One thing that can really give one team the edge over another is knowledge of techniques. This is mainly emphasized for flag runners, although defenders and mid players should also have knowledge of these techniques. I’d like to note here that although I say “techniques”, many of the things in this section might not be considered a technique, or are more about pushing a certain button than anything. None of the basic techniques are very specialized for specific positions, so they should all be expected to use it.
Dodging is relatively easy to do, and a few decent flag-running techniques depend on the person being able to dodge. In order to dodge, just tap a directional key twice in quick succession, and hold the key down afterwards to go farther. You can do it anywhere (although moving yourself in a way that your desired destination is a side dodge is preferred; side dodging is easier to do than forward dodging or back dodging).
If it’s not working for you, make sure you have dodge enabled by going to the main menu in Unreal Tournament, and clicking these things: Options -> Preferences -> Game -> Make sure “Dodging” is checked. If you can do it but seem to be having trouble dodging when you want to, you can increase the time allowed for you to “dodge” by going into the System folder for Unreal Tournament. It is usually found by clicking “My Computer” -> C:\\ -> UnrealTournament -> System. Once you’re there, click on “User.ini”. You should now see a giant list of text. Press Ctrl+F (or press Edit at the top and click “Find”) and type in “DodgeClickTime”. If I remember right, the default is 0.250000 for it. I increased mine to 0.300000, and it seems like a nice balance between dodging in a fast server like FTB and in slower servers (the game speed is the reason people have trouble dodging, and setting your DodgeClickTime too high can make you accidentally dodge around a lot).
Another extremely easy thing to do. Equip your translocator, click fire, and then click alt-fire. Some techniques build on this extremely basic one, so make sure you can do it.
The first easy technique to do that can really distinguish the good players from others. Basically, if you’re in the air, you can sway around a bit (mostly by swaying left and right, or in more complex directions like up-left or down-right, or all of them, which makes a more circular movement) to prevent getting killed as much in midair. It’s especially useful when falling onto your own flag (if you’re capturing the flag) and you don’t want to get killed on the way down.
Shooting the ground around your enemies (or the flag):
This is another easy technique that can put you ahead of other people. Instead of shooting directly at a person, you can use splash damage to your advantage and shoot the ground they’re on (or about to land on) so that you can kill them faster. It’s especially useful for preventing people from capturing your flag, whether the flag’s in your own base or it’s in the enemy’s base. One important thing to note is that you never want to try this with guns that have zero splash damage, ie: RebelMac (the red/grey uzi) or the FTB Uzi (blue/grey uzi). The other guns have splash, though, so be sure to use them for this technique. Another important thing to note is that if you’re using this technique on your own flag while a flag runner is coming in, stop shooting your own flag! Nine times out of ten you boost the flag runner off of the flag without capping, and it gets stuck inside the base.
Riding a Rocket-X (HoA-style servers):
Riding a Rocket-X is extremely easy. Equip a Rocket-X (RX for short) and press the alt-fire (usually it’s right-click for a mouse) button. You’re now riding the Rocket X. To get out of it, jump. To speed up, hold down the “Up” button (and hold down the “Down” button to slow down). To go VERY fast, press the fire (left-click) button while you’re in the RX. You can also toggle it off by clicking the fire button again. It’s also important to know what kind of RX you pick up. The Redeemer-looking RX will also launch as a missile when you press the “Fire” button instead of “Alt-Fire”. The space-ship looking RX won’t launch as a missile if you press “Fire” instead. There’s other differences between them that I’ll discuss in the other sections.
That’s mostly it for basic techniques. It won’t get you very far but it will at least make you better than a total nub.
These techniques are actually slightly hard to do at first, but basically anybody can do them after a little practice. This is probably the section where it becomes a little difficult for people using alternative controls (joysticks, Slate’s infamous 3-button system) to do these. All of them build off of the basic techniques, so make sure you can do those proficiently. Most of the techniques here are for flag runners, but they can apply for every position.
Something to note is that the majority of the techniques from now on will require a server with no self-damage on it (eg: FTB/HHH servers). On HoA-style servers, for instance, you''re almost guaranteed to accidentally kill yourself doing them.
This is probably the easiest technique to do out of any of the moderate techniques. All you have to do is follow these steps:
Aim a gun at the ground.
Immediately after the jump, shoot a few rounds onto the ground for a higher-than-normal jump. Try to shoot as few as possible you can aim at other things later.
