Warframe

Warframe

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Momentum Stacking: A Guide on Going Fast
By Magnus and 1 collaborators
Are you only sprinting? Spamming bullet jump? Wondering why, no matter how much sprint speed you stack on, everyone is a full minute ahead of you, waiting at Extraction for your slow body? Do you wish YOU were the one waiting at Extract, tapping your foot impatiently? Be the one to hear the sounds of wind as you barrel through the air? Then it's time to learn Warframe's meta for moving your body: Momentum Stacking. Soon, you'll complain sarcastically at Extraction like all the cool kids.
   
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Introduction
Momentum Stacking is straight forward in its name and definition: combining different maneuvers that either produce or retain momentum together, stacking their effectiveness into one larger set of movement, in order to achieve a significant increase in horizontal velocity.

Or, more simply, slap all the movement together into one big one and go fast.

This works because of how Warframe handles inertia. When you start sprinting, it takes a moment to reach your full speed. Likewise, you don't stop on a dime, either. You retain your momentum until friction grinds you to a halt. The more velocity you've attained, the longer it takes to stop naturally.

The goal is to take advantage of this inertia with your various tools, understanding how they work, and how friction works.

also bear with me im updating guide slowly
The Basics
A quick rundown on exactly what a player can do to move, and how it works:
  • Sprinting
    Where most things start. While unimpressive on its own, it leads into something greater. Quite simply, it makes you go a little bit faster with the same amount of control.

  • Sliding and Kicking
    A means of getting a small burst of speed and avoiding a hard landing. Sliding is performed by crouching while moving, and kicking is sliding in the air with the added effect of knocking over enemies your foot makes contact with, and preventing aforementioned hard landings so long as you hold it as you're hitting the ground. Sliding also reduces your friction on the ground, so the ground slows you down a little less.

    The burst of speed from sliding or kicking has a one second cooldown.

  • Rolling
    A special maneuver that increases your Damage Resistance during. It increases your momentum, but also locks your velocity for the duration of the roll. Once the roll ends, you return to your previous momentum unless an outside force acts upon you. It can be performed in four directions, relative to where your body is aiming.

    It can only be used once in the air. While it can be used to avoid a hard landing as well, because of its one use per airtime limit, it will seldom be used for that.

    A very important note for rolling is side rolling. Even though you might be barreling at a ridiculous speed but you're off center, or there's an opening to your side, a side roll can pocket you into a an open door while not affecting your forward momentum negatively at all. Think of it like a trick shot, with your body.

  • Bullet Jumping
    While crouching/sliding/kicking, jumping launches you in the direction you're aiming, or the mirrored direction if you're looking down while on the ground, while also knocking down enemies at your jump's origin. Bullet jumps remove a majority of your velocity in the same direction, but all of your velocity if it's in a different direction.

    Like rolling, it can only be used once in the air, including if it was used to get into the air.

  • Gliding
    A way of touching the ground a lot less. The ground has a lot of friction, and friction is bad and morally wrong.

  • Wall Hopping
    A way to move along walls, horizontally or vertically. Unimpressive on its own, it can inherit some speed, but at a large loss. Nevertheless, being able to bullet jump in between each wall hop...

  • Skating
    While at a high velocity just above the ground, simply jump upon touching it. By spending less time on the ground, less friction is applied to you, allowing you to retain most of your momentum still.
Sets
A set is a group of maneuvers strung together to increase your velocity, to stack your momentum. The most basic set is one you may have been doing for a long time, and if you didn't get it quite yet, will help elucidate what it means to stack momentum.

Simply sprinting into a slide, rather than walking into it.

When you walk into a slide, there's a little bit of speed. Is sprinting going to be some massive change on its own? No. But it is more, which is the entire point. The more you add, the more speed you'll attain.

The following are a number of basic sets:
  • Slide and Roll
    Sprint → Slide ⇒ Roll

    An ideal movement for very low ceiling areas or otherwise shorter distances to avoid overshooting your turn or target.

