TagPro Movement Techniques

Diagonals, jukes, wall bounces and edge boosts.

The fastest way to move in TagPro is diagonally, and the fastest way to beat a defender is to make them commit before you change direction.

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Clip GIF-21 — coming soon
Two balls start together. One moves straight, one diagonally, and the diagonal ball pulls clearly ahead.

Why move diagonally?

Holding two directions at once accelerates you harder and gives you a higher top speed than a single direction. Two balls leaving at the same time won't arrive together.

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Two balls start together. One moves straight, one diagonally, and the diagonal ball pulls clearly ahead.

Build the habit now: zig-zag along straight corridors rather than holding one key.

How do you juke someone?

A juke works because your opponent has momentum too. Get them to commit, then leave in the space they just vacated.

The overcommit

Lean hard one way. When the defender turns to cut you off, cut back. Their own speed carries them out of the play.

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The overcommit: the attacker leans left, the defender commits left, and the attacker cuts right and is gone.

The backup-and-go

Reverse briefly. The defender follows you back. Now go the original way, into the gap they left.

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The backup-and-go: the attacker reverses briefly, the defender lurches back with them, and the attacker goes the original way into the space left behind.

The stop

Release everything and let a fast chaser sail past you. Then leave the other way. Counter-intuitive and extremely effective against players who chase flat out.

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The stop: a fast chaser sails straight past a ball that has stopped dead, and the stationary ball leaves the other way.

Can you use walls on purpose?

Yes. A wall bounce reverses your direction faster than steering can, and a chaser with more speed than you can't match the turn.

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A carrier drives into a wall, bounces, and reverses direction past a defender who cannot turn as sharply.

Edge boosts

Catch a wall-adjacent speed pad at its edge and you'll fire off at a much sharper angle than the pad's usual line. Worth learning on the maps you play most.

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A ball catches a wall-adjacent boost at its edge and fires off close to perpendicular.

Remember: a boost fires you along the direction you were already travelling. Fix your approach angle before you touch it. How boosts work →

What if your ball feels wrong?

If your inputs feel delayed or your ball snaps back, that's connection, not technique. Fixing lag →

Frequently asked questions