Overview

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.

Battle Royale/Creative[]

Overview

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)
  • Wall Kick
  • Wall Scramble
  • Ledge Jump
  • Roll Landing

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

States[]

The following table shows what actions can be done whilst in the state of movement

List of States
State Average Speed Fire/Charge Jump Aim FSA Reset Reload Use Consumable Emote Interact Build 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.
† Average sprint speed consists of 6.67 seconds of sprinting and about 6.22 seconds of recovering. Actual sprint speed is 7.39 m/s.
‡ 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[]

Stamina is a feature which restricts certain movement abilities and puts them 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. The Slap and Nitro effects give you unlimited stamina for a limited time. When held, certain items will also reduce stamina usage while sprinting, like the Typhoon Blade.

States

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. Most AIs like Guards and Bosses jog when patrolling the area.

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.

Wall Kick[]

Players can perform Wall Kicks jumping close to a vertical surface (ie. Wall Build by player or environment, Hill, etc.) when facing it at a 40 degree angle or more. If more then one vertical surface are in a close distance (about 1 floor build) then you can perfrom more then one wall kick, with a maximum limit of three. Do note that each subsequent wall kick will be less powerful than the last, until the player lands on the ground.

Wall Scramble[]

Wall Scramble allows the player to run up a wall for a short amount of time. Players can then either Mantle or Wall Kick of the wall.

Ledge Jump[]

When jumping close to a ledge at high enough speed, the player can perform a Ledge Jump. They are a much stronger version of a regular jump, sending you further and higher.

Roll Landing[]

Roll Landing occurs when a player taps the jump key right before touching a ground from a high enough fall. Doing so will make your character do a barrel roll and restore some stamina.

Extra States, Rules and Exceptions

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.
    • Similarly, the Overdrive Effect also provides a limited time speed boost.
    • 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.
  • Held Items: Certain items, primarily Melee Weapons, provide various boosts to Sprint, like increases speed and decreased Energy consumption when held. This includes the Typhoon Blade and The Kneecapper.
  • 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.
  • Nitro Boost: Some items and environmental objects will give a "Nitro" effect which gives many boosts to movement for a limited amount of time. This includes: increased movement speed, unlimited Energy, increased air control, the ability to Sprint on water and bash through structures while Sprinting.
  • Blizzard Effect: Certain items will grant the "Blizzard" effect which, unlike other effects, temporarily decreases movement speed and disables Sprinting.
History

History[]

Battle Royale and Zero Build History

Battle Royale and Zero Build History[]

Pre-Season[]

Update v1.6[]

  • Introduced the following movement states with the release of Battle Royale:
    • Gliding.
    • Skydiving.
    • Crouching.
    • Crouch Running.
    • Crouch Sprinting.
  • The following movement states are also present in Battle Royale:
    • Standing.
    • Running.
    • Sprinting.
    • Jumping / Falling.

Chapter 2: Season 1[]

Update v11.00[]

  • Added Swimming, Swim Sprinting and Swim Jumping.

Chapter 3: Season 1[]

Update v19.00[]

  • Added Sliding.

Chapter 3: Season 2[]

Update v20.00[]

  • Added Mantling and Tactical Sprinting, along with Stamina.
  • Players can now bash down doors when Tactical Sprinting or Sliding into them.
  • Removed Crouch Sprinting via normal methods.

Chapter 3: Season 4[]

Update v22.00[]

  • Introduced Slide Kicking.

Update v22.20[]

  • Sliding whilst in a Sprinting state now causes a delay in bringing out the 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 some instances of an issue where the player could get launched when Mantling.

Update v22.40[]

  • Sliding whilst Sprinting no longer causes a delay in bringing out the weapon.

Chapter 4: Season 1[]

Update v23.00[]

  • Introduced Hurdling.
  • December 17th 2022: Disabled Hurdling due to an unknown reason.

Content Update v23.10 #3[]

  • Re-enabled Hurdling.
    • Disabled 8 hours later.

Chapter 5: Season 1[]

Update v28.00[]

  • Introduced Wall Climbing.
  • Re-enabled Hurdling. Now requires pressing Jump to perform.

Chapter 6: Season 1[]

Update v33.00[]

  • Introduced Wall Kick, Wall Scramble, Ledge Jump and Roll Landing.
  • Removed Wall Climbing.

Chapter 6: Season 2[]

Update v34.00[]

  • Performing a Roll Landing now displays the recovered Stamina in green on the Stamina Bar.

Galactic Battle[]

Update v35.00[]

  • Removed Wall Kick and Roll Landing.

Creative History

Creative History[]

Season 7[]

Update v7.00[]

  • Introduced Flying with the release of Creative.
  • The following movement states are also present in Creative:
    • Standing.
    • Running.
    • Sprinting.
    • Jumping / Falling.
    • Gliding.
    • Skydiving.
    • Crouching.
    • Crouch Running.
    • Crouch Sprinting.

Trivia

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.

Save the World[]

Section

Movement

Sliding - Mechanic - Fortnite
Section

Description

Type

Game Mechanic

Introduced

Overview

Overview[]

Player movement is tied to several states, and can be affected by various items and mechanics in game. Players have 10 states of movement:

  • Standing
  • Crouching
  • Running
  • Tactical Sprinting
  • Crouch Running
  • Sliding
  • Jumping/Falling
  • Mantling
  • Wall Scramble
  • Ledge Jump

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

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:

List of States
Mechanic Icon Changes Notes
Shallow Water
Water - Device - Fortnite
Reduces movement speed when standing. Does not affect jumping.
Slowing Pool
Slowing Pools - Icon - Fortnite
Reduces movement speed when standing on Slowing Pools Effect stacks with the Water element Monsters.
Slowing Attacks
Slowing Attacks - Icon - Fortnite
Reduces movement speed when taking damage. Effect stacks with the Slowing Pool and Water element Monsters.
Water Element Monsters
Water
Effect stacks with the Slowing Pool and Slowing Attacks Mutant Storms.
History

History[]

Early Access Release[]

Update v1.2[]

  • Introduced the following movement states with the release of Save the World:
    • Standing.
    • Running.
    • Sprinting.
    • Jumping / Falling.

Chapter 3: Season 3[]

Update v21.20[]

  • Added Crouching, Tactical Sprinting, Mantling, and Sliding.

Chapter 6: Season 1[]

Update v33.30[]

  • Issue: Increased the volume for the Mantling sound effect.

Chapter 6: Season 2[]

Update v34.00[]

  • Fixed an issue where the Mantling sound effect was louder than intended.

Update v34.20[]

  • Added Roll Landing.

Update v34.21[]

  • Removed Roll Landing.

Galactic Battle[]

Update v35.00[]

  • Added Wall Scramble and Ledge Jump.