Starbound

Starbound

104 ratings
Maximizing your Movement (HOW TO GO FAST)
By Mase
This guide demonstrates how you can better optimize your mobility with a particular tech setup and with some additional items.

***While I do have several cosmetic mods enabled which you might see in the images, nothing in this guide is locked behind mods and can all be done in vanilla Starbound.
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Basic Tech Setup
For the sake of this guide, you'll be running Multi-Jump and Air-Dash. The sphere that you pick is somewhat of a wild card, but I'll explain why I personally run with Water-Sphere later in the guide.



To begin, I'll put it in simple terms; Multi-Jump is your MAIN tool for controlling your position in the air while maintaining air time, while Air-Dash is a very convenient way to instantly change your trajectory at any time, while ALSO functioning as a tool to save your fall in the case that you run out of jumps.

In no way are these techs the MAIN attraction when it comes to enhancing your speed, but they are essential tools for preserving momentum and controlling your trajectory. This build relies heavily on being in the air for long periods of time, so being able to pivot and course-correct in real time is essential and not something you can achieve with the other tech options. This is also where the other non-tech items come into play.



Items
You only need TWO items, which both serve as the fundamental basis for this guide; one being for horizontal movement, and one for vertical movement.

Grappling Hook - You can also run with rope in the early game, but obviously a Grappling Hook proves way more sustainable in the long run.



By simply launching a grapple onto the ground in front of you, pulling yourself forward and jumping just before disengaging your hook, you build INSANE forward momentum that simultaneously outclasses Rocket-Jump, Sprint and Sonic-Sphere, all while costing ZERO energy.



It's with this that I also want to mention why this is more practical than Sprint in particular (as it's another popular tech option). Where Sprint constantly consumes energy, is unreliable on uneven terrain, and overrides ALL other actions aside from jumping, the Grappling Hook + Multi-Jump combo sidesteps all of this and only requires one slot in your inventory & some sleight of hand, while also being considerably faster.

Common Broadsword - We're specifically looking for the Rising Slash alt ability, which can be found as early as the Iron Broadsword but can also be found on any generated broadsword.



Let's talk about animation-canceling.

As far as I can think of, any item containing a special ability that involves special movement (i.e teleporting via Blink Slash, forward momentum via Supernova Gauntlets, etc.) can be exploited by SIMPLY switching items mid-animation; canceling the ability without halting your momentum. In the case of Rising Slash, it looks like this:



Nevermind the tech setup, this alone outclasses Rocket-Jump's height capabilities when you time it right (which is REALLY not hard at all after a bit of practice). This in combination with Multi-Jump + Air-Dash allows you to scale mountains and achieve insane heights with ease, as using your jumps & dashes after animation-canceling gives you enough buffer time to compound multiple uppercuts before touching the ground. This is also where Air-Dash is invaluable, as once again it can be pivotal to save you from fall damage should you run out of jumps.

(small edit; just now realized in the GIFs that you can't see me switch items to cancel the animation, this is simply because I've done it so much and am used to switching straight back to the sword which looks completely seamless in the GIF- rest assured, you ARE supposed to switch items mid-animation)
Using the Two in Tandem
Let's see what we can get up to when we combine all of these elements, shall we?





Oh, and not to mention how MOVEMENT BONUSES affect these results; get your hands on a Mobility or Gravity Augment, combine with a couple blue/green stimpacks, and you will be FLYING across entire planets in the span of a few minutes.





Because these techniques make Sonic/Spike-Sphere COMPLETELY obsolete, I roll with Water-Sphere. It's not a game-changer, but the extra water mobility and lack of speed reduction on land (as opposed to the other spheres) is appreciated :)




Thanks for checking this thingy out, hope you learned something good :)
7 Comments
kiricatto 18 May @ 6:56am 
good guide
amofox~ 17 May @ 12:08pm 
good guide for new players:dcangry:
GryffintheBaron 25 Mar @ 1:17pm 
this is actually a pretty good guide
Lake Pizza 8 Mar @ 12:54pm 
noob mode: just buy a gravicycle
one man army 20 Feb @ 9:18am 
good
EmeraldAids 13 Jan @ 10:41am 
grappling hook can be jumped out of mid-air allowing for flight limited to the distance the hook can reach
KittyGamer49 5 Jan @ 7:56pm 
woah