Description
Bullet Jump: Warframe Parkour
Move like a Tenno. Warframe Parkour brings Warframe's parkour system to Minecraft: bullet jumps, double jumps, slides, jump kicks, rolls, aim gliding, wall dashing, wall latching, wall jumps and ledge mantling, all chainable into one fluid flow of movement.
Every maneuver is animated (the Bullet Jump corkscrew, flips, rolls, leans) and visible to other players in multiplayer.
Maneuvers
| Maneuver | How | What it does |
|---|---|---|
| Bullet Jump | Sneak + Jump | Launches you towards your crosshair with a spinning, head-first corkscrew. Aiming at the ground sends you up and slightly forward. Out of a slide it keeps part of your speed. Can also be done once mid-air, as long as you have not double jumped yet. The take-off blast damages and pushes back entities within 3 blocks. |
| Double Jump | Jump mid-air | A second jump that keeps your momentum. Recharged by touching the ground or a wall. |
| Slide | Sneak while sprinting | Slide along the ground with a low hitbox: you fit under 1-block gaps. Steer with the camera. Slides carry you off ledges instead of stopping at the edge. |
| Jump Kick | Sneak mid-air while moving | Keeps your momentum in the air, kicks whatever you run into (damage + knockback) and turns into a slide when you land. |
| Roll | Double-tap Sneak, or the Roll key (Left Alt) | Dodge roll in your movement direction. While rolling you take 75% less damage and ignore knockback. Once per jump mid-air. |
| Aim Glide | Hold Aim (R) mid-air | Slows your fall for up to 3 seconds. Shares its timer with Wall Latch. |
| Wall Dash | Jump into a wall while moving towards it | Facing the wall: run up it. At an angle: run along it. Hold Jump to chain more dashes. |
| Wall Latch | Hold Aim (R) while touching a wall mid-air | Stick to the wall for up to 6 seconds. |
| Wall Jump | Jump while wall dashing or latched | Launch off the wall towards your crosshair. |
| Mantle | Jump against a ledge while moving forward | Grab ledges up to 2 blocks above your feet and climb up. Double jump while mantling to get up faster. |
No hard landings: the first landing after any maneuver deals no fall damage, just like Warframe (configurable).
Warframe rules included: touching a wall recharges your double jump, air bullet jump and air roll; aim glide and wall latch share one timer that only refills on the ground.
Chains to try
- Sprint, Sneak (slide), Jump (Bullet Jump out of the slide), then Jump again (double jump).
- Bullet Jump at a tall wall, Wall Dash up it, hold Aim to latch, then Jump off towards your next target.
- Walk off a cliff, hold Aim to glide down, and let go just before landing.
Controls
| Action | Default key | Notes |
|---|---|---|
| Roll | Double-tap Sneak, or Left Alt | The Roll key can be rebound or unbound in Controls. |
| Aim (glide / wall latch) | R | Warframe uses right click, which Minecraft needs for items, so Aim has its own key. |
Everything else uses vanilla keys (Jump, Sneak, Sprint and movement), so it works with your existing bindings, toggle-sneak and mouse bindings included.
Configuration
Every maneuver can be turned on or off and tuned per world. Edit serverconfig/bulletjump-server.toml in the world folder, or use the in-game config screen (Mods menu → Bullet Jump → Config). The server's settings are sent to every player automatically.
| Section | Options (default) |
|---|---|
| Bullet Jump | enabled, launch speed (1.4), minimum vertical speed (0.45), blast damage (2.0) |
| Double Jump | enabled, upward speed (0.6) |
| Slide | enabled, start speed (0.5), friction (0.97) |
| Jump Kick | enabled, damage (4.0) |
| Roll | enabled, speed (0.7), duration (10 ticks), damage reduction (75%) |
| Aim Glide | enabled, fall speed (0.06), duration (60 ticks) |
| Wall Dash | enabled, speed (0.4), duration (20 ticks), max chained dashes (0 = unlimited), wall jump speed (0.9) |
| Wall Latch | enabled, duration (120 ticks) |
| Mantle | enabled, reach (2.0 blocks) |
| Landing | fall damage multiplier after maneuvers (0 = none, 1 = vanilla) |
Speeds are in blocks per tick; for reference, a vanilla jump is 0.42 and sprinting is about 0.28.
Multiplayer
- Install on both the server and the client. Movement is handled by your client for zero-latency control. The server double-checks each maneuver, handles fall damage, roll damage reduction, jump kick and blast damage, and shows your moves to everyone nearby.
- Tested on a dedicated server: wall latching doesn't get you kicked for flying, and slides don't cause position corrections.
Good to know
- Wearing an Elytra: jumping mid-air opens the Elytra as usual instead of double jumping.
- Creative mode: double-tapping Jump still toggles flight; maneuvers are disabled while flying.
- Maneuvers are disabled while swimming, in lava, riding or flying.
- Double-tapping Sneak rolls, so repeated crouch-spamming will roll you around.
- Not included: ziplines (they are map furniture in Warframe) and melee maneuvers (slide attack, slam attack).
Requirements
- Minecraft 1.21.1
- NeoForge 21.1 or newer




