The movement skills we deserve
Update: Added “Hyper Slowboost” in Extras Section
If you are one of the chosen ones and your copy of Cyberpunk 2077 is actually stable and playable, then consider yourself doubly lucky: what we’re going to talk about is probably not going to remain in the game for long.
Ironically, the fact that the game has so many issues keeps me optimistic that this would not be patched out in the nearest updates.
When I make a guide for anything I like to give a bit of background or a bit of extra detail beyond what you need to truly perform the necessary skill, and I may do so by explaining how I arrived at those conclusions personally. This will help you troubleshoot as well as tweak your technique without the need for external help in case you are not performing it optimally.
Another reason – which I personally find just as crucial – is that if more people fully understand these skills then we will have created potential for further growth and experimentation! Feel free to share your findings in the comments!
As always though, I will do my best to make sure I waste none of your time. In addition, there is a shorter version located further down. On to the good stuff.
Note: This works on both Controller and Mouse & Keyboard!
Slowboosting – The baby guide
- Make sure you have the Kerenzikov Cyberware installed
- Aim your weapon, then..
- ..spam your dash key (crouch) while holding your movement input (Left analog stick/ WASD keys) in the direction you want to boost.
- At the exact moment the slow motion period ends, press jump
- The better your timing was in part 4, the faster you are now going. Continue your momentum by pressing jump every time you hit the ground (bunny hopping).
- Timing the hops perfectly is the key to not losing any speed.
Slowboosting – In-depth guide (For future ninjas)
Slowboosting is performed by stacking dashes during the moments before the end of a slow-motion effect (e.g. from the Kerenzikov Cyber Implant).
Make sure to read “Slow-mo on demand” down in the Extras section.
Any slow-motion ability in the game can be exploited by repeatedly dashing during the slowdown period.
This creates a great amount of acceleration for a split second.
So can go fast.. for like 10 meters. Hooray.
So where do we take it from here? My friends, we are out for the kill. We are on the hunt for the unintended limits of Cyberpunk 2077.
Once we have our initial boost, we need to try to keep the momentum we created going for as long as we can. Spoiler: Maybe in the future, we will even be able to increase or regain our speed as we go!
Being an avid fan of the Titanfall franchise, which excels in its movement system, the first thing that I naturally did after discovering that initial boost was jump.
Kinda obvious if you think about it, you got that speed, but what is the reason you are losing it so quickly after? The fact that your feet are touching the ground, which slows you down very quickly to get you to stop.
Now, while jumping after your boost may sound (foreshadowing) simple, timing it correctly takes a bit of practice.
Thankfully, I’ve discovered a surefire way to teach yourself the timing.
Having experimented a bit with the timing of the jump, I came to the conclusion that the best time to perform the jump input – the time at which you get the most speed – is the exact moment at which the slow-motion effect ends and you return to real-time.
But it gets even juicier. If you have been particularly perceptive you may remember that there are several sound effects associated with the slow-motion abilities in the game. To help you understand exactly which sounds I am referring to, I guess it would make sense to say that they are sound effects you would expect to “sound” like slow-motion is happening. It’s kinda obvious once you hear it.
One of those sounds starts playing shortly before the end of the slow-mo period, and ends at the exact moment you return to real time. The length of this little soundbite is exactly the same, no matter how long you were in slow-mo. This means that if you can learn how long it is (Easier than it sounds), you will be able to gain the highest speeds fairly consistently using only your own intuition.
If you can perform everything we’ve covered so far perfectly – even if just once – then you’re probably pretty excited.
How can we make this useful though? I mean wouldn’t we be better off just calling a car if we’re trying to get from A to B?
If someone told me a week before launch that Cyberpunk would have bunny hopping, I would have pre ordered it on GOG too, juuuust in case steam melted at launch.
So yeah, Bhops in Cyberpunk. Who knew?
The hopping is the part you probably won’t care much about initially, but while the previous parts mostly required timing, mastering the bunny hop requires additional skills besides timing.
For the uninitiated, bunny hopping or “Bhopping” is as simple as jumping, and then jumping again the moment your feet hit the ground, and doing so repeatedly. Done perfectly, bunny hopping allows you to keep your momentum going for as long as you need it. And in Cyberpunk, we can even use bunny hopping as a means of making sharp redirections of our movement. More on that in a bit.
It is important to note that Cyberpunk currently allows for very little “air strafing” at high speeds. Air strafing is the ability to change the trajectory of your movement while in the air. This is most commonly used in games in the platformer genre, but is featured in many competitive shooter games and those of other genres as a way of maneuvering in the air and avoiding obstacles.
The reason I am explaining what air strafing is – while cyberpunk features almost none at the velocities we are working in – is because you may intuitively be pressing certain keys (or pushing the analog sticks) while bunny hopping in order to change your trajectory, which is a bad habit.
As you may have noticed from your own experience, if you hit the ground while holding your movement input in any direction, all of the momentum you have managed to keep will be redirected towards it.
That is why you don’t want to be performing any movement input without specifically knowing how it will affect your movement.
Good news, though: Cyberpunk allows you to keep your momentum while not pressing any movement input. By that I mean, if you’re bunny hopping and you just want to go in a straight line, the only button you need to be pressing is jump. Anything else can only possibly do you more harm than good. Though use cases will inevitably pop up in the future.
But if we can press a direction key while we hit the ground and change our momentum completely towards it, then can’t we just direct ourselves just fine around corners or enemies?
While that is true, I’ve found that not having a system for making those turns effectively and without much thought can crump your style a little too often.
