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Movement

Movement & iFrames


Bloodborne Wiki » Game Mechanics » Movement & iFrames

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page revision: 190, last edited: 24 Aug 2023

  • Basic Information
  • Rolling and Quickstepping
  • Backsteps
  • Dashing and Jumpin
  • Concealed Dash
  • Jump Attack
  • Falling
  • Datamined Roll & Dash Frame Data
  • Movement In-Game Frame Data


Basic Information

Rolling and Quickstepping

  • Pressing circle while holding a direction on the analog stick will cause you to roll or quickstep. If you are locked-on to the enemy, you will quickstep, and you'll roll if you are not locked-on. There's no major difference between rolling and quickstepping.
  • During the middle of your roll or quickstep, you'll be invincible. The period of time in which you can't be hurt is called your "invincibility frames," or "iframes." You may instinctively want to dodge away from enemy attacks, but in many cases it's actually better to dodge through them thanks to your invincibility! This minimizes the time that you spend in contact with the enemy's attack and moves you into a better position.
  • Rolling and quickstepping costs 10 points of stamina. With shields being extremely unreliable in Bloodborne, this is your primary defensive technique. Aggressive play is good, but always try to save a bit of stamina to escape after your attacks.

Backsteps

  • If you just press circle without pressing a direction on the left analog stick, your character will perform a short backstep. This backstep has no invincibility frames at all. On the other hand, if you hold back on the left analog while pressing circle, you'll perform a longer backstep, and it will have the invincibility frames of a normal roll! Either way, your backstep will cost 10 points of stamina.
  • So why would you ever use the short backstep? The main reason to do so is that you can perform special R1 and R2 attacks from the short backstep, and sometimes these moves are very useful. Attacking from the long backstep is just like attacking from a frontstep. Look at your chosen weapon's attack multipliers carefully and decide if using the short backstep is worthwhile. Both short and long backsleps have the same stamina cost; it's usually better to use the long one and have the invincibility frames.

Dashing and Jumping

  • Hold circle while moving to dash instead of walking. This will drain your stamina, but dashing is much faster than walking. This is a critical movement technique in Bloodborne. The enemies are all fast and aggressive, so staying mobile is vital for survival. You can perform special Dashing Attacks by pressing R1 or R2 while dashing.
  • You can also jump by pressing circle while dashing. It's tricky at first, but you need to hold circle to dash and then quickly let go and press it again to jump (alternatively you can double tap the circle button). The command can be awkward, but jumping can let you take some very interesting shortcuts in some areas. Be warned that this will fail if you are very low on stamina. Also note that you can run in circles to build up speed for a jump.

Concealed Dash

  • When fighting against other players, attacks that are fast and cover a lot of ground are very useful Dashing attacks, in particular, are great against human opponents. They're quick and hard to react to; unfortunately, the enemy can see them coming easily if you just dash forward. Luckily, there is a way to start a dash without it being obvious.
  • Lock-on to the enemy, hold down the circle button, and strafe to the side. Just before you want to attack, begin moving forward and then quickly press the attack button. If done with proper timing, the enemy won't even see your character begin dashing before the attack starts!

Jump Attack

  • Pressing UP and R2 at the same time will prompt you to leap forth and deliver a jump attack. The main point for this technique is its long range; be careful, though, as you'll be wide-open if you miss! Judge the distance carefully and use good timing to surprise your enemy.

Falling

  • Falling short distances will not harm you, but if you fall too far you'll take damage. Falls from great heights will outright kill you.
  • When your character lands after falling a long way, there will be a moment where you can't move; you can avoid this by rolling or backstepping just as you land. Alternatively, you can perform a special plunging attack by pressing R1 while falling. Finally, the Beast Rune has a hidden effect that lessens fall damage; you can use this to your advantage if you want to literally get the drop on the enemy.

Datamined Roll & Dash Frame Data

  • UPDATE: If you want to see more details on this subject go to the datamined sheet (you have to "File > Make a copy" to change the action from the dropdown box): Foxyhooligan's frame data interactive document [archive].
Movement iFrames Roll Cancel Hyper Armor Notes
Standard
  • Roll Cancel: Roll cancel is the moment of the table that allows you to cancel the current animation into backstep, rolls or dashes.

  • Hyper Armor: It's a hidden statistic that prevents character from flinching or stumbling.

  • Bloodborne & Dark Souls 3 comparison:

  • DkS3 fast roll = 13 iframes, 21 frames roll cancel, (16 iframes bloodring)

  • DkS3 med roll = 13 iframes, 21 frames roll cancel, 12-20 frames hyper armor, (16 iframes bloodring)

  • DkS3 fat roll = 12 iframes, 28 frames roll cancel, 12-25 frames hyper armor, (15 iframes bloodring)

