Movement serves many different functions: it allows you to chain actions together to apply offense, evade enemy incoming fire, and allows you to manipulate your landing timing. It can be said that movement is the true heart of the Gundam EXVS series.
Let's go over some of the finer details of boost dashing:
After boost dashing, if you continue to hold the lever or C, you will continue dashing while draining additional boost. To avoid accidentally extending your dash, make sure to return the lever to neutral after inputting a boost dash, unless you intentionally want the extended version.
While boost dashing, if you change the direction you're holding, your boost dash vector will actually curve to the direction you point to. This is called swerving and is commonly used to help you control your angle of fire, give you more flexibility with adjusting your positioning, and giving you a bit more evasion. Swerving does not cause additional boost by itself, but if you try and swerve longer than the length of a regular boost dash, you will be extending your boost dash length, costing extra boost.
Boost dashing backwards (towards the camera) always costs more boost than normal.
Boost dashing is the most basic form of movement, but it can be considered risky or aggressive - if you are constantly boost dashing to attack relentlessly, you will quickly run out of boost, and are prone to getting hit, especially if targeted by more than one player.
After inputting boost dash, pressing C again will cause you to perform a large jump while maintaining your boost dash momentum. Compared to boost dashing, boost hopping is a more efficient way to cover distance while being evasive, making it an extremely recommended form of movement while learning.
The window for inputting C is somewhat specific, so be sure to practice this and get the timing down.
If you are holding a direction while inputting C, you will get a smaller hop than normal. While this small hop has its uses, it has less horizontal and vertical coverage, and isn't recommended as your default choice. Your lever must be at neutral while inputting C to get the proper jump.
After performing a boost hop, holding a direction will add extra momentum as you are descending, allowing you to cover additional ground.
Adding everything together, the input you want to use when practicing the boost hop looks like:
[Hold direction] C, C, [Lever neutral], C, [Hold direction]
Unlike a boost dash, a traditional sidestep does not cancel your current actions. The guidance-cutting property of step is the primary advantage of using steps. New players will find it surprising how effective sidestepping is for avoiding attacks, and it is strongly encouraged to play with steps to feel it for yourself. Stepping is more likely to avoid shots than boost dashing, but costs more boost and leaves you in a worse situation than a boost dash.
While performing a melee attack, performing a step will allow you to step out of the attack, which can be done before or after the attack comes out. This is called a Rainbow Step. Rainbow steps function similarly to regular sidesteps, but have more horizontal movement to them. Rainbow steps are commonly used in close range to continue offense from a melee attack or to extend a melee combo that has connected. Note also that some suit-specific moves are defined as melee and can be rainbow stepped, even if they do not appear to be a melee attack.
Stepping in mid-air leaves you hanging afterwards in an awkward state, and is typically combined with other movement for best effect.
A fuwastep is basically a step jump. Press C at the same time as your 2nd directional input and you will get a nice curved arc rather than the sharp angle that a step leaves you at. Fuwastep is a great defensive option that leaves you in a good position to continue mid-air combat. Fuwastep left or right to continue pressuring, or use Fuwastep back to retreat while still maintaining your angle.
A step boost dash is performed by inputting a step then boostdash in quick succession. Though this technique costs a fair amount of boost, it is a highly evasive maneuver due to both cutting guidance while also moving laterally. This is commonly used as a way to start your movement after landing in the middle of fire, or as a way to avoid attacks with strong tracking while boost dashing.
While rising (performed by holding the C button), holding a direction will cause your suit to turn towards that direction, known as swiveling. This is very useful for staying on-angle to avoid causing vernier with your main shot. Remember that main shots are basically free to fire normally, so staying on-angle is highly recommended. Swiveling is commonly used while boost hopping to stay on-angle. In particular, boost hopping away from an enemy, while swiveling to reface them, then falling down with a BR is an extremely common defensive pattern.
Swiveling can be used while rising from other means as well, such as fuwasteps or normally jumping with the C button.
