Uploaded November 2025 | Updated September 2026, 2 weeks ago
Some speed movement tech ideas from a few afternoons of playful experimentation.
0:00 - From what I saw from the speedruns, just basic quick rolling is the most popular movement tech currently in runs. You hold down the buttons for dodging while cancelling the roll's cooldown with attack buttons. Just included here for comparison's sake.
0:17 - I got an idea to use a low double jump to do air dodges close to ground level, interspersed with regular rolls. This gives you a smoother overall speed compared to the start-stop look of quick rolling, although sometimes you get an air dodge which gives you a lift and slows you down. Might take a bit of extra testing to make sure this tech is 100% reliable.
0:34 - And perhaps the most ill-advised movement tech of the three, doing roll cancelling with very low air boomerang throws. I'm not sure if I'd seriously suggest using it since the timing for doing it consistently is very tricky (indeed, my playing even on this clip is not optimal). Also, this tech is basically Trevor-only since he is the only character with an endlessly recoverable item that you can spam in a movement tech.
0:50 - For completion's sake, all three movement tech side-by-side.
Overall, this wasn't a very clinical test due to sub-optimal playing and imprecise test environment. Still, it reveals that, while the three tech are fairly similar, quick rolling may in fact be the slowest. Meanwhile, the boomerang roll cancelling unfortunately seems to be the fastest (it's very slightly faster than the low double jump one even though I got stuck for half a second).
The boomerang roll cancelling tech may be unfeasible for human use, but perhaps speedrunners could look into using the low double jump tech with Alucard and Trevor in case it could produce some mild time gains in runs.
Some speed movement tech ideas from a few afternoons of playful experimentation.
0:00 - From what I saw from the speedruns, just basic quick rolling is the most popular movement tech currently in runs. You hold down the buttons for dodging while cancelling the roll's cooldown with attack buttons. Just included here for comparison's sake.
0:17 - I got an idea to use a low double jump to do air dodges close to ground level, interspersed with regular rolls. This gives you a smoother overall speed compared to the start-stop look of quick rolling, although sometimes you get an air dodge which gives you a lift and slows you down. Might take a bit of extra testing to make sure this tech is 100% reliable.
0:34 - And perhaps the most ill-advised movement tech of the three, doing roll cancelling with very low air boomerang throws. I'm not sure if I'd seriously suggest using it since the timing for doing it consistently is very tricky (indeed, my playing even on this clip is not optimal). Also, this tech is basically Trevor-only since he is the only character with an endlessly recoverable item that you can spam in a movement tech.
0:50 - For completion's sake, all three movement tech side-by-side.
Overall, this wasn't a very clinical test due to sub-optimal playing and imprecise test environment. Still, it reveals that, while the three tech are fairly similar, quick rolling may in fact be the slowest. Meanwhile, the boomerang roll cancelling unfortunately seems to be the fastest (it's very slightly faster than the low double jump one even though I got stuck for half a second).
The boomerang roll cancelling tech may be unfeasible for human use, but perhaps speedrunners could look into using the low double jump tech with Alucard and Trevor in case it could produce some mild time gains in runs.










