Joke Collection Website - Joke collection - How to increase airspeed when jumping in CS. Ground speed indicators

How to increase airspeed when jumping in CS. Ground speed indicators

The following summary of my experience is absolutely original. Don’t comment if you know how to do it:

If you don’t understand some terms, please look up the translation on Baidu

~

Bhop, whether it is a normal continuous jump or a bounce, taking BhopLongjump as an example, there are the following points:

If the airspeed before bhop exceeds 300, even if you successfully bhop out, the airspeed will drop sharply. to below 250.

If the airspeed before the bhop is lower than 300, then the speed before and after the successful bhop will be the same, which means that the jump will not slow down.

So, the ground speed of BhopLongjump is at most infinitely close to 300, but cannot be equal to or greater than 300. The instantaneous maximum airspeed before "connection" should be controlled within 300. The closer to 300, the further the jump will be. The mystery of LJ, the long jump's run-up, lies in the quarter arc. For example, the process of right rotation: W+D while moving the mouse to the right will complete a quarter arc. If it is too long or too short, it will not only fail to achieve the desired effect, but will also be counterproductive. The correct action is: first press W and quickly flick the mouse left to roughly the left, then hold W firmly, then press D, and at the same time move the mouse evenly to the right. After W+D and moving the mouse right at the same time completes a quarter-circle arc, release W and move the wheel to jump, and quickly flick to the right to complete the first acceleration. Note that releasing W and turning the wheel to jump must be done at the same time. LJ run-up is a process of increasing ground speed. To ensure that the ground speed reaches 100% or above 270, it is qualified. In other words, LJ's run-up speed must be above 270 each time, and his acceleration data must be above 235 to be considered qualified for graduation. Acceleration, there is no quick shortcut to accelerating, you can only practice by constantly skipping maps (it is recommended to practice with CS1.6 maps). In fact, it is the ability to continuously accelerate, which needs to be cultivated through practicing jump maps, challenging difficulties, and ashes maps. After enough time and maturity, high-quality and stable acceleration will naturally occur. There are two main criteria to measure the quality of acceleration: synchronization rate and the magnitude of each acceleration. These two data can be understood through the LJ plug-in. The synchronization rate is the perfect degree of cooperation between the keyboard and the mouse. It can only be improved by skipping pictures. There is no other way. Taking LJ's acceleration as an example, it is best for the acceleration to decrease evenly, such as a 5-time acceleration, 15 14 12 10 9. Although this data is not particularly perfect, it meets the requirements of uniform decrease. The first two accelerations are key. The first acceleration must be done quickly and in place. The connection of the first two accelerations, that is, the synchronization of the keyboard and mouse cooperation in the first two accelerations, directly determines the synchronization rate of the entire process. Acceleration means multiple rotations. If you want to rotate more vertically than horizontally, you have to spin faster. That is to say, no matter how many times you accelerate, if you want to jump far, you must go as fast as possible under the premise of ensuring high synchronization and high airspeed, and within the capabilities of your fingers.

Of course, there is no need to accelerate so quickly when jumping. The purpose of jump map is to seek stability and speed. No matter how many times you accelerate at a jump point, as long as you can ensure that you can pass it, there is no need to accelerate desperately. Whether it is the two-button acceleration of LJ, BHLJ, CJ, or EJ, or the W acceleration commonly used in skipping pictures, we must remember an eternal truth: the first acceleration is the foundation and the key, and the first time is bound to ensure that the speed is large. amplitude. And after it is completely thrown in place, continue the subsequent acceleration, and the subsequent acceleration is auxiliary. This will be deeply felt when you jump on a difficult map. The importance of the first acceleration should always exist in your mind and be the first priority. CJ, count jump, requires the use of roller squats, which is a small jump. The principle of CJ is: first LJ run-up, when the ground speed reaches above 270, start a small jump, rotate 60-90 degrees in the air during the small jump, and then jump. In this way, the 27 speed during the approach, coupled with the small jump in the air, increases the airspeed by more than 10 points. If the run-up is 275 and the airspeed increases by 15 points during the small jump, the total airspeed will be 290. Before "Connect", the airspeed would not slow down as long as it did not exceed 300, and the ground speed was 290 points, which is a very high ground speed. Key points: The whole process should be completed in one go, without hesitation or pause. During the approach, take LJ and complete the approach. Release W and do a small jump at the same time, which is called a roller squat. Remember, it must be at the same time.

The small jump rotates 60-90 degrees in the air. If the rotation is small, the airspeed cannot be increased, and the CJ ground speed will naturally be low. The mouse keeps moving during the entire process, especially when it suddenly accelerates during small jumps in the air. Because the mid-air time of small jumps is very short, in order to ensure the rotation range and timing of consecutive jumps, special attention must be paid to two movements during small mid-air jumps: roller squat, roller squat, and roller jump immediately after roller squat to ensure the best time to take off; roller jump After squatting, the mouse must be rotated 60-90 degrees. The only difference between EJ (also known as WJ) and CJ is that there is no small jump, but it goes straight out. It is a jump point suitable for step terrain

Falling buffering skills: common in WR, necessary for brushing the map Skill. It is generally used after passing a jump point, but the next jump point is far away and requires a certain distance to be walked. Press down and squat down, release the squat and then move forward, which obviously delays time. So this is where landing buffering techniques are used to minimize the loss of speed. Operation: When you land on the ground, lightly tap to squat, and when you release the squat, move the roller to jump. The release of the squat and the small jump are at the same time. If this technique is performed correctly, you can at least move up a position quickly. This is attached with a video address /programs/view/wMhLHt5Nxzs/&wd=KZ&li=15&img=2539346853,1830123399&s=1

This article comes from the Monkey Island Forum: /r3349948_u9767196/