Wiki / Movement
Walk and run
Pressing a direction starts a walk that builds into a run by itself; stopping from a run slides.
Status: Built · Last checked: 14 Nov 2026
How your hero moves along the ground. Hold a direction: the hero starts at a walk and picks up speed into a run by itself. Movement is meant to feel weighty.
What it does
| Phase | What happens |
|---|---|
| Walk | The first moment of holding a direction |
| Run | Builds by itself after the walk, to twice the walking speed |
| Super sprint | Faster still, with the sprint button |
| Stopping from a walk | Almost at once |
| Stopping from a run | A slide; longer from a super sprint |
| Out of stamina | The run is a little slower and there is no super sprint |
How to do it
| Device | How |
|---|---|
| Keyboard | Hold the left or right arrow |
| Gamepad | Push the left stick or the d-pad |
| Phone | Push the thumb stick a little |
Bumping into the other fighter
- Two fighters on the ground cannot stand inside each other: walking into someone pushes them.
- Running into someone shoves them back a short way, and the runner loses some speed.
- In the air, fighters pass through each other.
- A long enough super sprint turns the shove into a knock-down: see the charged tackle.
When it matters
How fast you are moving when you tap attack decides which string of light attacks starts. See strings.
Nerd section: the exact numbers
| What | Value |
|---|---|
| Walk before the run builds | The first 0.6 seconds (36 frames) of holding a direction |
| The run | Builds over about another 0.6 seconds, to twice the walking speed |
| Super sprint | A third faster than the full run (2.7 times the walk) |
| A runner who shoves someone | Keeps three fifths of their speed |
| Outfit weight | A Swift outfit covers 6% more ground, a Sturdy one 6% less; the speeds that the rules read stay the same for everyone. See outfit weights |