Some suits can transform into their Mobile Armor (MA) mode by holding C and pressing a direction twice (including diagonals, unlike steps). Flying around in MA mode will constantly drain boost, and while in MA mode, you will automatically exit MA mode unless you maintain control, which can be done in three ways:
Holding a direction will steer your suit towards that direction (the primary way of maintaining control)
Holding C will cause you to rise
Double tapping C will cause you to descend downward (continue holding C to descend further)
In addition, quickly inputting up twice will cause you to perform a homing movement, which will quickly point your suit straight towards the target.
Suits with an MA mode have a unique movelist, and while many MA modes are used primarily for their special attacks, the MA transformation action itself is very boost efficient.
You may recall the term "vernier" which refers to a state where you stall in the air. Most special moves cause vernier, while a select few do not. Beam rifles (generally) do not cause vernier, which is why you can perform them while falling with no drawbacks.
In this game, if you directly cancel into a move that does not cause vernier, it will cancel out of your previous vernier state, allowing you to naturally fall (you cannot cancel out of sidestep this way). Your suit needs a specific move and cancel route in order to take advantage of this (note that most suits in Shooting Burst can do this due to the beam rifle cancel route).
For example, as seen in the clip on the right, Xi can cancel it's Beam Rifle directly into Sub (AB), and Xi's Sub does not cause vernier. Thus, if you do a backturned beam rifle that would normally cause vernier, you can directly cancel it into Sub to naturally fall again.
Cancelling in this fashion, however, does not cut guidance, and so you are still prone to being shot. Earlier it was mentioned that you cannot cancel your sidestep motion by going into freefall state (Xi cannot do sidestep into Sub to fall. The sidestep motion continues undisturbed). However, if you precede the backturned BR ~ Sub cancel route with a sidestep, you can effectively transition from sidestepping into a falling state.
This is an extremely powerful defensive option. Because sidestepping cuts guidance, if you perform this technique low to the ground, the opponents must fire at you AFTER you sidestep in order to punish your landing. From many distances / boost expenditures, this effectively can make your landing unpunishable by the standard BR. In addition, the delay of performing the step~move~freefall cancel causes the landing to occur slightly delayed, evading standard landing punish timing.
The sequence of Step into [Vernier Move] into [Freefalling Move] is often referred to as an Amekyan, though the term itself simply means Assist Main Cancel. The assist main cancel is the one of the most common versions of this cancel route and thus became the broad term as well.
If we look back at the previous example, Xi must be backturned to use it's "amekyan", which can limit its effectiveness. If we look at a more standard example of an amekyan, such as with Build Strike, the difference is fairly apparently. Build Strike can cancel his AC into BR, and since an on-angle BR does not cause vernier, it will put him back into freefall state. The advantages of this are huge: firstly, it can be performed facing forward. It can still be performed while backturned, because when Build Strike does AC, it also refaces the opponent. In addition, compared to XI's funnel sub, Build Strike's AC fires immediately at the opponent - Build Strike can use this technique to stay evasive while also sending out a lot of firepower. Build Strike can even do BR~Step~AC~BR for further pressure.
If your suit has any sort of freefall cancel, be sure to play around with them and look for places to utilize them in matches - they're a great tool both defensively and offensively.
Not all amekyan can be done while back turned. Some assists will not turn your suit around, meaning that if you perform it, you will get an out of angle BR, which will cause vernier, the opposite of what you want.
If you have a suit that can only amekyan while on-angle, this is direct example of where using swiveling, swerving, and positioning to maintain on angle are very important.
One thing you can do to forcefully reface yourself for an on-angle amekyan is to use melee. Melee attacks in red lock reface the target, so you can simply use a melee before doing your step. The drawbacks to doing this are you spend boost during the melee attack startup, and that melee, if only for a small window before stepping, will affect your movement arc, making it dangerous to do if there is a stream of incoming fire at you. When using melee for this purpose, the melee you choose has a small effect due to this. Choose a melee that does not move you forward much if you are trying to disengage, for example.
After getting comfortable with moving around and attacking, try playing some single player matches to get used to the flow of the game. Read through Burst Details, and/or check out Strategy (Teamwork) to learn about the strategy and team elements of the game.