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CS Jump teaching -KZ Limit tandem jump tutorial

2018-04-30 14:24:00

Some tips and videos shared by CS masters -KZ Extreme Jump

Methods/Steps
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Note: 1: Computer Settings 2: Good peripherals play an auxiliary role but do not decide everything. 3: Draw circles to speed up the correction. 4: Practice good ground speed, airspeed, but ground speed airspeed does not decide everything, the key acceleration trajectory should be straight. 5: Maintain a stable state of mind will have a smooth play. 6: Gain experience from each progress, think about how to operate, accumulated over time, consciousness is very important. 7: From the base, the basic skills will make your jumping skills advance by leaps and bounds, so do not underestimate the spin jump. Is it hard to learn LJ just now, my friend? Hard to say, a little, but not 240 easy? Also simple. But not 250. No more nonsense. Here's what I learned about LJ Learning LJ is a pain. You have to watch countless demos, videos. Countless times of swinging the mouse, countless times of ADADAD. But the pain and happiness (this sentence always makes me think of elegant -), when you have reached a high point, how happy you are. This tip is for those who already know what LJ is. If you don't know what LJ is, please go directly to the video teaching area. First of all, have confidence in yourself, and have more confidence in XJ's LJ plugin. I've divided LJ into stages. After learning 230. 235 (stable 235), you can go on 240. 235-239 is the transition, 240-245. The stage of pain,4 acceleration came. 248... 250... I learned LJ from 3 acceleration to learn, 3 times past 238. Start to practice 4 times. After 240, start running again from the beginning, running well... 245.. And then do five accelerations... 250, don't just go for times. Jump the best distance with the fewest number of times. Important points to note: A. Run. Using XJ's LJ plugin. It's good to jump around 270. Accelerate, don't chase times. 2 hands are easier to coordinate. C. mouse swing amplitude, be sure to fix an Angle, can not be left 20 degrees right 40 degrees. When you do not feel, teach you a method. Stand still. Keep accelerating with your hands. Don't jump. I think it's coming, don't worry. Rest for a minute. Give the hand a buffer, and then start to practice, ⒌ believe that XJ's LJ plug-in, believe that many people who can't go up to 240 jumped out of 240+ or higher, believe yourself, you can do it, but you are not stable, if you look at the foot, feel why the 240 side shows 245, tell you, or you are late jumping, Either you jumped a slash, but there must be 245 between 2:00. In short, believe in plugins, believe in yourself! Have the habit of recording DEMO. On 250 did not record./? Serve you right, stuck in a pile of coal. It feels like there's something wrong with it, watch more videos and DEMO. Don't just learn how other people run or accelerate. Find out how you feel for yourself. ⒐ Stop asking people to teach you LJ. I'll tell you what. The answer would be the same -- practice. 10. Maybe you think my experience is incomplete. I'm telling you, LJ is as simple as that. Keep everything in mind. Remember every sentence. You must jump far.......... Want to learn kz, must not be in a hurry, do not have to be fascinated with the great God excellent jump and body method, first of all to understand kz, computer Settings and online tutorials to see more natural benefit a lot, play kz does not need what talent, pay attention to is, practice makes perfect.