    Begin by sprinting into a slide along the ground and interrupt it with a roll. The roll gains the slide's momentum and goes a further distance within the same time.

    Disclaimer: If using or near a Volt, it's better to Sprint into Slide while under the affects of Speed than it is to Slide and Roll for the increase in control.


  • Bullet Roll
    Sprint → Slide → Bullet Jump ⇒ Glide ⇒ Roll

    The Bullet Roll is slightly faster and clears more distance than the Slide and Roll, and even maintains a low height requirement. However, this comes at a cost, and can only be in the direction you are aiming, losing a great deal of control in comparison. Generally, only to be used in low height straightaways.

  • The Lunge
    Sprint → Slide → Bullet Jump → Double Jump ⇒ Roll → Kick

    The fastest in both burst and sustained speed, and the most used set, Lunging throws you forward and over most obstacles. Because of its verticality, you can't use this as well indoors and must switch between it and the Slide and Roll for the added control to successfully pass through doors or certain chokes.

    Begin by sliding into a bullet jump, then immediately double jump and push roll. Double jumping and rolling at the same time gives you more air, and is the only thing you can combine with a roll in such quick succession, letting you clear more distance with less drag. Finish up with a kick to avoid hard landing, which you can use to go right back into the set and lunge forward again.


  • The Long Jump
    Sprint → Slide → Bullet Jump → Pause/Glide → Kick → Double Jump ⇒ Roll → Kick → Kick → Kick

    This is not the fastest set, but it is the best way to clear massive distances without falling and without the use of abilities, making it the fastest way to clear specific obstacles. For example, the large Corpus Snow Defense/Interception Tile has that gigantic space to fall into? This is for situations like crossing that.

    Slide into your bullet jump and wait a moment to get to your max height and start gliding. Get off a quick kick, then do the usual double jump and roll and get back into gliding, and start kicking your way forward for the duration of your airtime to get as far as possible.

    You can also aim the Bullet Jump straight up, and follow the rest of the set for more verticality and similar speeds if trying to reach a higher surface.


  • The Longest Jump
    Sprint → Slide → Bullet Jump → Pause/Glide → Kick ⇒ Roll → Double Jump → Kick → Kick → Kick

    While a bit slower than The Long Jump, it covers more ground for one singular reason; by moving the double jump further back in the list of actions, more glide time is consumed by the first actions, which allows more to be recovered by the double jump.
Advanced Sets
  • Advanced Wall Hopping
    Wall Jump → Bullet Jump → Wall Jump → Bullet Jump → Etc.

    It's not a large improvement, wall jumping negating most of the momentum of the bullet jump (and air melee), but some is retained, plus there is the distance still covered by the two between wall jumps. It is still faster.


  • Buttery Melee
    ⬆E → ⬆Slide → ⬆E → ⬆Slide → ⬆E → ⬆Slide → ⬆E → ⬆Slide → Etc.

    Keep in mind that the slide has a one second cooldown for its speed. So long as you're careful to not hit Crouch and Melee at the same time and go into a spin attack, you can pepper in slide speed in the middle of your melee combos. The faster the melee attacks, the harder it is to do.

Negation
Momentum stacking isn't just about stacking momentum together in one direction only. There are times where you may have overestimated the distance, or even underestimated yourself. You're about to slam into the top or a door or get yourself stuck somewhere and good.

There are two ways to slam on the brakes while mid-air. A backflip (a roll backwards) or, if you've already used your roll, kicking while holding s (or pulling back on a controller).


Don't devalue the ability to slow yourself down in a game about going fast. Sometimes it takes a bit more control to get through a smaller opening. It's better to brake and get through the door, than to go ham and get stuck on its edge.

