This guide focuses on the buttons you have to press to do all kinds of moves. Some are harder, some are easier to perform, remember:
Practice makes perfect!
HOTHOTHOT: Check Wallwalk section for the vertical connect!
Aim= RMB (Right Mouse Button)
Roll= V (not in key setup)
+ = “and” (push 2 or more buttons together)
> = followed by … (sequential activation)
>>=immediatly followed by
# = connection point (Combo your Combos!)
* = *x* just happend, i.e. you hit the floor etc.
Slide>Jump= Forward Flip (in direction of slide)
Jump>Melee= Devastating downward Strike (a.k.a. Death from above)
– 10-100% melee dmg, seems to be related to drop height
Slide>Jump>Melee= Forward Flip to Downward Strike (doesnt deal more damage, but looks cool and has a slightly longer range than the normal jump; hard to aim at first)
Sprint>Jump>Crouch=Air Slide# A.K.A “Dragon Kick” (combine to your likes) knocks back enemies while airborne
#Air Slide>Melee= Dragon Kick to Dash 360° or uppercut
#Air Slide>*sliding floor contact*>Jump(>melee)= Forward Flip (to Downward Strike) [jeez what a range!!11]
#Air Slide>Jump>RMB= Extended Forward Flip
(Hard to aim but looks kinda cool! Learning the distance when to start Charging your melee is key to this combo)
Jump > Melee >> Shift Twice (after you hit the ground)
(This cuts out a lot of the delay you get from this attack)
Try those vs Toxic ancients and Infested Bosses:
Melee>>Sprint>>Sprint= Rolling Melee
Charge Melee>>Sprint>>Sprint=Charged melee Roll
Charge Melee+RMB+Move Back>>Sprint>>Sprint
Hold RMB>Shift+S = Backflip
Hold RMB>V = Backflip (Mr. Grineeer Sir, how about a “Sideflip”?)
WSAD+Jump>RMB*fire away* = Aiming jump, like in Matrix or Max Payne (Get your Akimbo Pistols ;D)
Note: you will keep wallwalking as long as you press the jump and movement key or you run out of stamina.
Sprint>Jump (Running straight to a wall)=Vertical Wallwallk
Keep Jump pressed after reaching the peak altitude= slowly sliding down from max altitude
Sprint>Jump = Wallwalk to Jump on release of Jump button (Running/ jumping at an angle to a wall not exceeding 45°)
Wallwalk>Release Jump> Wallwalk = Connect!
(Make sure to move your camera to the appropriate angle for the next wall to keep running)
Horizontal Wallwalk>release Jump= Walljump (high range and altitude jumps, make sure that you are wallwalking before you release the jump key, you only need a piece of wall the size of a coin to do this)
Vert.Wallwalk>Release Jump= Backflip
Vert.Wallwalk>Release Jump>*backflip*>Crouch=Frontflip (regardless of camera position)
any.Wallwalk>Shift>>Shift>release Jump=Wallwalk roll (said to allow you to jump over certain ledges)
performed from a horizontal wallwalk you will do a really quick forward flip jump
Horizontal wallwalk to grab:
Horizontal-WW>Release Jump>>Crouch=grab ledge above you
While wallwalking, release jump so you are jumping away from your wall/ rail,
quickly after you jumped, tap crouch for a split second while facing the rail/ ledge you want to grab!
you are grabbing the ledge and climb up, now that is real ninja stuff!
Vert.Wallwalk>Release Jump+Release Sprint>Jump+Sprint= Vertical connect
Make Sure to look to the next wall in the right angle! you can do a new Vert or go horiz from there!
HOT HOT HOT:
Wallwalk + Melee = Dash Strike -dmg ~10-100% melee dmg
(also works while sliding down the wall)
hit to your right side with swords, straight ahead with furax, other weaps will do their slide dash
While wallwalking, simply press melee additionally to the keys youre pressing. The frame will launch itself into your crosshairs direction. Make sure to aim left of your target when using sword. Takes a lot of practice to perform it fluently and with success.
In fact it is possible to wallwalk around corners, you just have to press jump again after you jumped on your first wall. Sometimes youll get the Backflip walljump instead, angle of attack is everything!
See this Warframe Wall Running Guide for further info on wallwalking
You can slide down ramps for extended slide range
You can interrupt your wallwalk by pressing crouch, it will propel you a bit further skyward and allows you to change directions (grab ledge to the side etc.)
Comboing stuff for a purpose:
Probably most basic, but in order to keep it complete ill add it anyways.
If you hit an enemy with a melee strike, hell be “stunned”. Its “” because hes just tumbling backwards for a brief moment. The time is usually enuff to get a charged strike in. In context this would look like this: Derp is crouch-jump-sliding from cover to cover, slide-360dashing to the first enemy behind his box, finishing him off with a charget melee strike and returning to cover, sliding to the next enemy 360-charged and so forth.
Something you can do as well is shoot a target once or twice to interrupt their attack, sprint>slide>melee to get close and interrupt him a gain and then finish him off with a charged melee or the jump>melee. This deals tons of damage and conserves ammo for bossfights for example.
Shotgun: open with a dash combo and fire the shotgun or bronco from up close
At the moment the enemies will shot and hit you as if youre moving normally, so theres no noticable added dodge chance by doing these moves. Hovever, you can reduce the time of exposure by doing the combos at the appropriate times, jumping from cover to cover and approaching the enemies from behind will keep you out of the line of fire.
I just found out a quick way of using your combos… By reassigning the secondary key commands:
crouch=middle mouse button
jump=mouse wheel up (got the idea from cs)
melee=mouse wheel down
It speeds up the combos tenfold. While sprinting press middle click and scorll down or up for stylish effect 😉