To wall jump in the Roblox game Grace—formally called a wall-kick—you must hold your sprint key, jump towards a surface, and press your jump key again while touching the wall mid-air. In standard gameplay, your character can only perform two wall kicks before touching the ground again.
Timing and momentum control are critical. Because Grace relies on high-speed traversal through procedural rooms, mastering your wall-kick limits and chaining them into advanced movement techniques like darting dictates how effectively you can bypass entities and clear rooms.
Grace Wall-Kicking Basics and Jump Limits
Wall-kicking requires active sprint momentum. If you try to jump against a wall while walking or standing still, the kick input will fail. Once you make contact with a wall in mid-air while sprinting, pressing jump pushes your avatar outward and upward, converting your trajectory.
Your wall-kick capacity changes depending on your equipped traits and the game mode you are playing:
| Condition / Mode | Allowed Wall Kicks | Mechanics Note |
|---|---|---|
| Standard Grace (No Traits) | 2 | Base limit before you must touch flat ground. |
| 10-Point Crampons Trait | 4 | Doubles your available kicks mid-air. |
| Propeller Cap Trait | 1 | Restricts kick limit to a single jump. |
| zen Mode | Infinite | Walls extend vertically without a roof cap. |
| REPRIEVE Mode | Infinite | Allows continuous climbing without landing. |
If you are practicing basic inputs without entity pressure, running the peaceful zen mode or using the lobby allows you to test wall-kick angles without the two-kick restriction.
Recommended Keybinds and Settings
Advanced movement players frequently rebind controls to prevent missed inputs, as alternating between sprint, crouch, and jump at high velocity is physically demanding on default layouts.
- Sprint Toggle: Set Sprint Toggle to OFF. Mechanics such as sprintless darting and power sliding require you to let go of sprint while maintaining a slide.
- Crouch Keybind: Many speedrunners bind crouch to Left Click or map the mouse scroll wheel to crouch using mouse remapping tools. This allows rapid spamming for slides and trimps without taking fingers off directional keys.
- Camera Settings: Open the game settings and turn off Camera Headlock, Camera Tilting, Speed Lines, and Camera Sprint Bobbing. Lower camera shake as much as possible. These visual effects introduce camera clutter and interfere with lining up precise wall angles.
How to Dart and Reset Wall Jumps (Advanced Tech)
Once you understand standard wall-kicking, you can combine kicks with slides to build extreme horizontal velocity. Speedrunners refer to this technique as darting.
1. The Power Slide Setup
To build velocity for a dart, perform a power slide. Sprint forward, hit your crouch key to slide, and immediately release your sprint key. Releasing sprint removes the soft speed cap that normally restricts sprinting momentum, allowing you to carry far more speed into down-ramps or wedge points.
2. Trimping for Vertical Lift
To get high enough to dart across door arches, look for small lips, door corners, stairs, or barrels. Slide toward the object without holding sprint, then jump immediately before making contact. This wedges your character upward into the air.
3. Converting Height into Horizontal Speed
While airborne from a jump or trimp, angle your character toward a wall or the frame of a doorway:
- Touch the wall and press your jump key to execute a wall-kick.
- Immediately crouch into a slide mid-air.
- The wall-kick redirects your accumulated vertical velocity into forward horizontal speed.
4. Resetting Wall Kicks on Doorframes (B-Hopping)
Because base Grace limits you to two wall kicks, you will quickly fall back to the floor unless you reset your counter. You do not need to land on flat ground to reset kicks. Sliding or wall-jumping directly onto the narrow top ledge of a doorframe counts as touching ground, instantly replenishing your wall-kick counter back to two (or four if using Crampons) without killing your forward momentum.
Surviving Entities While Airborne
Airborne wall-kicking alters how room hazards and entities interact with your character:
- Slugfish: Darting high through rooms allows you to travel above Slugfish's path. Slamming into Slugfish at an angle can also launch you forward if timed correctly, though misjudging the bounce risks immediate death.
- Elkman: Elkman cannot harm you if you stay elevated above floor level through chained wall kicks.
- Carnation: Gaining high horizontal speed through rooms helps you outpace Carnation cycles and stack safe rooms. Sliding backwards into a wall while facing the opposite direction was previously used to parry Carnation, but recent updates removed wall-sliding parries.
- Slight and Heed: The primary risk of high-speed wall jumping is accidentally rocketing directly into Slight or Heed before having time to stop. If you lack the reaction time to halt momentum, running the Teddy Teddy trait helps mitigate visual distraction penalties.
Frequently Asked Questions
Why does my wall jump not trigger in Grace?
A wall jump will not register if you are not holding sprint when you touch the wall, or if you have already used your two allotted wall kicks since last touching flat ground or a doorframe.
How do I get four wall jumps instead of two?
Equip the 10-Point Crampons trait before starting your run. This trait increases your maximum wall-kick counter from two to four.
What is the difference between wall-kicking and darting?
A wall-kick is the base mechanic of jumping off a vertical surface. Darting is an advanced movement technique where you combine trimp height, a power slide, and a wall-kick to convert vertical launch height into extreme forward horizontal speed.












