untitled tag game Movement Tech
Slide, roll, vault, swing, and the chase tools that actually win rounds.
Movement is untitled tag game. Roles decide who clicks; parkour decides who is still in range to click. Recode (place 14044547200) added slide, roll, vault, swing, zipline, wallrun, rails, tagpads, and smashables on top of ordinary Roblox walking. If you only hold W, you lose to anyone who can change height. Binds live on Controls. This page is timing, chaining, escape, and catch. New players should finish Getting Started first so they know what a role even is.
Walkspeed is role base plus a momentum value that caps around 31. Vaults, repeated swing inputs, fall swings, and chained parkour raise momentum. Standing still or losing almost all velocity dumps it to zero. It also decays (about 2 per second). That is why a player who never touches the floor looks faster than a player who bunnyhops in panic.
Slide, slide cancel, slide boost
C on the ground (crouch / slide button on mobile) starts a slide. Heading locks. Camera does not. Hold A or D to curve. Tap C again to get up and keep that heading — a slide cancel. Cancels are how you juke: look one way during the slide, get up into another.
Slides fit under low gaps, and a timed slide on bounce pads or lava can add jump height. Do not slide into a wall as a brake unless you mean to stop. A tagger reading your lock will cut the line.
Slide boost uses the get-up animation. Double-tap C (or the slide button) to start and immediately cancel, then jump during the recovery. You get extra jump height, not a new sprint key. Use it to reach a vault lip or a swing bar that a normal jump misses. It is a height tool for Maps with awkward ledges, not a replacement for rolls.
Roll timing
Press C in the air just before you land. That is a roll. Walkspeed jumps by about +9 to +22 over your current base, scaled by how long you still have to fall after the press. Early (but still pre-landing) is stronger. Pressing after you are already on the floor is a crouch or a slide, not a roll. The Roll Expert achievement is the practice target. Dizzy is a backward roll.
Rolls are the cheapest speed in the game. Escape: roll off a roof, then slide into a gap. Catch: roll as you land from a vault so you do not stall in front of the runner. Rolling the same player twice in a row is still subject to reduced tag rewards; the roll is for closing distance, not for farming one name. See tagging notes in Getting Started.
Vault and high vault
Space at a ledge vaults. You get an upward boost. The lower you are on the lip, the bigger the boost (roughly 0 to 2.75 studs; settings can show the number). Green movement-value text and a echoing vault sound show up on stronger vaults. High vault is the same input with your head under the ledge — common on Bloxburg and Crossroads. Ladder climb is vault spam: hold into the ladder and tap Space.
Vault stacking is repeated vaults without flattening your speed, often on stairs. Each vault adds momentum (about +3). A tagger who stairs-vaults at you will outrun a runner who jumps the same stairs. A runner who stairs-vaults away will break line of sight. If you only jump, you lose both fights.
Swing and fall swing
Touch a swing bar and press Space. You hitch, play the swing, then receive a speed boost in the facing direction. Camera aim during the hitch is the steering. Fall swing is the high-level version: drop from height, hit the bar, and convert vertical speed into horizontal speed. Stay under the bar so you do not clip off it. Two fall swings unlock Gymnast.
Fall swings are how you leave a roof without becoming a free tag on the floor. They are also how you enter a plaza at chase speed. Crossroads and Glass Houses are full of bars; Maps talks about using them as routes, not as decoration.
Zipline, wallrun, rails, tagpads
Ziplines are jump-to-grab. Ride to the end for the Hot Pursuit achievement, or jump off early to cut. A tagger on the same line is a trapped fight; drop if you are the runner.
Wallrun happens on checker-pattern walls. You gain a little height, then slide off. There is no charge limit. Chain wallruns on long checker faces. Jump off to leave. (Walltoss / walldive needed April Fools flipping and is not a live public tool.)
Rails grind on contact and add a little speed. Roll on a rail to railfling forward. Bloxburg is the classroom. Railfling off the map is still a loss.