When you can do a back flip fowards, you have officially learned how to momentum stack.
Additional Information
Specific equipment can benefit your momentum heavily, not including basic stats on a Warframe such as Sprint Speed, but special bonuses that a Warframe, weapon, or even mod can impart.
  • Amalgam Serration[warframe.fandom.com]
    The loss of 10% Damage is entirely negligible, a cost to gain +25% Sprint Speed on the same mod slot as Serration. Rush gives 30% Sprint Speed, but takes up one of your nine Warframe slots, a slot that could be fitted for more Power Strength or Range or the like, a comparatively high cost. ASerration's 25% Sprint Speed affects you whether you are using the primary or not.

  • Amalgam Barrel Diffusion[warframe.fandom.com]
    The loss of 10% Multishot is entirely negligible. But what does +60% Dodge Speed do for you? It doesn't make you faster, it actually makes you a little bit slower in a straight line. Because rolls lock your velocity, longer ones at high velocity can mean a much higher distance. However, what is gained is a significantly larger amount of control. Most tilesets are winding and require constant turns and wraparounds and the like. Shorter rolls means using rolls far more often in situations where you otherwise might not have, and through obstacles, makes you much faster.

  • Fang Prime[warframe.fandom.com]
  • Kogake Prime[warframe.wikia.com]
  • MOST daggers such as Karyst Prime[warframe.fandom.com]
    While equipped on your person, Fang Prime and Kogake Prime increases all movement speed by 5%, while Karyst Prime increases it by 10% (and a very strong weapon).

  • Telos Boltace[warframe.wikia.com]
    By just having these on your person, Teltace increases Parkour Velocity by a massive 20%, improving the speed and distance of bullet jump, the distance your rolls can cover, and even how long you can stay gliding/latched. Not only will you clear distances faster overall, but can maintain your height for longer.

  • Praedos[warframe.fandom.com]
    Praedos is the single largest source of speed in game that isn't a Warframe's ability. 20% Sprint Speed, 20% Slide, and a staggering 30% Parkour Velocity come with its evolutions. If you haven't gotten how much I love going fast by now, I rarely take these off.

  • Titania's Dust Bloom[warframe.wikia.com]
    Dust Bloom, Titania's passive, increases your bullet jump and roll velocity by 25%. This makes her, without additional speed mods, canonically the fastest Warframe when using momentum stacking, but considering Razorwing Blitz, also not that important.

  • Nezha's Frictionless[warframe.wikia.com]
    Frictionless, Nezha's passive, reduces friction on slide immensely. This makes him much more adapt with slide and roll much than any other Warframe and the second fastest Warframe when momentum stacking. This passive when combined with momentum stacking is why Nezha is faster than Gauss.
21 Comments
BONANGER1 20 Jan @ 9:51am 
with no mods sliding and immediatly rolling both mid-air is great
big chungus 10 Jan, 2020 @ 10:55am 
Broken Bull's combo input has been changed, You might want to change that too.
Niklas 1 Dec, 2019 @ 7:17am 
This is such an awesome in-depth guide and I would love if you updated it. Cheers
Magnus  [author] 1 Nov, 2019 @ 12:28am 
Recently, air melee has been nerfed out of momentum stacking entirely. It can no longer be used to go faster. Honestly, I'm just really depressed about it and did some long walks on beaches to sappy sad guitar music. I'll work on the guide later, I just don't know when.
Magnus  [author] 26 Sep, 2018 @ 8:55pm 
I got around to it, FINALLY
Magnus  [author] 10 Sep, 2018 @ 10:21am 
It definitely counts and I'd forgotten all about it. It's basicalling like slide rolling but for walls. I'll have to add that in.
Rat 8 Sep, 2018 @ 7:12am 
Hi, i have a suggestion.

How about adding Bullet Jump + a single Wallhopping + another Bullet Jump?
I don't know if it counts as momentum stacking or not but Zenurik + Naramon Void Dash made it in so why not this one too?
Viscereality 5 Jan, 2018 @ 3:58am 
This guy crushed most if not all of the events through sheer fast.
Magnus  [author] 7 Mar, 2016 @ 3:50pm 
<3
Volatice 7 Mar, 2016 @ 3:15pm 
Ayy, you made it to the most popular spot for guides.