Virtual Reality (VR) has enabled novel ways to study embodiment and understand how a virtual avatar may be treated as part of a person's body. These studies mainly employ virtual bodies perceived from a first-person perspective, given that VR has a default egocentric view. Third-person perspective (3PP) within VR has positively influenced the navigation time and spatial orientation in large virtual worlds. However, the relationship between VR locomotion in 3PP and the sense of embodiment in the users remains unexplored. In this paper, we proposed three VR locomotion techniques in 3PP (controller joystick, head tilt, arm swing). We evaluated them in a user study (N=16) focusing on their influence on the sense of embodiment, perceived usability, VR sickness, and completion time. Our results showed that arm swing and head tilt facilitate higher embodiment than a controller joystick but lead to higher completion times and oculomotor sickness.