jump again. This can be done as long as jumps (3) are available (and of course shotgun ammo). **Shotgun Jump Chain** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExb2dqZzRucDhjYzdxZzh0N2V5YXB5cHg1NTFsNnV5Y29nb3lhYzdheCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/tJyKVWp0vIx5QXP0aK/giphy.gif) This is made easier by the use of **Weapon Quickswap** as it allows to skip the reload animation of the shotgun, making it faster to fire again after jumping off an object/wall. **Sequence/Inputs:** ``While wallrunning:`` 1. Look down and JUMP off the wall. 2. Gain distance from the wall and SHOOT the shotgun downwards 3. Strafe back into the wall to initiate another wallrun 4. REPEAT as long as jumps are available # Shotgun Quick Rise (SQR) *Difficulty*: ★★★ The principle of a **Quick Rise** can also be done in combination with a **Shotgun Jump (Chain)**. This allows for some massive height/speed up a wall which under normal circumstances is not possible with regular Quick Rises or wallruns. When approaching a wall for a Quick Rise, performing a shotgun shot downwards after performing the slidehop inputs and transition into a quick rise. **Shotgun Quick Rise** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExeGxwYjB5eWRjZnFtZjg3bjE5Mm5xZTM5cDl1OGg5MHg1enVhY3NyYSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/Epsw5NABNz5Zq862RO/giphy.gif) **Sequence/Inputs:** 1. While approaching a wall, get as close to the wall as possible 2. Perform a SLIDE and JUMP into the wallrun 3. Just before hitting the wall, SHOOT the shotgun down # Omegaboost *Difficulty*: ★★★ From a standstill position, when performing a slide into a shotgun shot, SEVEN can gain some massive speed (50 m/s) and convert a large part of this speed over a longer trajectory before its speed is dropped off. This is applicably named an **Omegaboost** and is the most powerful form of movement and the most common form of movement in speedruns. **Omegaboost** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMngzeGl1bXh1amY1NHJodmdpdDZqemd5NHhxb2N6bmE4NXNrZm5zMyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/W8mVn9ZHT7T4VbWjnA/giphy.gif) While sliding out of an omegaboost, additional shotgun shots can be performed in combination with JUMPING and holding SLIDE to maintain speed out of the slide. Combined with a Quick Rise, this tech also allows for gaining a massive amount of height and speed on wallruns. You could almost call this an Omegaboost Quick Rise! **Omegaboost into a wallrun** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExYTBqbnY5ZGFpczR3em5sNjhjMnV4bHQ3bHlldmkxNjhwa284cjhqbiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/GI8yzaaaobEwNSQ6PG/giphy.gif) **Sequence/Inputs** ``On the ground:`` 1. Stand still, and look in the opposite direction you want to Omegaboost towards. 2. Hit SLIDE then immediately SHOOT the shotgun and hold slide. ``To Omegaboost on a wall:`` 1. Be close to a wall. Stand still, and look in the opposite direction of the wall you wish to Omegaboost on. 2. Hit SLIDE, then JUMP (to initiate a wallrun) and immediately SHOOT the shotgun. # Extended Slidehop *Difficulty*: ★★★ When SEVEN slides over a ledge, there is a brief period of time where SEVEN can still JUMP in mid-air. This is called an **Extended Slidehop** and is used to cross more distance than normally possible using a normal slidehop or omegaboost over a gap. There is a limited but still quite lenient window in which a JUMP can be performed and can be performed out of a regular SLIDE over a ledge or out of an omegaboost over a ledge. **Extended Slidehop** (while sliding forward normally) ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMmxxcHBtOHkweGh2cmVnMGlyMTZkMGk2YnJ3YTN5OGowZDF5OTEwaCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/LUAQ4sH5sV5hPn6POC/giphy.gif) **Extended Slidehop** (backwards - out of an omegaboost) ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMGZuN3JnNDY3YTcxcHZrcm9qbnAxODF6bzI2anRpY3VxeW45Ym4zdyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/4EgXIfMmQLNcawI3Di/giphy.gif) **Sequence/Inputs** ``Out of a normal slide over a ledge`` 1. Run and SLIDE over a ledge. 2. Briefly wait, then press JUMP. ``Out of an Omegaboost`` 1. Perform an omegaboost over a ledge. 2. Briefly wait, then press JUMP. # Edgeboost *Difficulty*: ★★★★ When SEVEN performs a timed JUMP immediately after jumping into a convex corner, typically with a 70-90° angle going into the corner, a small speedboost can be gained that averages around 4-7 m/s. This is known as an **Edgeboost**. **Edgeboost** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExYjBrODl6NG8xYXZwdmwxcWRpNzgyMGdubG8xZDFuN3A0eGI4aGlnZCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/xwR0mLhWMCxcPWEcjk/giphy.gif) Edgeboosts can also be performed out a wallrun or an omegaboost off a wall. For this, SEVEN needs to look into the convex corner at the end of the wall and then JUMP as soon as she is about to fly off the wall. The timing of the JUMP input for the Edgeboost depends on SEVEN's velocity going into the convex corner out of an Omegaboost. **Edgeboost out of an Omegaboost** ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExcHc0OXhpM3Z0YXpsbzhwbWRoYTc4MWc2c3V2M3N0bm52azh4cjRtdCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/1XVkUlXi1qQEiW2K8w/giphy.gif) **Sequence/Inputs** ``Out of a normal slide over a ledge`` 1. Approach a convex corner with an angle of about 70-90° 2. SLIDEHOP into the corner 3. IMMEDIATELY press JUMP again when passing/hitting the convex corner. ``Out of an Omegaboost`` 1. Perform an omegaboost on a wall. 2. IMMEDIATELY press JUMP again when passing/hitting the convex corner (end of the wall). # Aircrouch / Crouchspam *Difficulty*: ★★★ In some situations, SEVEN cannot run or jump up certain slopes. ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExY2Zwc2JjdWNzajN0cGExbDhqejdkazNxc2dvenZmcGdkenRzdTBrYiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/q9LjV4EsY3AS583KXy/giphy.gif) However, there is a method to bypass this restriction. In order for SEVEN to go up certain angled slopes she is normally not able to go on, spam CROUCH and JUMP while going up a slope. Sometimes a certain rhythm of CROUCHING and JUMPING is necessary to get the best results. This can vary per slope. ![](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExZGhieXY1NzVpbmFmeGp5dGU5enpneTYwaDlyNGdrbTk5aXhwdXhpdyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/feoRvqdBkGq4ZuII1W/giphy.gif) **Sequence/Inputs** 1. Run or jump on to the slope/angled surface. 2. Press/Spam CROUCH (SLIDE) and JUMP repeatedly after each other.