Tagpads (Craigville, Bloxburg, and similar) are 3x3 pads, often with a wedge, that launch you when tagged. They are height machines. Learn the launch facing before you use one in Crown or Infected. Smashable parts break when hit and open holes; demolition is a route, not griefing.
Bunnyhop notes
Community movement guides mention bunnyhopping: jump as you land to keep momentum, a habit from Source games. In recode it is a small keep-speed tool, not a replacement for rolls. If you bunnyhop on flat ground and ignore vaults, you are still slower than a player who vault-stacks stairs and rolls the landing. Use hops to avoid a full stop after a swing, then go back to slide and roll. Do not hop in place next to a tagger; No Tag Back’s timer (added 30 August 2026) is a leave window, not a dance window.
Pressure flinging (rolling sideways into a 1–2 stud gap, then jumping) has been reported as patched or unreliable. Do not build your main route around it.
How to escape
Pick a height change in the first second, not a cosmetic emote (G can wait; see Controls).
- Break line of sight with a vault or a smashable, not with a long ground slide the tagger can pre-aim.
- Drop to a swing bar if one sits under your roof. Fall swing out at an angle the tagger is not facing.
- Zipline only if the tagger is not already on it. Otherwise you have gifted them a 1D chase.
- After you tag someone in Classic or Bomb, spend No Tag Back on distance. Repeat-tagging the same body is bad coins and a free revenge when the timer ends.
- On Infected, do not hide in a dead corner. Lone Survivor is last runner, not first camper. Keep a zipline or tagpad as an eject.
Mode rules still override tech. A perfect railfling does not save a Bomb that expires in your hands. Read Gamemodes so you know whether you should be running or hunting.
How to catch
Do not trace the runner’s current pixel. Trace the next vault.
- Take the inside line: stairs vault stack, tagpad, or wallrun that cuts their curve.
- Roll your landings so you arrive with +walkspeed instead of a crouch.
- Slide cancel to change heading at the last step; a locked slide is readable.
- If they take a zipline, jump the destination, not the cable, unless you can share it and tag at the end.
- In Crown, catch is “touch the crown,” not “win a 20-second footrace.” Cut height. In Freeze, catch is a freeze, then guard the body so a teammate cannot thaw.
Vote maps that reward your current skill. If you cannot wallrun yet, avoid layouts that are only checker walls. Maps and the tier list help you pick. Spend coins on Shop and Coins after you can roll on purpose; trails do not add walkspeed. Watch Players for inspiration, then lab the same input on a public map. Redeem codes so you are not broke while you practice. Movement is the grind that still works when a misprint rewrites the HUD.
Chase and escape drills
Play two rounds on the same map, which the game already forces. Round one, only escape: every tag against you must be answered with a height change (vault, zipline, fall swing, or tagpad). Round two, only catch: every chase must include one roll landing and one cut (stairs vault or rail). Ignore cosmetics. Ignore emotes. If you fail the drill, stay on Controls until C and Space are automatic, then repeat. This is the whole skill tree: timing first, then Gamemodes rules, then Maps routes. That order beats copying a clip and wondering why your walkspeed never spikes.
Frequently Asked Questions
Quick answers to the most common questions.
How do I roll in untitled tag game?
What is a fall swing?
Drop from height onto a swing bar and press Space so vertical speed becomes horizontal speed. Two of these earn Gymnast. Practice on maps with bars, listed in Maps.
How do I slide boost or slide cancel?
Tap C to slide, tap C again to get up (cancel). For a boost, cancel immediately and jump during the get-up. Use it to reach vaults, not as a fake sprint key.
How do I escape a tagger who is faster than me?
Change height and heading. Vault, zipline off-angle, or fall swing. Spend No Tag Back on distance. Mode-specific survival is on Gamemodes.
Do rails, wallruns, and tagpads use extra keys?
No. Run onto checker walls and rails. Roll on a rail to railfling. Jump to grab ziplines. Tagpads launch when used. See Controls for the shared jump and slide keys.
Should I buy trails to move faster?
No. Trails are cosmetics. Speed comes from rolls, vault stacks, and swings. Spend coins using Shop and Coins after the tech is comfortable.