What is the 4th generation of ghost jumping?,Tell me the tricks!!

Updated on society 2024-04-20
10 answers
  1. Anonymous users2024-02-08

    The principle of the 4th generation ghost jump is to use the inertia of the 3rd generation ghost jump backward and quickly jump out of the front. Many players may scold me, thinking about announcing the 4th generation by themselves but not talking about the operation method of the 3rd generation, the 3rd generation ** is now everywhere, please go and see it yourself, after opening the computer and practicing more, the 3rd generation is proficient, and it will be very easy for you to jump the 4th generation. I will now list the keyboard steps of the 4th generation of ghost jumping once again (squatting and pressing without letting go +s+space+s+space+mouse backwards 180 degrees +w+space+w+space...)

    Cycle in turn).

  2. Anonymous users2024-02-07

    The 4th generation is the former ghost jump.

    In the 3rd generation, the mouse turns 180 degrees or directly runs and jumps.

    Ghost mode.

    Ghost Jump can make CT invisible to you.

    Let me tell you about my experience.

    It is very important to take off well, and if the jump is not obvious, it means that the problem behind it is not big.

    The CTRL key is held down in the ghost jump, and the S space is not visible after the ghost jump (the connection is good, and it needs to be practiced more).

    After the 1st generation jumps, press Space ......By inertia is getting slower and slower.

    If you don't jump well, you can use this trick to pick up 2 or 3 generations, and you can also observe 4 weeks in the middle of 1 generation).

    After the start of the 2nd generation s (slightly longer when pressed) space space s space repeatedly.

    The jump is much farther than the 1st generation, but be careful that the s time should not be too long, otherwise it will become a movement after landing, which will be obvious).

    After the 3rd generation CF revision, the 3rd generation has become very simple, and there is no frequency limit.

    It can basically be understood as 2 generations.

    After the 2nd generation lands, the timing of the space should be good, then you will find that even if you don't press s, it will slide out a long way.

    Beginners are still good with it, and there is a distance of 2 generations if the 3 generations can't come out).

    And then the 3rd generation can also jump straight and sideways, in short, it feels good and jumps far no matter what.

    Some people understand it as 4 generations and 5 generations.

    4 generations, I said 4 generations, 3 to 4

    After the 3rd generation became proficient, the mouse turned down, and the camera turned 180 degrees to jump forward.

    At this time, it is easier to kill, of course, the sensitivity of the ghost's mouse should be turned up.

    There is also a kind of 4th generation is to run forward and then jump up and press the squat space, which is simple but generally used when there is no CT next to it).

    Generation 5 is the direction of the forward jump.

    I don't know what other people online think.

    But ghost jumping relies on inertia, and on the whole, the 5th generation is the cooperation of the previous generations.

    On the way to the 3rd or 4th generation, use the 1st or 2nd generation to connect in a different direction.

    Ghost Jump proficiency is key.

    It is recommended to play this picture of the Underground Research Institute.

    Ghost Jump Play completely.

    Tips in the 3rd generation practice, the feeling of the 3rd generation can be practiced like this. The underground research institute exited through the door near Point A and jumped straight down.

    The feeling of not shedding blood is right. Other high places can also be this just by the way)

  3. Anonymous users2024-02-06

    I don't know, it's really 4 generations, because some people only regard it as a synthetic jump, so let's break down the 4 generations are synthesized by that kind of jump!

    First of all, the 4th generation can only be made on the basis of the proficiency of the 3rd generation!

    Secondly, the 3rd generation is only the first half of the action of the 4th generation.

    Finally, the last action of the 4th generation is [turning] in the air + [space] at the moment of landing

    Effect: You will find that after you turn around, you don't have to press the arrow button, it will keep moving forward and thrust forward, so fast and far!

    Operation: Let's just talk about the second half of the 4th generation; The second half is still the same, requiring a one-legged jump "click" to complete!