Whether you are on a Controller or on MnK, the most natural way to make such turns would be to hold your forward key (W, or directly up on the movement analog stick) while using your mouse or right stick – which are much better at precise aiming – to direct yourself in the exact direction you wanna go.
In the following example, note how easy it was to perform a 180 degree turn to get back into combat by simply turning and holding forward. Directly after that I use a different input to to get myself into cover, but I had a lot less agency in exactly where I am redirecting myself.
Bonus: Double jumps
If you don’t have the double jump leg cyberware, I’m sure there are 50 guides on how acquire it on YouTube. Bet they have really busy thumbnails too. Go get some double jumps.
Double jumps are great for this because they can extend your air time. This can help because if you spend more time in the air going at high speed, you need to perform less bunny hops. Each bunny hop is potential speed lost.
They do need to be used wisely though, since double jumping at the wrong time may hurt (literally).
So yes, the obvious downside is fall damage. Not only does falling from high enough cost you health and possibly your life, it also completely stops you for several seconds. This is something we want to avoid since the point here is never losing our momentum.
The other thing is that hitting a wall while moving directly towards it means all your speed is gone. Hitting a wall at an angle may still let you keep some or all of your momentum. I have yet to figure out exactly how this is decided, but if you’re doing it right, you shouldn’t be hitting walls anyway.
I make the decision whether or not to perform a double jump based on the following criteria:
- Do I need to change direction? If so, how soon?
If you need to change direction immediately in fear of running out of space, save your double jump as you will land sooner and will be able to make the turn. You can also change short jumps (regular hops without any double jumps) to make several quick turns back to back. This is helpful in tighter spaces.
- Is there an obstacle that a double jump may direct me towards? (So many street lights..)
Making decisions like this based on your ability to instinctively measure distance and space is a muscle you train with practice (Thankfully, doing this is very fun and very rewarding when you get it right).
- This may seem obvious, but where am I going?
If you are just trying to get from A to B quickly, then your decision making should be pretty straightforward. If you are maneuvering around enemies however, I find it is crucial that you have your destination in mind before you even begin boosting.
I’m getting better at this by planning my route during the slow-motion phase, then focus on executing the jumps and turns as accurately as possible.
Maybe once the game runs a bit better, we’ll even be able to effectively aim and shot while doing quick bhops.
I currently play the game at around 30FPS on average (Settings: Ray Tracing on Medium + RT Reflections). It may take a while before this game can run 120+.
Slow-mo on demand
The best way to perform boosts repeatedly with the smallest amount of waiting time between is by using the Kerenzikov cyberware. This activates a short slow motion effect and has a very quick cooldown.
You can activate Kerenzikov by aiming your weapon or shooting it while sliding or dashing. For this movement technique, you should be activating is with your dash.
The quickest way to perform it is to aim your weapon and then dash forward while still holding the aim button to initiate Kerenzikov.
Once Kerenzikov is in effect, you can let go of the aim button to end the slowmo early, not having to wait for the full Karenzikov period. This will still allow you to listen for the audio cue to time your jump. Follow the instructions above from there.
Note: You can also use the block function using your fists/melee weapons to activate Kerenzikov.
PC Improved dashing
PC Players: In case you didn’t know, you can perform a dash without the need to double press the direction you want to dash. Instead, you can double press the crouch button to perform a dash. This is much easier to perform quickly in a fight, and will allow you to dash diagonally. If you’re a daredevil and feel like living on the edge, you can even bind crouch to a mouse button.
Hyper Slowboost – Extreme speed
This one was staring me right in the face the whole time, and it has introduced many new possibilities for what we can do with slowboosting
You know how whenever you are in a mission where you have to follow a character and so your movement speed is reduced to match? Well if you move diagonally then you’d actually have a quicker movement speed, more similar to your normal walking speed.
Now, while this does NOT mean that sprinting diagonally is faster than straight forward, it seems that this does have a significant effect on the ironically named slowboosting.
I’ve tested this on both controller and keyboard and have gotten the same beautiful results.
In short, you must simply turn 45 degrees or so to the right or left of where you actually want to direct your boost, and then perform the slowboost while holding in the direction you want to go instead of just the forward input.
On keyboard, you’d be holding the W key alongside either A or D while performing the boost.
On a controller, you are pushing your movement analog stick, well, in the direction you wanna go!
Hyper- Slowboosting (The names are getting out of hand) presents us with two new challenges, which are a bit annoying but should not dissuade you from using this advanced version of the slowboost.
The first is the more obvious one, visibility. Knowing where you are going has become a luxury of the past.
The other is a bit trickier, and that’s the fact that with a much more aggressive initial boost, the timing of the initial jump becomes much tighter and less forgiving if you want the full effect. Any incline or road that is not level but rather going upwards or downwards will also make it more challenging.
In addition, traversing quickly at such speeds is no piece of cake and may take some practice of its own.
Note: You must be holding your movement inputs until the slow-mo effect is fully complete. If you let it go a hair too early, you will not get the full boost.[Example video incoming!]
Note: Slowboosting has many uses and I have intentionally neglected to name them all here because if more people start using it for those reasons it may hasted the inevitable death of Silowboosting. Long live the Slowboost.
P.S. I totally came up with the name Slowboosting and yes it’s the worst name ever. Keeping it.
Slowboosting is just the first major advanced movement technique I’ve discovered in Cyberpunk 2077. As the game matures and with it the community, we will have a much better grasp of the many systems cyberpunk has in place. I am personally most excited about the movement potential, so make sure to bookmark and check back for more like this as I practice, do research and compile the information for you in the best way I know how.