There are some guns that won’t let you do this because they don’t allow you to boost yourself forwards. A few of these guns are:
The RebelMac (the red/grey uzi on the HHH server)
The FTB Uzi (the blue/grey uzi on the regular FTB server)
The G11 (the black gun with 100 rounds for Caesar’s server/other HoA style server)
These guns are the best (for me, anyways) at doing this in the servers it can be done in (keep this in mind since I’ll refer back to them at other times):
The Cherrybomber rifle (The red rifle found on the HHH server)
The Infinity2nd rifle (The red/yellow/black rifle found on the regular FTB server)
The Jump Shot is more useful for flag runners, and especially useful for 1v1 games. The huge boost you get means that the enemy can’t shoot the ground beneath you, but you can shoot the ground beneath them instead.
The Dodge Shot is basically the exact same as a jump shot, but done while dodging instead of jumping. Once again it’s a simple process:
Do a dodge in any direction (though once again side dodges are preferred).
While dodging, aim downwards and shoot the ground a few times (the same rules regarding different guns for the Jump Shot apply here).
You’ll go a good deal farther than you would with just a normal dodge. A good dodge shot can get you almost the length of Courtyard (flag to flag) without U4. With U4, you can go way farther with a dodge shot than you would with a normal dodge. Naturally, the dodge shot is a much quicker way of going about the map compared to a dodge, and is great for flag runners trying to haul ass back to their base.
This is a technique that is generally only seen in higher play. It’s also maybe the only technique that’s geared towards a “mid” player. Instead of every gun but three (RebelMac, FTB Uzi, and the H&K G11), you’re now going to use ONLY those three guns, since the rest can’t do it. It’s extremely difficult to pull off in smaller maps (and can be a pain in the ass for a flag carrier more than anything), but it can make a huge difference in bigger maps. Basically what you do are these things:
Line up BEHIND a teammate.
Get out your RebelMac/FTB Uzi/G11.
Shoot teammate with said weapons.
The teammate will go flying if you aimed correctly (this is much harder to do for bots since they like to resist and stay on a defined path). If you want to optimize the boost, do these things:
Have your teammate jump so that you can boost them higher/farther.
Crouch so that you shoot them at more of an angle.
Once you have them in the air, you can also jump and/or go forward if it helps with your aiming.
That’s basically it for boosting. As I said earlier, this technique is a staple for mid players. It’s easy to cap any large map in less than 6 seconds if you boost your flag runner out of the enemy base.
Translocating (Moderate Play):
So earlier I mentioned how to use the translocator. Now I’m going to mention a bunch of different things you can do with the translocator that will give you an edge. Almost all of these techniques are geared towards a defender or mid player since flag runners won’t be able to translocate as much.
Keeping in the air longer - This can be achieved by doing a jump RIGHT before you translocate (you should make it pure instinct to do it this way for every time you translocate from now on). You can also keep in the air a bit longer by doing a few quick translocations in the air. Keep repeating those two directions and you’ll only touch the ground once in a while.
Getting across the map faster - You can get across the map faster by doing a series of teles in midair. The optimal time between each translocation is about ½ to a full second of letting the disc go out before alt-firing to translocate.
Returning the flag by translocating onto it - This is a great defender’s technique. If the flag is in the enemy’s base and you’re trying to get it back, translocating onto the flag can give you a better opportunity to get it back than jumping on it can. It can still go wrong by having the enemy shoot your disc due to splash damage, so use it at your own discretion.
Returning the flag by falling onto it - Another great defender’s technique. If the flag is in the enemy’s base, you can try to fall onto it by giving yourself enough momentum that you can bypass most bullet spam. You can do this by teleporting yourself upwards a few times so that you fall down at a fast rate. It’s still easy to die if the other team knows what you’re going to do, though.
Wallriding is probably the second-greatest flag running technique out of any technique there is. It’s best done with the same weapons used for a Jump Shot (see above). It’s done by doing the following:
Position yourself next to a wall, with your back to the desired location.
Aim downwards and onto the wall.
Once you’ve done that, jump backwards and onto the wall.
Shoot at the part of the wall that’s slightly below you, and keep shooting (hold the directional key that keeps you onto the wall and the “back/down” key as well).
After a while, get off of the wall and face your desired location.
While turning to face your desired location, shift your keys accordingly. You want to hold down the forward key and the key that’s directly opposite of the key you were holding before (eg: if you were holding the backwards key and the left key, now you want to hold the up key and right key).
