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Jump Sniper 1The mouse speed should not be too fast and not too slow, too fast will make the distance your hand have to move smaller, it is difficult to maintain a continuous, rhythmic twist, too slow and the rotation amplitude is too small, which is not conducive to acceleration2First of all, learn the two branches of continuous jump and spin jump 3
Hold a lighter ** (e.g. knife, grenade, pistol) in your hand 4Don't jump on narrow maps, jumping down the slopes will give you more confidence5Don't go to a server with a low pin that is crowded, although it is easier to jump, but the lower the pin, the less likely it is to spin and accelerate6
If the speed slows down due to a mistake in the process of jumping, please don't give up, continue to jump + spin acceleration after landing, and if you do it properly, you can speed up after a few rounds. 7.Double jumping, double left or double right will prevent you from hitting the wall.
For example, hold down the left pan button during the jump, so that you can jump twice in a row, and the mouse should also be rhythmically panned to the left twice, and immediately lift the mouse to the center of the pad after the first translation, and then pan to the left again, otherwise the mouse pad will limit you. 8.
Try to make a small forward rotation jump on the spot, and then rub it with the ground to rotate left and right to accumulate acceleration to increase the speed, which is easier to complete with a pulley9You can also rotate and jump in one direction (such as to the left) continuously to make a circular motion, or you can jump into a straight line connected by n "3", or "kick jump + spin jump + jump in a row......"Or a 360-degree spin jump, or a jump up the slope, or two spins in one stay in the air (the higher you stand, the more obvious the jump downwards), or even a backward jump, a frontal jump to an inverted jump, etc.
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Generation 1: Squatting. Jump back first, using inertia. Continue to jump. After jumping, press S "Backward".Put S before landing on the ground and then take off and then S. after jumpingJust repeat it this way.
Generation 2: Many people know that they have been pressing the squat, first pressing the s or w and then the space bar s and the space s
It's a slower jump, and it's breathing.
This is basically the most common thing.
There's a square that squats, presses the s or w and then the space, and then the space when you land, and the space when it's in the air
That's the point.
Don't click to put it when you press s in the air, keep pressing it to the end, and then put it when it's about to land, and then space.
After every jump, press S to the end, press coherently, you can achieve a distance of 2 meters away from a jump, and there is no breathing, so it is completely fatal to the police who can listen to breathing.
Learn this method.,3 seconds to jump the whole hall.,If you have an opinion, you can try it yourself.,This is the real ghost jump 2nd generation,3rd generation:
1.Hold down the Ctrl+Shift key (hold it down without letting go).
2.While holding down the Ctrl+Shift key, hold down the space bar (jump key) and arrow keys (press and release both keys at the same time).
3.Keep repeating the operation, and it is Lingbing jumping.
Note: The key has been held down and not released, and the space bar and arrow keys must also be held and released at the same time.
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Jumping is the moment you hit the ground and jump again....To determine whether you are jumping or not, you can see if the distance and speed of each jump change...If not, it will be....Ghost jumping is simply a continuous jump and squat...Complete.
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It's a matter of feeling.
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There are three types of jump snipe: flat sniper, jump squat sniper, and continuous jump sniper.
1. Flat jump sniper, that is, from behind the cover, quickly jump out, open the scope in the air, whether it is double or single, shoot on the ground, move when sniping, or shoot when in the air, for AWP This kind of gun with high accuracy requirements, if you want to hit the target, it is impossible, unless it is to hit the muzzle, this probability should be very small. Flat jump sniper, relatively stable, basically jump out, move the crosshair to the enemy in the air, and shoot on the ground.
2. Jumping squat sniping is jumping out in the way of jumping and squatting, this method stays in the air for a long time, and it is also relatively stable! Moreover, when a person jumps out, his feet are folded, and the target is relatively small. Method:
Pan, jump, open the scope and press the crouch button at the same time! Aim, shoot on the ground, squatting here is always pressing.
3. Jumping sniper, this method is more fancy, performative, and is rarely used, but sometimes it will have a surprise effect. Especially for the enemy's fixed-point sniper in advance. The enemy thinks that he will hit him for the first time, how do you know that there is another jump, the premise is to be able to jump, the advantage of the jump is that the speed is fast, the jump is basically the first time to land, and there is no movement on the foot when jumping again, just like a spring!
The key to the continuous jump lies in the time of landing and the time of the jump, and it is necessary to jump at the first time when it lands, so that it will be successful.
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In the case of no interference, first open the 2x mirror under cover, and then quickly jump out, and instantly cross the enemy before descending, and then press fire (as long as the cross touches the enemy, regardless of whether the enemy is hit in the end, he will die 80%) Or you are waiting for him in the air, and when he jumps, you ** where he is in the air, just open it.
It is recommended that the sensitivity of the mouse is below 10, and the sensitivity is too high to float. Another important point is to look at your own ping and the other party's ping, if the other party's ping is much lower than yours, there will be a delay time, you will see him shoot in the air, but in fact he has landed, this is because your ping is higher than his host delay, ping low depends on your reflection. It's better to jump out and land faster than he so you can shoot him in the air first.
This is a long-term practice, and it is recommended to practice the opponent's jump sniper and jump sniper yourself, which is really helpful.
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Hide in a hidden place first, squat and jump out, and the moment you land, you will knock down others. The jumping sniper technique is too bad, it is recommended to squat on the side, wandering sniper (no need to squat and jump, press the arrow key, flash the moment you stand firm, shoot, the process is less than 1 second.) )
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Jumping ju is the simplest thing to say, you jump out with j, you see somebody else's position, you shoot with j, you jump out and you fall down, and you can shoot.
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I'll tell you that I usually snipe behind other people's backs, and then the enemy jumps out and kills the person in front of me, and I kill the sniper?
There is also contempt for the 2nd floor AWP are out.
As for the ghost jump, it is to use the principle that when squatting and moving a little will not be in force, first press "s" (after, because after pressing can be the longest time and not current, proficient in which direction can also, it is easy to exist) and then quickly catch the jump, press "s" in the air, let go before landing, jump instantaneously when landing, and then back, jump, back, jump... This is the second generation of ghost jumping, "S+space" lands and then "S+space", that is the generation. It's slow, and it's easy to leak... >>>More
There are 2 generations of ghost jumps, the first generation is a jump and stops once, and the second generation is a continuous jump. >>>More
Press the s+ space bar and press the space bar at the same time to land continuously, which is a ghost jump, and you can only go backwards and forwards.
Generation: Hold down Ctrl and don't let go, press S and then press the spacespace, release S at the same time, press the space bar at the moment of landing, and then press S again, and then repeat the jump after the jump Remember that Ctrl has been held down and don't let go, press the length of time after S determines how far and near you jump Second generation: The first step: >>>More
Go to Payne's video screen for a detailed tutorial.