    Exercise: After holding down [W] to run a short distance + [Space] to release [W] in the air + [Space] to ...... when you land

    Squatting is a thing that must be pressed, and the ghost jump without [squatting] is called [white jumping].

    Hurry up and practice!

  4. Anonymous users2024-02-05

    Look at my previous answers, it's completely sufficient, just dare to rush, breathe and hear that you die quickly, I like to be a CT

  5. Anonymous users2024-02-04

    Ghost Jump 3 generation, you can jump forward or backward, faster than running to make slag!

    I think some people, when they are ghosts jumping, also have that feeling, suddenly jumping far away!

    About the 3rd generation of ghost jumping, if you want to learn, then you want to learn to jump, what is a slippery ridge? (dive, w+space, space, space,) is to jump forward, or (s+spacespacespace, space, backward. SD can be,)

    What are the benefits of a double jump?

    When you jump, it's as fast as running, but there's no sound, no footsteps, jumping in the water, and there's no sound, that's the benefit of jumping, I think some of the masters who play ghosts should be able to, and that's that, if you jump and practice well, you jump from a high place, and you won't drop hp!!Note: It will not be ,!! sound

    So I'm going to talk about ghost jumping now, about ghost jumping, I like everyone knows, I keep pressing CTRL, S+SPACE, S+SPACE, and jumping like this!

    What about the 3rd generation of Ghost Jump?

    It's actually very simple, if you practice continuous jumping, then you can try it, dive jump. Keep pressing ctrl+space,Space,Space,Note:Forward 3 generations,It is not necessary to build in the direction.,If you want to press it, you can also.,But if you don't jump.,Press the direction to build it will be revealed.,If you don't press it, you won't.。

    In this way, you can jump out of the so-called ghost jump 3 generations,

  6. Anonymous users2024-02-03

    Hold down Ctrl, first S+ Jump, then jump up, Hold S, release before landing, and repeat, Kai early jump, S, Jump, S ......Practicing this needs to be mastered first.

    Generally speaking, the second generation is to loosen it in Liangsun Bend according to the long time of the s time.

    To practice more rubber boring, do you also like ghost mode? I prefer the feeling of being a CT.

  7. Anonymous users2024-02-02

    Ghost mode.

    Ghost Jump can make CT invisible to you.

    Let me tell you about my experience.

    It is very important to take off well, and if the jump is not obvious, it means that the problem behind it is not big.

    The CTRL key is held down in the ghost jump, and the S space is not visible after the ghost jump (the connection is good, and it needs to be practiced more).

    1 generation. After taking off, press Space ......By inertia is getting slower and slower.

    If you don't jump well, you can use this trick to pick up 2 or 3 generations, and you can also observe 4 weeks in the middle of 1 generation).

    2 generations. After the jump s (slightly longer when pressed) space space s space repeatedly.

    The jump is much farther than the 1st generation, but be careful that the s time should not be too long, otherwise it will become a movement after landing, which will be obvious).

    3 generations. After the CF revision, the 3rd generation has become very simple, and there is no frequency limit.

    It can basically be understood as 2 generations.

    After the 2nd generation lands, the timing of the space should be good, then you will find that even if you don't press s, it will slide out a long way.

    Beginners are still good with it, and there is a distance of 2 generations if the 3 generations can't come out).

    And then the 3rd generation can also jump straight and sideways, in short, it feels good and jumps far no matter what.

    Some people understand it as 4 generations and 5 generations.

    4 generations. I'm talking about 4 generations that are 3 to 4

    After the 3rd generation became proficient, the mouse turned down, and the camera turned 180 degrees to jump forward.

    At this time, it is easier to kill, of course, the sensitivity of the ghost's mouse should be turned up.

    There is also a kind of 4th generation is to run forward and then jump up and press the squat space, which is simple but generally used when there is no CT next to it).

    Generation 5 is the direction of the forward jump.

    I don't know what other people online think.

    But ghost jumping relies on inertia, and on the whole, the 5th generation is the cooperation of the previous generations.

