Walking is free and running is not: holding sprint drains vigour steadily, and easing off lets it return. On top of that sit four moves.
Slide
Crouch while moving fast and you keep your momentum, plus whatever the slope gives you. Friction bleeds it off gradually — and jumping out of a slide keeps the speed.
Mantle
Jump at a ledge around chest height and the body takes over, pulling you up onto it in one motion. Your view stays yours while it happens.
Walljump
Airborne beside a wall, jump again for a push away and up. The same wall will not take you twice — touch ground, or a different wall, before it works again.
Dash
The dash is a burst, not a pace: press it and you move at 12 m/s for a third of a second in the direction you are holding, paid for with a lump of vigour — about a sixth of a rested bar — and gated by a half-second cooldown. Dashing from a sprint and from a standstill are the same move; the burst sets your speed rather than adding to it.