Most movement costs 1 point for 3", but it is obvious that some movement is better than others. After all, why leap when you can fly, or teleport when tunnelling gives you much the same ability at half the cost? These changes attempt to provide some benefits to make any type of movement worth having.
Flying
A kaiju may only change altitude by one level in a turn per flight move it does. So if it moves and attacks it may only change altitude by one level, but if it performs a double move it may change altitude by two levels.
Note that in order to fly a kaiju must at least be at low altitude. Since a kaiju can only change altitude by one level per movement action, a kaiju that starts at ground level but uses flight will automatically end that movement action at low altitude. To descend to ground level within the same turn would require the kaiju to expend its second movement action, which means that they cannot attack.
Leaping
As long as they are not dazed, a kaiju with Leaping can subtract half of its leap move from the number of dice of damage taken from falling. Thus a kaiju with 6" of Leaping that is shoved from the top of a skyscraper will take no damage (6"/2=3. 3D6-3=0). It is still considered to be knocked down, however.
Teleport
A kaiju with teleport may use it to evade a ranged attack if they have a saved action. If the attack hits, the kaiju may attempt an emergency teleport. This is resolved in the same way as a block - roll 3D6 plus the kaiju's Reflexes +2 and equal or beat the attacker's 'to hit' score. If the emergency teleport is successful the attack misses, but the teleporting kaiju may not end up where they expected. Roll a D6: on a 1-4 the kaiju teleports 1D6 inches in a random direction, on a 5-6 they teleport 'on the spot' and stay where they are*. They may only evade one ranged attack per turn in this manner.
*A Games Workshop scatter dice will achieve this effect.
Floating
As described in the rules Floating is not a cost-effective form of movement, as it costs the same as flying whilst offering fewer advantages. Floating should now be bought as an extension to Running rather than a movement type in its own right. For 1 point a kaiju may be considered to be floating when it uses its normal Move ability and may pass over water, quicksand, lava or other terrain with no penalty. If the kaiju has purchased extra inches of Running then the Floating ability applies to these as well. This ability may only be purchased once.
Clinging
No effect is described for Clinging in the rules. A kaiju with Clinging climbs tall structures faster than other kaiju. It may climb a structure one altitude level in height as a single move action. In a single turn it may climb two altitude levels. In addition a kaiju with Clinging does not fall from a structure when dazed.