You’re now wallriding. This is best used in combination with jump shots or dodge shots so that you can already have some momentum going before you even start wallriding (although simply jumping backwards offers more control). The fastest and best wallrides are done by doing the following:
Face backwards to your desired location.
Get out one of the weapons I talked about for jump shots.
Aim your weapon more downward and towards the wall.
Jump and shoot the ground so that you’re pretty far off the ground.
After you’re off the ground by a good deal, gradually aim your gun/shots upwards until your gun is pointing almost completely parallel to the ground.
Depending on how big the map is and how much speed or lift you want, step 3 and 4 are going to take more time than step 5 (or vice versa). There are more technical aspects to wallriding, which I will touch on in the next section.
Various Rocket-X stuff for HoA-style servers:
For the green redeemer-looking RX’s on Caesar’s server, it is possible to use rockets and other things while riding the RX. All you have to do is use your “change weapon” key (usually the scroll key) and press the “Fire” button for the appropriate weapon you want. Along with the default machine gun, it’s possible to use lock-on missiles, bombs (if I remember right, anyways), and arming/disarming the vehicle (aka: how big of an explosion it will make when you crash it into something). The normal crash blast-radius for this weapon is fairly small (especially compared to the spaceship RX), although if I remember right it’s possible to disable the explosion entirely, or even make it bigger.
For the spaceship-looking RX’s on Caesar’s server, you can only arm/disarm the vehicle. It more than makes up for it though by having a HUGE blast radius when it crashes into something.
For the fearsome-looking red RX on the Vulpine Mission server, pressing your regular fire button will shoot a missile, and will lock onto an enemy if it’s pointed at them. There’s not very many ways to escape this, so usually you’ll die.
On the subject of the red RX, alt-fire will put you in the driver’s seat. It’s much more faster (and easier to handle) compared to the green RX’s found on the old HoA-style servers. It’s pretty easy to accidentally kill yourself if you’re making a transition to one after you’ve gotten used to the other for a long time.
That’s basically it for moderate techniques. There’s probably one or two that I forgot to mention, but I’m pretty sure I’ve mentioned the majority of tricks used.
These techniques are, as you would expect, advanced for some reason or another. A few techniques require special bindings and are not possible or extremely inconvenient to do without them. At this point, using the WASD layout is basically required; you’ll have to move in complex directions, and also need access to keys outside of your movement keys that you can set binds to. All of these techniques basically require you to be proficient in all of the basic and moderate techniques, since the advanced techniques essentially build on them or combine them in complex ways.
As you can imagine, all of these techniques involve a translocator. It’s once again geared more towards defenders or mid players since they are able to use translocators more than a flag runner who has the flag.
Translocating above/behind an enemy - This is an extremely useful technique for one-on-one battles. All you have to do is aim your translocator above the enemy, wait until it is either above them or behind them, and then translocate. Once you’re above/behind them, you have the best advantage to shoot them since they’re more than likely on the ground and don’t know where you are at.
Translocator fake-out - Another extremely useful technique for one-on-one battles, and a complement to the last technique. It has a chance to backfire though, depending on the enemy you’re doing it to. Aim your translocator above the enemy, but do NOT translocate. If the player is used to you translocating above them, they’ll follow the disc as it shoots outward. This effectively takes their aim off of you, which means that you can follow up by shooting them when they’re focused on the disc. If they’re not used to you translocating above them, they’ll keep their aim on you the entire time instead of focusing on the disc. Naturally, you can just translocate (since they’re not focused on the disc) and kill them. It’s pretty essential to maintain a balance between actually translocating and fake-outs so that the enemy never knows which technique you’re going to try.
Volleying - This technique is best for defenders on big, open maps. Volleying is essentially where you keep yourself off of the ground as much as you can. Fire a translocator upwards and translocate (remember to jump!) at the moment when the disc looks like it freezes in midair (right before it starts falling back down). Once you’ve done this, shoot the translocator disc upwards again and wait until you hit the ground again. As soon as you hit the ground, jump and translocate back upwards. If done correctly (and depending on the map), your amount of time on the ground between each translocation is less than half of a second. This way, you’re much harder to actually aim at and you can keep an eye on your flag or approaching enemies the entire time. It’s devastating to use for big maps where speedy exits aren’t initially possible for flag carriers, especially if the ceiling height is big and makes it hard to see where defenders are at (BadNeighborsV2 is one such example).