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Bhop, whether it is ordinary continuous jump or bounce, taking BhopLongjump as an example, there are the following points: if the airspeed before the bhop exceeds 300, even if the bhop is successful, the airspeed will sharply drop to below 250. If the airspeed before the bhop is lower than 300, then the successful bhop out, the speed before and after the jump is the same, that is, the jump does not slow down. Therefore, the ground speed of BhopLongjump is at most infinitely close to 300, but not equal to or greater than 300. The highest airspeed before "even" should be controlled within 300, and the closer to 300, the farther the jump. The mystery of LJ longjump's run-up is that quarter arc. Right turn: W+D at the same time the mouse right move this process, walk a quarter of the arc, too long or too short not only can not achieve the desired effect, and will be counterproductive. The correct action is: first press W while the mouse quickly left to about the left, and then W is not loose, then press D, while the mouse evenly right. Wait until W+D and the mouse moves right at the same time, after the process has completed a quarter arc, release W and flick the roller jump at the same time, and quickly shake the right to complete the first acceleration. Note that the release of W and the toggle roller jump must be at the same time. The LJ run-up is the process of increasing the ground speed to ensure that the ground speed is 100 percent above the qualifying level of 270. That is to say, LJ's run-up speed must be more than 270 each time, and an acceleration can easily 235 data to qualify for graduation. Speed up, speed up there is no quick shortcut, only constantly jump to hone. In fact, it is the ability to continuously accelerate, which needs to be cultivated by practicing continuous jump charts, challenge difficulties and ashes maps, and there will be high-quality and stable acceleration when the time is enough to mature. Acceleration is good or bad, there are two main standards to measure, synchronization rate and the amplitude of each acceleration. These two data can be understood through the LJ plug-in. The synchronization rate, that is, the perfect degree of coordination between the keyboard and the mouse, can only be improved by jumping the graph, there is no other way. Take the acceleration of LJ as an example, the acceleration is best to decline evenly, a 5-time acceleration, 15, 14, 12, 10, 9, although this data is not particularly perfect, but in line with the requirements of uniform decline. The first two acceleration is the key, the first acceleration should be quickly thrown into place, the connection of the first two acceleration, that is, the synchronization of the first two acceleration keys and mice, directly determines the synchronization rate of the whole process. Acceleration is multiple rotations, and if you want to spin at more vertical distance than horizontal distance, you have to spin faster. That is, whether it is several times of acceleration, if you want to jump far, you must ensure high synchronization and high airspeed under the premise of the ability of your fingers, the faster the better. Of course, there is no need to accelerate that fast. Jump chart is to seek stability and fast, a jump point no matter how many times to accelerate, as long as it can ensure the past, do not need to speed up. Whether it is the acceleration of the two-key run-up LJ, BHLJ, CJ, EJ, or the W run-up acceleration commonly used in the jump chart, it is necessary to remember an everlasting truth: the first acceleration is the foundation and the key, and the first time is bound to ensure a large scale. And after being completely thrown in place, continue the acceleration behind, and the acceleration behind is auxiliary. This will be deeply appreciated when jumping difficult, the importance of the first acceleration to always exist in the mind, and in the first place. CJ, count jump, you're going to use the roller squat, which is the little jump. The principle of CJ is: first LJ run, when the ground speed reaches more than 270, start a small jump, the air rotation of the small jump 60-90 degrees, and then jump. The 270+ speed of this run-up, coupled with a small jump in the air and a few points of airspeed improvement. If the run-up is 275, and the small jump increases the airspeed by 15 points, the total airspeed is 290. And "even" before the airspeed does not exceed 300 will not slow down, that ground speed has 290 points, very high ground speed. Key points: The whole process should be done in one go, coherent without hesitation and can not stop. Run LJ full run, release W while small jump, that is, roller squat, remember to be at the same time. The air rotation of the small jump is 60-90 degrees, and the air speed cannot be improved if the rotation is small, and the ground speed of CJ is naturally not high. The mouse has been moving throughout the process, especially the small jump in the air to suddenly speed up. Because the small jump in the air time is very short, in order to ensure the small jump in the air rotation amplitude and continuous jump timing, the small jump in the air should pay special attention to two actions: roller squat roller squat immediately after the roller jump, to ensure the best time to jump; After the wheel squat, the mouse must rotate the Angle of view 60-90 degrees. EJ(also known as WJ), the only difference from CJ is that there are no small jumps, but go straight out and apply the jump point to the step terrain. Special training maps are: weird_longjumps, because the unofficial map, the website can not be downloaded, the map can be obtained in the Sai Meng simen forum. In addition, many shortcuts and many step jumps in the KZ map also use EJ. Landing buffer skills: common in WR, the necessary skills to brush the map. It is generally used after passing a jump point, and the next jump point is far away and needs to go a distance. Squat down, squat down and move on, obviously delay time. So this uses the landing cushion technique to minimize the loss of speed. Operation: Touch the squat when landing, and move the roller jump when releasing the squat, and release the squat and small jump are at the same time. This technique, if done correctly, can at least move up one body position faster.

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The rest welcome experienced friends to supplement with me.

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