Basic movements for travelling across maps is a major for shortening time in speedrun. Dread also.
Definition of movement vs trick needed so that pages can be moved to an appropriate directory
In every game, samus herself gain the fastest speed by running but platforming is an issue to keep the speed. In Dread, speedrunners usually slide or melee off an edge while going down. Sliding at the edge will fasten samus moving down to the next platform. Meleeing is often used at where a small platform exists between samus and the lower platform. Details please jump to coyote jump page
When platforming with 180 turns. Pivot-respin can help gain a little horizontal distance.
In game, you gain flash shift and speedbooster. These two power ups are the tools to assist quick movement in mid to late game. Comparing both, flash shift is best to use for short distance and complex platform formation while speedbooster is for long distance and areas that can speedkeep.
Falling at great height, spin falling is use for additional horizontal distance. Morphing increase the falling speeding.
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With ledge, you can use slide pivot-respin to increase speed for a few frames.
In runs, either spin jumping or ball jumping works.
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Mantle refers to the animation of samus grabbing the ledge and pulling herself up. This animation takes away time with the longer the run is. Quick Mantle, Quick-Hopping or Ledge Jumping is a common strat to erase this time lost.
By spin jumping towards the edge of a platform and immediately hitting Jump again, you can often forgo the animation. This is similar to the way it is executed in Super Metroid; you are essentially spin jumping off of the edge of the platform's collision. If perfected, it makes it far easier to navigate multiple platforms. You should aim to Ledge Jump whenever navigating platforms.
When Samus' body is in the water. A normal mantle is forced to perform when you don't have gravity suit right now. This does not mean you can't quick mantle in this situation.
As soon as Samus grabbing on the ledge, move your direction to the opposite and spin jump. In the jump, samus gain height which is enough for her to stand on the platform. Now flick the direction to back where you want to climb up. This trick is hard to do for time saves for two reasons. First, you need to beware of the direction input is not slight deflect upwards or this will straight into normal mantle once Samus is grabbing the ledge. Second is that the time between grabbing the ledge to spin jump out and the spin jump U-turn you are doing is short enough to outspeed the mantle animation.
It is known that flash shift can be perform three time at once. However, it's not restricted to only chain up during shifting. There is a brief time before the aeion bar cooldown where it not allow runners to flash shift. This can input other movements and make flash shift able to help with moving vertical.
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As the name suggested, keeping speed boost state continue activate. Since Dread has a boost on the Speedbooster power up, much more ways of speed keeping can be done other than just store and spark to a slope in previous games.
Neutral falling to the ground with a down input will also store the spark.
simply running off a ledge and disable spin jump in midair by shooting , aiming or unmorphing
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When grappling to a magnet surface, you can press B to cancel the grapple beam. Doing this in the middle of the pull can retain some momentum of it. Avoid grabbing to the magnet wall to have better inputs for movement
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These tricks are only applicable in one situation, and may not matter in all runs.