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Fragpunk Movement Guide: Speed and Positioning

Fragpunk Movement Guide: Speed and Positioning

I have spent hours in Fragpunk studying movement mechanics and TTK (time to kill). My focus on positioning and speed revealed some surprising details that many players overlook. This guide shares those findings in a detailed and easy to read format. I have tested many techniques, including different types of jumps, sprints and hero abilities. These have worked for me in terms of map control and I hope they will help others find new movement options in Fragpunk.

Fundamental Movement Concepts in Fragpunk

I always found the base of the Fragpunk movement interesting. Momentum, positioning and timing all influence the outcome in firefights. Understanding the basics is key before moving on to more advanced techniques like Crouch Jump maneuvers, Knife Lunges and air strafing. Each movement action sets the stage for aggressive pushes, clever escapes or quick repositioning to support your teammates.

Key Points for Fundamentals:

  • Momentum Preservation: Avoid unnecessary stops and starts. Sprinting continuously keeps your speed higher, improving your mobility across the map.
  • Situational Positioning: Track teammate and enemy locations, then decide on a route. A well-chosen angle often determines who gets the upper hand.
  • Timing Awareness: Learn typical round timings (like how fast enemies reach objectives). Hitting the right spot at the right time shifts the fight.

Securing an advantage with the simplest movement concept makes a difference in Fragpunk. Momentum helps with map rotation and positioning helps you be in the right spot when the fight starts. Master these and you can move on to more advanced jumps, Knife Charge maneuvers and hero specific plays. Fundamentals are the base of every major movement play.

Comparing Sprint, Walk, Silent Walk, and Crouch

Comparing Tactics

Movement speed is key in Fragpunk. I noticed that sprinting around the map is roughly twice as fast as Silent Walk or Crouch Walk, so there’s an immediate benefit when racing to objectives. Normal walking is in between, used when you want moderate speed without drawing too much footsteps noise. Knowing these differences is important for decisions on how to approach a contested area or to sneak up on unsuspecting enemies.

Overview of Movement Options:

  • Sprint: Fastest baseline speed, but very loud footsteps.
  • Normal Walk: Slower than sprint, moderate noise.
  • Silent Walk: Roughly half of sprint speed, quieter footsteps.
  • Crouch Walk: Same speed as Silent Walk, also subdued footstep noise.

You should sprint when crossing open areas but consider a quieter approach before entering high-traffic zones. Silent Walk and Crouch Walk help you stay undetected. Use them to sneak behind or flank unsuspecting enemies.

Mantling Versus Crouch Jump Tactics

Overcoming small ledges and cover objects is part of my routine in Fragpunk. Mantling is the default way to climb these obstacles, but it has an animation that restricts weapon use until finished. An alternative is Crouch Jump, which pulls you up without the full mantling animation.

Mantling:

  • Trigger climb animation by jumping forward at a ledge.
  • Very easy to do, but you’re vulnerable during the animation.

Crouch Jump:

  • Press jump + crouch in quick succession to climb faster.
  • Lets you get back to firing sooner, but requires more precise inputs.

Some people prefer mantling because it’s simple, but a well timed Crouch Jump can give an edge in gunfights. Being able to fire sooner might turn the tables on an opponent who thought he had a free shot during a regular mantling.

Knife Mechanics for Rapid Positioning

The Knife in Fragpunk is not just for takedowns. The extra lunge from a Knife Charge — or even a light knife tap — gives a surprising amount of movement. Swapping between weapons after each lunge sequence reduces internal cooldowns, giving you an extra fraction of a second. Though it looks flashy, it’s worth practicing for those last second rotations or dynamic escapes.

Knife Techniques:

  • Quick Lunge: Light tap of the knife attack for a small forward dash (easy to learn).
  • Charged Lunge: Hold knife attack briefly, then release for a larger dash with a midair momentum shift (timing required).
  • Weapon Swap Optimization: Cancel the knife cooldown by switching gear, letting you dash again sooner (very precise input needed).

Players who want to go very fast sometimes add a jump at the peak of a Knife Lunge, blending forward dash with a small air strafe. My personal experience is that weapon swap optimization between lunges has diminishing returns, but every second counts in certain fights.

Advanced Corner Peeking and Air Strafing

Corner peeking in Fragpunk is crucial for both offense and defense. Instead of exposing your whole body, it’s better to pop in, gather info and return to cover. Tapping into advanced air strafing—where your trajectory changes mid-jump—gives you a trickier movement pattern that will surprise opponents.

Corner Peeking Habits:

  • Use knife momentum to dash around a corner, surprising enemy aim.
  • Show minimal part of your character model to reduce the chance of getting hit.
  • Check the mini-map while peeking for quick info on enemy positions.
  • Mix in crouching and standing mid-peek to shift your head level and confuse enemy aim.

Try new angles in the practice range and watch replays to refine this play. Rapid direction changes make you unpredictable, so air strafing with a jump can pivot you back to safety with minimal risk.

Hero-Specific Movement Abilities in Fragpunk

Hero-Specific Movement Abilities

Some heroes in Fragpunk have movement abilities that enhance map traversal. These extra tools range from Nitro’s walls to Corona’s dash, offering alternative ways to cross open areas or create new angles. Many abilities also work with standard movement basics like sprinting or Crouch Jump, expanding your arsenal of unpredictable moves.

Examples of Hero Movement Tools:

  • Nitro: Deployable Walls can serve as a quick climbing surface or partial cover while rising.
  • Jaguar: T-Ability Speed Boost provides a short burst of velocity for flanking or escaping.
  • Corona: Dash grants instant lateral distance; Molotov adds speed and partial damage reduction for aggressive engagements.
  • Kismet: Short invulnerability that also slightly increases movement, handy for quick pushes or last-second escapes.
  • Axon: Guitar Slide is a sudden side-step or forward dash, letting you evade or open a fight with style.

My favorite is Corona because the dash combines perfectly with a Knife Lunge or a Molotov jump for a wild burst of distance. Axon’s slide plus a jump is also a quick angle-breaker. Experiment in matches to find the combos that work best for your style.