I’d say that this probably the most useful technique in the guide when it comes to small maps. Essentially, all you do is take the enemy flag off of its pole and try to get as far away as you can with it. The entire point of this technique is to keep the enemy team from capping your flag when it’s down in their own base. Stealing the enemy’s flag while everyone else is concentrated on your own flag will force the enemy to concentrate on you for a few seconds, hopefully buying enough time for either a teammate to return the flag or have the flag return itself. You’ll almost undoubtedly die with the flag only a few feet off the pole, but it’s enough time and a distraction to hopefully force the enemy team to split their resources between both flags.
Although there isn’t a whole lot else to mention for wallriding, there are still a few things worth mentioning that pertain to it.
Better control - One thing I didn’t really go over in the moderate techniques section was how the angle of your shot affects your velocity and the distance you go while wall-riding. It’s basically able to be described as this: If your aim is facing more downwards or upwards, you’ll have more vertical momentum (up and down) with less horizontal (“forward” )momentum. Conversely, if your aim is more at eye height, you’ll have more horizontal momentum with less vertical momentum. Experiment with the angles to see what best suits you. Another thing I didn’t mention is that you don’t want to sway a whole lot when you get off of the wall, otherwise you will ruin any momentum you have, which is important for later on.
Climbing - It’s possible to “climb” the walls by aiming downwards and towards the wall you intend to go up. It’s more difficult to climb all the way up bigger walls, but it can be done by moving in a snake-like pattern along the walls and occasionally backing off of the wall and going back on.
Wall-to-wall - This technique is essentially wallriding off of one wall, getting onto another, and continuing to wallride. Depending on your upward momentum when leaving the first wall and getting onto the second one, you may want to aim drastically downwards so that you don’t fall to the ground when getting on the next wall. You also want to move your body at an angle that’s not going to completely crash into the wall and stop all of the momentum you had from the first wall, a good rule of thumb for this: the more speed/momentum you have, the earlier you should leave the wall and try to join the other one. It’s best for quick getaways or for good setups in a small space (more on setups later).
Backwards Dodge Shot:
This is another extremely useful technique for smaller maps. It basically works the same way as dodge shots, but with the shots behind you instead of directly under you. A proper backwards shot is done like this:
Have your back towards your intended destination.
With your aim focused on the ground immediately in front of you, do a back dodge.
As soon as you do the back dodge, fire off a few shots.
Once you’ve done this, turn around quickly so you can face your intended destination.
Done properly, you should go a good bit farther than any other type of dodge shot you’ve done. A better way to do a backwards shot is to hold either your left and right keys while you’re doing a backwards dodge, so that you can easily maneuver in the air directly afterwards. The technique itself is best for flag runners on small maps. If you do this directly after you get the flag, you can get about halfway through the map depending on size (and U4).
A hybrid type of shot that goes about the same type of distance (although not quite as quickly) would be done like this:
Face your intended destination in a way that it’s slightly to your right.
Directly after running forward, do a right side dodge.
Directly after doing the side dodge (and with your directional keys still held down), take your aim to the left and behind you, facing the ground.
Release the forward key (still holding onto the right-moving key) and shoot the ground behind you.
Immediately after shooting the ground behind you, turn back around and hold onto the forward key again.
Done properly, you should go about as far as you did with the backwards shot. The hybrid technique is best for flag runners in bigger maps, if they aren’t able to wallride or other faster maneuvers.
The suicide bind is great for quickly getting back into your base for larger maps, for a variety of reasons. It’s probably most useful in 1v1 (or one versus multiple people) games where you are the only person who can carry the flag. In order to quickly suicide, you need a keybind so that you can instantly die instead of typing it into the console. You can set a keybind in your console by typing this:
set input [key] suicide
For instance, if you wanted to set your suicide bind to z (like mine is), you would type “set input z suicide”. The best use for the suicide bind is getting to your base quickly after the flag is taken. You can also use it in combination with translocating to get your flag back while still keeping the enemy’s flag safe in your own room. You can translocate out of your own base (leaving the enemy’s flag there), get your own flag back, suicide, quickly pick up the enemy flag, and finally capture the flag.
