-
Let's take a brief look at the so-called 5th generation jumping method.
The method of this jump is controversial, and many people have circulated on the Internet about the spirit jump, and the legend is that it can only be done by holding down the static step key and the squat button.
This is not the case, whether you press the static step button or not has the same effect, so why bother.
Let's talk about the effect first: use the skillful 4th generation (straight forward jump) to achieve the turn, change the straight trajectory and not show it.
How to achieve a turn, like the 3rd generation mentioned above, hold down the A button or D key, and deflect the mouse when you are in the air
Dandan's suggestion) The 3rd generation of the ghost jumping stream is transformed into the 5th generation.
Analysis: A turn that turns into a forward jump during the 3rd generation rear jump (5th generation).
The other is the body method, let's introduce the body method a little more simply. Mainly rely on obstacles to avoid the attack of the police, learn to hear the direction of the footsteps, and use the space between the approximate distances (that is, press and hold the squat button immediately in the air when jumping), and grasp the space time in the instant after stepping on each obstacle according to the height of each obstacle.
Specifically, it is carried out by adding the arrow keys to the 4th generation *Method 1* mentioned above.
Skilled, unrestrained killing.
Effect: Kill very unrestrainedly, and be killed very simply.
Let's introduce the so-called 6th generation. Although I don't use it very much, and I am not very proficient, it is worth sharing! This 6th generation is even a friend who plays the full service told the even.
Method: Stand before jumping, press the S button once, immediately press the space bar to jump up, and hold down the squatting ...... in the airIt's just that the method of taking off has changed.
Effect: This jump is said to be farther than the other take-offs.
How to practice: In the underground research map, two sides of the water's edge, in place, I jump to the opposite shore by this method without being obvious.
The next ghost jumping puppet is estimated that no one has jumped out for the time being (except for the egg puppet), because it is a puppet who jumps out on occasional opportunities, so let's call it 7 generations for the time being!!
Generation 7: It's very difficult, so let's talk about the effect first. Ghost jumps without special effects are called blind flickering.
Effect: Flashing during the ghost jump, this mentions flashing, why flashing, it can be said to be used to fool the police or to get their attention.
It's actually an instant acceleration for the ghost jump.,I tried it even.,When you jump the same number of steps in the hall with the 5th and 7th generations.,The 7th generation is obviously a square brick farther than the 5th generation.。
Why use the 5th generation and the 7th generation comparison, it is because the 6th generation is just a starting point different)
Method: During the forward jump (whether you use the 4th generation forward jump or the 5th generation forward jump), suddenly release the squat button in the air and immediately press and hold the squat button (this whole process is done in an air Note that it is not in the jump in the air to release the squat button and then jump in the air and hold down the squat button after landing This is wrong! To complete this process before landing, after which the landing sound will change, which is obviously an acceleration process.
Tried many times).
-
When you jump, you have to keep jumping. Remember to move the mouse when turning...
-
When you jump, you have to keep jumping. Remember to move the mouse when turning... And then you can ... That's how I am.
-
To declare : Replicators, ·· Despise! @
To sum it up for yourself. The first generation of ghost jumps takes advantage of the principle that moving a little while squatting will not be in force, first press any arrow button, and then quickly catch the jump. This is actually easy to show, I generally press after (any arrow key) + jump together.
Note! Jumping only is a ghost jump, and squatting must be held all the time. The first generation of ghost jumps is mainly used for the start of one generation of consecutive jumps and three generations of consecutive jumps.
Principle of inertia CF There is an inertia setting in this game, after you jump out of a generation, you can hold down the squat and continue to press and jump. No need to press the arrow keys. This way you will still be in the direction of your first jump, a ghost jump in small steps.
We can call it a generation of jumps, and a generation of jumps can be used for both uphill and downhill climbs, with the advantage that it will not be obvious. The disadvantages are: slow speed, there is a sound of breathing.
The second generation of ghost jump After the first jump, catch the jump, press "s" in the air, release before landing, jump for a moment when you land, and then back, jump, back, jump... Note! The second jump starts, and the longer you press it, the farther you jump, but it's also easier to show.
The second-generation ghost jump is mainly used for the learning stage, and I will completely give up the second-generation jump method after the third generation. Jumping (the basis of the third and fourth generations of ghost jumps) The continuous jump is to press the jump before landing, earlier than in the past. There are no steps, and thanks to the principle of inertia, even if you don't press the arrow buttons, you will jump in the same direction and at the same speed on the first jump.
You can stand, you can squat and jump. (Four generations of ghost jumping) Three generations of ghost jumping Three generations of ghost jumping sails are considered by others to be the most valuable way to jump ghosts. First of all, take a step backwards using a generation of ghost jumps.
After squatting and holding down, press and jump (jump) at the moment of landing. Note! There are a couple of branching jumps here:
Slow stupidity 1, the original three-generation jumping method is to jump out of one generation, and then after taking out a three-generation, continue this jumping method. The point is to squat from head to tail and hold it all the way back. The advantage is that you can adjust the direction with the mouse in a small amount at the moment of pressing the jump to achieve the purpose of steering.
Disadvantages: It is easy to show when encountering obstacles and turning too large. Note: Look at the radar more and don't jump on other ghosts.
2. The last three generations of jumping method is to jump out of a generation, and then after taking out a third generation, use the principle of continuous jumping, and after letting go, use continuous jumping jumping. Advantages: It will not be obvious at all, at most it will be broken.
It doesn't show up if you hit someone. Turn directly in the air, continue to jump is three generations after four, and you can transfer back to the next three generations to turn. (I use the most jumps) Four generations of ghost jumps Run 1 or 2 steps forward, remember that you are obvious at this time, take off, before letting go, press in the air, and jump on the ground.
It is mainly used to chase and kill without enemies around, or in a melee. It works well with three generations. Five generations of ghost jump Five generations is the basis of the four generations of turns, first jump out of 1-2 four generations, turn, the air mouse to the direction of the turn slightly moving which oak, at the same time press A or D to turn, before landing a or d loose A or D, the moment of landing in the press space, continue.
The landlord went in and took a look, if you are satisfied, please ask if you don't know.
-
You're going to be ghost-jumping, just turn the mouse and you'll turn. Won't be visible.
-
Mouse direction + keyboard left and right.
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
Just use the mouse, no other needs to be needed.
Ghost jump is divided into three generations: [Generation]: Hold down Ctrl and don't let go, press S and then press space, release S at the same time, press space again at the moment of landing, and then press S again, and then repeat the jump after jumping. . . >>>More
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
The fifth generation is the fourth generation of the basis of the turn, the first jump out of 1-2 four generations, turning, the air mouse to the direction of the turn slightly moved, while pressing A or D to turn, before landing a or D loosen A or D, the moment of landing in the press space, continue. >>>More