    On the way to the 3rd or 4th generation, use the 1st or 2nd generation to connect in a different direction.

    Ghost Jump proficiency is key.

    It is recommended to play this picture of the Underground Research Institute.

    Ghost Jump Play completely.

    Tips in the 3rd generation practice, the feeling of the 3rd generation can be practiced like this. The underground research institute exited through the door near Point A and jumped straight down.

    The feeling of not shedding blood is right. Other high places can also be this just by the way)

  8. Anonymous users2024-02-01

    This is my ghost-beating experience, I hope it can help you.

    A generation of ghost jumping. Taking advantage of the principle that moving a little while squatting will not take effect, press any arrow key first, 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. There is an inertia setting in this game, after you jump out of a generation, you can hold down and 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, with breathing sounds.

    The second generation of ghost jumping. 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.

    Combo Jump, Super Jump (the basis of the third and fourth generations of ghost jumps).

    Jumping 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. This jumps higher and can carry a lot of boxes.

    You can stand, you can squat and jump. (Four generations of ghost jumping).

    Three generations of ghost jumps. The three generations of ghost jumps are personally considered to be the most valuable way to ghost jump.

    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:

    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 jumping).Run 1 or 2 steps forward, remember that you are visible at this time, take off, let go, press in the air, and land on the ground to jump. 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 jumps. 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.

  9. Anonymous users2024-01-31

    Now a lot of people have to learn what super jumping, ghost jumping! The question is whether the basic jumps will not. You can't even jump, and you don't need to talk about everything else! Don't say anything about the 1-4 generations in the ghost jump. I can jump as much as I want.

  10. Anonymous users2024-01-30

    Generation 4 is to jump forward.

    Ghost mode.

    Ghost Jump can make CT invisible to you.

    Let me tell you about my experience.

    It is very important to take off well, and if the jump is not obvious, it means that the problem behind it is not big.

    The CTRL key is held down in the ghost jump, and the S space is not visible after the ghost jump (the connection is good, and it needs to be practiced more).

    After the 1st generation jumps, press Space ......By inertia is getting slower and slower.

    If you don't jump well, you can use this trick to pick up 2 or 3 generations, and you can also observe 4 weeks in the middle of 1 generation).

    After the start of the 2nd generation s (slightly longer when pressed) space space s space repeatedly.

    The jump is much farther than the 1st generation, but be careful that the s time should not be too long, otherwise it will become a movement after landing, which will be obvious).

    After the 3rd generation CF revision, the 3rd generation has become very simple, and there is no frequency limit.

    It can basically be understood as 2 generations.

    After the 2nd generation lands, the timing of the space should be good, then you will find that even if you don't press s, it will slide out a long way.

    Beginners are still good with it, and there is a distance of 2 generations if the 3 generations can't come out).

    And then the 3rd generation can also jump straight and sideways, in short, it feels good and jumps far no matter what.

    Some people understand it as 4 generations and 5 generations.

    4 generations, I said 4 generations, 3 to 4

    After the 3rd generation became proficient, the mouse turned down, and the camera turned 180 degrees to jump forward.

    At this time, it is easier to kill, of course, the sensitivity of the ghost's mouse should be turned up.

    There is also a kind of 4th generation is to run forward and then jump up and press the squat space, which is simple but generally used when there is no CT next to it).

    Generation 5 is the direction of the forward jump.

    I don't know what other people online think.

    But ghost jumping relies on inertia, and on the whole, the 5th generation is the cooperation of the previous generations.

    On the way to the 3rd or 4th generation, use the 1st or 2nd generation to connect in a different direction.

    Ghost Jump proficiency is key.

    It is recommended to play this picture of the Underground Research Institute.

    Ghost Jump Play completely.

    Tips in the 3rd generation practice, the feeling of the 3rd generation can be practiced like this. The underground research institute exited through the door near Point A and jumped straight down.

    The feeling of not shedding blood is right. Other high places can also be this just by the way)

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