Crouching on the Rocket-X (HoA-style gameplay):
If you have the RX and are riding on it, you can press the crouch button to look around and shoot at things with your binslayer gun. Part of the benefit of this is that you can easily kill things while still moving fast. The downside of this is that you will keep going in one direction (easier to kill), and will not be able to move your RX in a different direction until you press the crouch button again to get back on it/control your RX.
This section more or less covers stuff that I helped to bring to BinSlayer because I’m great and all. They’re extremely hard to do on any server they’re allowed in. This part assumes that you’re familiar with the techniques I’ve already covered, and have basically mastered them at this point.
Bunnyhopping is easily the best flag running technique when it comes to capturing the flag quickly. It can be done in a huge variety of ways, and takes a good amount of practice to get used to. The basic description for it is holding down either walk or crouch (I prefer walk) with lots of momentum, and jumping RIGHT when you hit the ground to get an extremely fast boost out of it. Timing the jump when you hit the ground is very hard to do in low gravity, and the best solution is to make your mouse wheel your jump command (then you’d have two jump commands, eg: spacebar and the mouse wheel). My mouse wheel, for instance, is a hybrid between the jump command (scrolling my mouse wheel down) and scrolling through weapons (scrolling my mouse wheel up). One thing I’d like to note about bunnyhopping is that although it can be done anywhere, it might be banned depending on the server (BunnyTracks servers allow it while it’s banned in Siege servers, for instance). Because of how powerful it can be, it’s usually banned in most gametypes since nobody can keep up or shoot accurately. The rationale for allowing it in the FTB server is this:
It’s very difficult for people to set up
Calling it an “exploit” would also invalidate wallriding, boosting, etc.
It’s very easy for people to shoot someone bunnyhopping, since they can’t get very far off the ground and everyone has a very fast gun with splash damage.
Thus, it’s allowed. I’d like to say that I’m the first person to ever attempt bunnyhopping in BinSlayer, but Tha_ZMP (Kurosaki) tells me that he was doing it some time ago. Nonetheless, I’ll say that I’m probably the first person to fully utilize it within BinSlayer, and that’s good enough for me, haha. In order to bunnyhop, you must have a walk key (or a crouch key, both are able to be accessed by going to Options -> Preferences -> Controls in the main menu of UT), and know how to wallride. The entire setup for bunnyhopping depends on wallriding or boosting (bunnyhopping by boosting is pretty rare to do, especially since it’s much harder to precisely time). You also need to have at least one part of your mouse wheel (mousewheelup or mousewheeldown) as your jump. To make a bind for this, type this into the console:
set input [mousewheelup OR mousewheeldown] jump
You can put it in for both by typing it in for mousewheelup one time, and entering it in for mousewheeldown on another time. You can also set it for any extra scroll wheels you have on your mouse, but you would have to know the specific key name for it. The instructions for bunnyhopping, though, are as follows:
Directly after you’ve jumped, hold the crouch button (I personally use the walk button, but the crouch button is important for being able to gauge your reaction time so you can consistently bunnyhop).
RIGHT before you land back on the ground (and holding crouch the entire time), use the scrollwheel jump by scrolling quickly. If timed it correctly, you jumped instead of just crouching on the ground. If you didn’t time it correctly, you just crouched to the ground and weren’t able to jump.
If you did step three correctly, keep repeating it so that you can do multiple jumps. If you didn’t do it correctly, try again from step one.
This is the very basic way of bunnyhopping, and you should do this before you think of applying any momentum to it. Once you’re able to do this consistently, you can start to apply some momentum to it by doing the following:
Find a long wall and get next to it.
Jump backwards and do a wallride. Try to get a fast one that’s a good amount off of the ground for the best effect.
Get off the wall and face your intended destination (and remember to hold the intended directional keys).
Hold down the walk key (or crouch key) directly after you’ve faced your intended destination.
RIGHT before you land, use your scrollwheel jump.
If you did it correctly, you should have jumped forwards at a faster than normal rate (or an extremely fast rate if you did it efficiently). An important thing to note here is that you should NEVER RUIN THE MOMENTUM, otherwise you won’t get a very good bunnyhop out of it. It’s easy to ruin the momentum by swaying around in the air too much, holding the back key (after you’ve turned around), and trying to alter your course too much. Another important thing about bunnyhopping is that it can’t be done if you’ve dodged or translocated before you’ve touched the ground.
