Movement Speeds

Information collected by RachelB

There are many types of movement in Twilight Princess and of course they all have different speed values. Some movement types have a short acceleration delay, so most of the listed values are the maximum speed attainable. These values were found by looking through the memory addresses for each type of movement.

Movement Speeds (Ordered By Name)
Movement TypeMovement ValueNotes
Backflip24---
Backwalk13---
Crawling5Changes every frame -- this is an average
Epona35/42Changes depending on area
Epona: Sprinting50/73Changes depending on area
Iron Boots3.68---
Iron Boots: Roll10---
Jumpslash25---
Rolling32.9---
Sidehop28---
Spinner26---
Walking Forward23---
Walking Forward (L Target)16.1---
Walking Sideways13---
Swimming8Direction is irrelevant
Swimming Dash13Direction is irrelevant
Swimming Strafing (Zora Armor)14Direction is irrelevant
Swimming (Zora Armor)22Direction is irrelevant
Wolf: B Attack30---
Wolf: Backflip30---
Wolf: Backwalk12---
Wolf: Jump Attack26---
Wolf: Sidehop33---
Wolf: Sprinting33/45Changes depending on area
Wolf: Walking Forward25---
Wolf: Walking Forward (L Target)22---
Wolf: Walking Sideways22---
Wolf: Swimming9Direction is irrelevant
Wolf: Swimming Dash20Direction is irrelevant

Rolling

Graph by Giradam

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

  • 13f of holding forward from a standstill
  • 9f of (DF-walking (2f) + holding forward (7f)) from a standstill
  • 3f of holding forward after a 25u/f roll from a standstill
  • 3f of holding forward after gaining control of Link when he exits a load zone running

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.


Rollspeedgraph

Zora Armor Swimming Speed Graph

Graph by Giradam

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.


ZAspeedgraph

Last updated 05/01/2023 – bewildebeest