There are many types of movement. Some movement types have an acceleration delay (e.g. running from a standstill), some can be influenced by control stick position (e.g. running speed), and most can be influenced by slopes; the speeds listed are the maximum speeds for all movement types except where noted and assume flat ground. All speeds are given in units/frame.
Movement Type | Normal Speed | Dash Speed | Notes |
---|---|---|---|
Run/roll | 23 | 32.9 | See rolling section |
Sidewalk/sidehop | 13 | 28 | |
Backwalk/backflip | 13 | 24 | |
Target walk forwards | ~15.5 | N/A | Oscillates between 14.7 and 16.3 |
Crawl | ~4 | N/A | Oscillates between 0 and ~8 |
IB walk/roll | ~3.6 | 10 | Walk oscillates between ~1.0 and ~5.2 |
IB sidewalk/sidehop | ~2 | 28 | Sidewalk oscillates between ~0.5 and ~3.4 |
IB backwalk/backhop | ~2.5 | 25 | Backwalk oscillates between ~0.3 and ~4.8 |
IB target walk forwards | ~3.6 | N/A | Same as untargeted walk |
HC swim above water | 8 | 13 | |
HC swim underwater | 8 | 2.6 max | Considering horizontal only |
ZA swim above water | 14 | N/A | |
ZA swim underwater | 14 | 22 max | See Zora Armor swimming speed graph |
MA/IB swim underwater | 1.28 | N/A | |
Jump from ledge | 21.6 | N/A | First frame of jump maintains ground speed; air speed is maintained while holding forward but decreases otherwise |
Jump attack (ground) | 25 | N/A | |
Jump attack (midair) | 15 | N/A | |
Targeted jump attack | 36 | 72 | See video on LJA speeds |
Helm Splitter | * | * | See Long Helm Splitter page |
Jump Strike | 20 | N/A | |
Targeted Jump Strike | 28.7 | 57.4 | Works the same as targeted jump attacks above |
Movement Type | Normal Speed | Dash Speed | Notes |
---|---|---|---|
Run/dash slow area | 25 | 33 (35) | Dash begins at 35 and decelerates to 33 |
Run/dash fast area | 25 | 45 (65) | Dash begins at 65 and decelerates to 45 |
Sidewalk/sidehop | 22 | 33 | |
Backwalk/backflip | 12 | 30 | |
Target walk forwards | 22 | N/A | |
Crawl | ~8 | N/A | Oscillates between ~1 and ~16 |
Swim | 9 | 20 | |
Jump from ledge | 22.3 | 31.5 | First frame of jump maintains ground speed; air speed is maintained while holding forward but decreases otherwise |
Jump attack | 26 | N/A | |
Targeted jump attack | 26 | 45 max | Increased speed when targeting enemy on higher ground and/or from far away |
B attack | 30 | N/A |
Movement Type | Normal Speed | Dash Speed | Notes |
---|---|---|---|
Epona run/dash slow area | 35 | 50 | |
Epona run/dash fast area | 42 | 73 | 57.5 at transition from Lanayru gate to GBoH |
Boar | 30 | 50? | |
Snowboard | 70 | N/A | 70 usually only possible in the air |
Kargarok flight | 50 | 100 | |
River boat | 40 | N/A | Must hold forward to reach 40 |
Spinner most areas | 26 | 26 | Attack does not increase speed; decelerates after a few seconds |
Spinner Stallord's room | 60 | 60 | Deceleration takes longer to begin in this area; rails are 50 |
Spinner rails | * | * | Varies per rail; lowest known is 10 at the base of the pillar in the Arbiter's Grounds boss door room, and highest known is 82 at the beginning of the spinner HP rails in Hyrule Field North; initial speed after jumping off of rail is the same as rail speed |
Clawshot | 60 | N/A |
Continuous rolling is often the fastest form of movement as human Link for RTA speedruns. Every roll lasts 20 frames. Maximum roll speed is 32.9 units/frame (u/f), and maximum running speed is 23u/f. On flat ground, a roll from a standstill or very low speed will be at 25u/f, and, if chained frame perfectly, the following roll will be 29u/f, and then all following rolls at 32.9u/f. However, roll speed depends on running speed into the roll; a first roll from max running speed (23u/f) will already be at max roll speed (32.9u/f). It is possible to press A and get a max speed roll after
Running or rolling up or down a slope will decrease Link's speed, and optimal roll chain timing depends on how the set of rolls begins.
A roll entirely on a slope will have a lower max speed than 25u/f (from standstill/low running speed) or 32.9u/f (from max running speed). If rolling at the slope's normal max roll speed (from max running speed), delaying 2f between rolls (22f between A inputs) will preserve this max speed, whereas chaining rolls frame perfectly (20f between A inputs) will decrease each roll's speed until it reaches the speed of a roll from a standstill on that slope.
A max speed roll from flat ground (32.9u/f) onto a slope will decrease in speed on the slope, but the speed will still exceed the max speed of any roll starting on the slope. It is possible to preserve this "boost" in max speed for rolls on a slope by chaining rolls frame perfectly (20f between A inputs); leaving extra frames between rolls will decrease the max speed for rolls on the slope to what it would normally be if the rolls had not begun on flat ground.
A roll from flat ground, over a slope, and then onto flat ground again will have the same speed on both of the flat ground portions but a decreased speed on the slope.
A max speed roll from a slope onto flat ground will increase in speed on the flat ground, but the speed will not be flat ground's max roll speed (32.9u/f). Delaying 2f (22f between A inputs) between the roll that reaches flat ground and the following roll will increase that following roll's speed to max (32.9u/f); chaining rolls frame perfectly instead (20f between A inputs) will result in speeds slightly below maximum, which then behave as normal for rolls on flat ground as described above.
Crossing steps (staircases and small ledges that don't require climbing) that are totally vertical on the side and totally horizontal on top is treated the same as flat ground; movement speed is not reduced. However, some staircases' tops are sloped rather than totally horizontal, and those slopes do still affect speed.
When starting from a standstill, it is faster to roll > walk for 3 frames > then time frame perfect rolls than to simply chain rolls from the starting speed. As mentioned above, DF-walking for 2 frames before rolling is the fastest way to reach maximum speed from a standstill, but it is hard to execute well enough to save time RTA and is challenging or impossible when there are targetable objects/enemies nearby. The following graph compares some popular movement options. It is important to note that optimal movement choices depend largely on context, as it is very uncommon for the goal to be to reach a load zone with no door with no obstacles and on entirely flat ground.
When starting from running out of a load zone, running for 3 frames of control before beginning a roll will give the first roll maximum speed. However, running for only 2 frames reduces the first roll's speed by only 0.78u/f (32.12u/f), so this may be optimal to aim for.
Zora Armor swimming speed builds up quicker the faster you mash A until you hit the max speed of 22. The blue line represents an A input every 2 frames, while the orange represents an A input every 3 frames. Once at top speed, an A press every 14 frames or more often will maintain top speed, but an A press every 15 frames or less often will not.