That’s basically all there is to doing a successful bunnyhop. Although it’s pretty easy to do in theory, it takes a good amount of skill to put it to practical use. Not only do you have to get used to the timing of the jumps, but you also have to master wallriding for a decent bunnyhop. The entire point of bunnyhopping is being able to quickly escape an enemy’s base with their flag and also capping it just as quickly. Naturally, the best bunnyhops depend on a mastery of wallriding, since you have to be able to jump exactly (or nearly exactly) onto the flag with lots of momentum behind you.
You can continuously bunnyhop around a map in much the same way you would do for going wall-to-wall for wallriding. The only difference is that you’re basically bunnyhopping between walls instead of moving in the air between them. It can be greatly used for maps like X-Treme where you can wallride, grab the flag, bunnyhop to the opposite wall, and continue your wallride to your own flag. It’s great for quickly escaping an area, although slightly impractical since you’re hugging the wall a lot (ie: easy to shoot). If you can get away with it, though, you can cap any nearly-rectangular-shaped map (ie: X-Treme) extremely quickly. My fastest cap ever for X-Treme, for instance, is 4.9 seconds with no assistance.
The U4 Jump (Advanced Bunnyhopping):
This is by far the hardest technique I’ve ever done. I’m also 100% sure that I’m the person who discovered this technique, simply due to it requiring such an extremely precise number of factors to doing it successfully. Although it’s difficult enough to border on impractical, anyone who can do it with consistency is almost guaranteed to be a winner for big, open maps where the flag is also in the open. As the last sentence would imply, it’s a very specialized technique that requires these things from the map and player:
A large enough map for getting the best wallrides.
A complete mastery of wallriding.
A complete mastery of bunnyhopping.
A flag that’s out in the open.
Naturally, this means that this technique is only available for the Ass Kickin’ server. The best maps to try this on are ‘FTB-CanadianThornsV2 and ‘FTB-X-Treme. Doing a successful U4 jump is extremely map-specific due to it requiring such a fast momentum and being extremely precise with your destination (which is presumably the flag; you can’t overshoot your destination, and can barely undershoot it otherwise it won’t pick up the flag).
It took me a few months to figure out how exactly a U4 jump works, but from what I’ve seen, it more or less relies on extremely precise timing and lots of momentum. The steps to doing it are almost exactly the same as regular bunnyhopping with a few notable exceptions:
Find some U4
Find a long wall and get next to it.
Jump backwards and do a wallride. It’s worth mentioning that you should also hold down your walk key before you jump. The reason why is that holding the walk key cancels out any effects from jumping with U4; instead of shooting way high up, you jump as high as you normally would. This is extremely helpful for keeping level with the flag and not accidentally ruining your momentum by jumping too high.
Get off the wall and face your intended destination (and adjust your directional keys accordingly).
DON’T hold down your walk key or crouch keys.
RIGHT before you land, use your scroll wheel jump (again, without holding down the crouch or walk keys).
If everything went correctly, you should have jumped VERY high in the air, but also started moving very quickly through the air as well. As a helpful reference: If you do it correctly, you should be able to cap the flag on CanadianThornsV2 in one hop (or one U4 jump + 1 regular bunnyhop to cover the other ~5% of the way if you didn’t do a perfect job), and in less than 9 seconds.
Like I said, it’s extremely hard to do a successful U4 jump. I can only get it about 60-70% of the time, and I’ve been practicing it for a while now. From what I’ve experienced, it’s only possible to jump twice (without holding the walk/crouch keys) in one “bunnyhop sequence” (ie: bunnyhopping until you come to a stop or the effect stops working) before you only do a regular jump. You can extend your time bunnyhopping by doing two jumps WITHOUT crouch/walk and then doing a series of them WITH crouch/walk. Two successful U4 jumps in a row can probably get you completely across any binslayer map, though, so it’s not needed.
One final thing to mention about the U4 Jump is that you don’t actually need U4 to do it. The U4 just makes you go MUCH farther than a regular jump (no crouch/walk keys) would. A regular jump without U4 will make you go farther than a bunnyhop done by holding the crouch/walk keys, but the difficulty in consistency makes it border on impractical compared to a normal bunnyhop. I’d say that it’s really only useful for slightly smaller (but still big) maps like the original X-Treme where you can get out of the line of fire quickly or throw off people used to your regular bunnyhopping (you stay in the air longer and go higher, thus making you harder to hit). You can also use it to do a wall-to-wall bunnyhop sooner, but this borders on impractical for almost any match.'),
we will teach you how to play all out!
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