  • Consecutive BB forward dashes are 3 frames faster than DkS3 rolls. Consecutive BB bone forward dashes are 5 frames faster than DkS3 rolls. Both dashes have 2 frames and 5 frames less i-frames respectively than DkS3 rolls.
Forward Dash 11 iframes 18 frames roll cancel
Other Dash 11 iframes 20 frames roll cancel
Roll 11 iframes 24 frames roll cancel
Old Hunter Bone
Forward Dash 8 iframes 16 frames roll cancel
Side & Back Dash 8 iframes 18 frames roll cancel
Roll 8 iframes 18 frames roll cancel
Beast's Embrace
Forward & Back Dash 11 iframes 22 frames roll cancel
Side & Diagonal Dash 11 iframes 24 frames roll cancel
Roll 11 iframes 24 frames roll cancel
Milkweed
Forward Dash 11 iframes 21 frames roll cancel 11-24 frames hyper armor
Other Dash 11 iframes 23 frames roll cancel 11-24 frames hyper armor
Roll 11 iframes 29 frames roll cancel 11-29 frames hyper armor
Backstep 0 iframes 19 frames roll cancel 0-18 frames hyper armor

Movement In-Game Frame Data [spreadsheet, archive]

  • UPDATE 19/07/2023: This spreadsheet has been updated to fit with datamined information.
  • Note: I attempted to test everything in this spreadsheet as thoroughly as possible, but things could still be incorrect for one reason or another. It's not easy to test this stuff on a console. If you have any questions, suggestions, comments, or criticisms, message Kanaris#7777 on Discord.
  • Note 2: Where there is a damage multiplier on the same frame as an iframe, this only applies to attacks that ignore iframes (mostly a PvP thing).
  • Note 3: Total frame count for an action assumes you are trying to roll/quickstep again afterwards. The action lockout is slightly different depending on what kind of action you want to take afterward, but roll/quickstep is the most relevant I feel. If you want to see more detail on this—for example attacking out of a roll—peep the datamined sheet (you have to "File > Make a copy" to change the action from the dropdown box): Foxyhooligan's frame data interactive document [archive].
Roll Quickstep forward Quickstep side Quickstep back Backstep
Frame count iFrame Damage iFrame Damage iFrame Damage iFrame Damage iFrame Damage

Summary


  • All four actions (roll / QS fwd / QS side / QS back) have the same number of iframes with the same timing! Rolling takes the most time to fully complete, and moves you the farthest. It also has the most instability frames afterwards. If you spam roll, it's easy to get roll caught. 11 iFrames, then 13 non-iFrames (8 instability frames + 5 stable lag frames). Basically, rolling kinda sucks unless you really need the extra distance or a specific angle.

  • Quickstep forward takes the least time to fully complete, meaning in terms of "hobb rolling", this movement gives you the greatest iFrame uptime and leaves you the least exposed.

  • Quickstep sideways is like a QS fwd but with 2 extra stable lag frames at the end of it (when chaining it with another roll/QS). It's kind of the worst of both worlds when compared to QS fwd and QS back.

  • Quickstep backward goes for the same duration as QS side but 2 of the instability frames are instead stable lag frames, so you're slightly less likely to be punished with a counterhit multiplier if you're roll caught. The trade-off is that it's still longer in total compared to QS fwd.

  • Backstep (neutral stick, tap circle) gives ZERO iFrames, and the greatest number of instability frames. It has low total duration so it can be spammed to back way off from an opponent. Should really just unlock and sprint away though.

Key


  • iFrames = yes

  • iFrames = no. No instability damage

  • iFrames = no. Instability damage as punishment for mistiming
1 yes - yes - yes - yes - no 1.00x
2 yes - yes - yes - yes - no 1.00x
3 yes - yes - yes - yes - no 1.00x
4 yes (1.41x) yes - yes - yes - no 1.41x
5 yes (1.41x) yes - yes - yes (1.41x) no 1.41x
6 yes (1.41x) yes - yes (1.41x) yes (1.41x) no 1.41x
7 yes (1.41x) yes (1.41x) yes (1.41x) yes (1.41x) no 1.41x
8 yes (1.41x) yes (1.41x) yes (1.41x) yes (1.41x) no 1.41x
9 yes (1.41x) yes (1.41x) yes (1.41x) yes (1.41x) no 1.41x
10 yes (1.41x) yes (1.41x) yes (1.41x) yes (1.41x) no 1.41x
11 yes (1.41x) yes (1.41x) yes (1.41x) yes (1.41x) no 1.41x
12 no 1.41x no 1.41x no 1.41x no 1.41x no 1.41x
13 no 1.41x no 1.41x no 1.41x no 1.41x no 1.00x
14 no 1.41x no 1.41x no 1.41x no 1.41x no 1.00x
15 no 1.41x no 1.41x no 1.41x no 1.41x no 1.00x
16 no 1.41x no 1.41x no 1.41x no 1.41x no 1.00x
17 no 1.41x no 1.41x no 1.41x no 1.00x no 1.00x
18 no 1.41x no 1.41x no 1.41x no 1.00x no 1.00x
19 no 1.41x no 1.00x no 1.00x no 1.00x
20 no 1.00x no 1.00x no 1.00x
21 no 1.00x
22 no 1.00x
23 no 1.00x
24 no 1.00x
24 frames long when spamming 18 frames long when spamming 20 frames long when spamming 20 frames long when spamming 19 frames long when spamming
11 iFrames 11 iFrames 11 iFrames 11 iFrames 0 iFrames
8 instability frames after iFrames 7 instability frames after iFrames 7 instability frames after iFrames 5 instability frames after iFrames 9 instability frames
5 stable lag frames when spamming 0 stable lag frames when spamming 2 stable lag frames when spamming 4 stable lag frames when spamming 7 stable lag frames when spamming
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