Jumping: generally refers to 1.3 abnormal jumping. During the period of CS 1.0~ 1.3, jump had a major Bug.
Rotating jump: a jump that changes direction and bypasses obstacles in the air. Other types of jumps that need to be accelerated are derived from combination and disguised form. This is a basic KZ skill that must be mastered.
Basic operation essentials: Choose a good angle, release W after jumping, press the arrow key in the target direction, and move the mouse in the same direction at the same time. Jump: jump continuously without slowing down. Beginners can practice left-right jumping (one turn per unit, alternating left and right) and straight jumping (two turns per unit, alternating left and right) on the flat ground.
Jump: Press and release the squat key quickly, which can produce the effect of tiptoe and be used for reconnaissance.
Kick jump: Pictographic definition of squat jump or squat jump. This concept is often used in conventional CS, which is more important than "kicking and jumping", so it belongs to the category of fancy jumping.
Jump: The game is disabled. Press the squat button rhythmically twice at a time. Proficiency can achieve the effect of silently approaching the walking speed.
Dog jump: double squat, that is, a small jump of a unit. As the name implies, it can be used to quickly pass through short-distance dog holes, such as de_dust2 and de_nuke, and enter ventilation pipes.
Big jump: the general term for jumping and squatting. Some people think it is a jump (as opposed to a small jump). Jump and squat: jump first and then squat.
Squat jump: Squat jump ①: Squat first and then jump (almost at the same time) or squat while jumping. Squat in the air and don't let go. There is a kick. You can use it when you have a lump on your head. High jump: Squat jump = Squat jump.
Squat jump ②: Jump while squatting and marching. Generally speaking, squat jump often refers to squat jump. Frog Jump: Kick and jump at the same time. Sometimes it means squatting.
Squat jump: hold down the squat key and jump into the pipe.
Bouncing: press the squat in the air in the middle of the jump, and release it when it is about to land, which will have an acceleration effect. Squat loose early, no acceleration; Loose too late, stuck, not loose?
Slide jump: jump over the landslide and use it to accelerate. The operation is basically the same as jumping off a wall. For a long landslide, you can take the "swing" route, which is easy to obtain a higher speed; In addition, landslides can be used to rub higher objects.
Water skiing jump: press and hold the jump key after entering the water, release W, and accelerate according to LJ's acceleration method.
Jump against the wall: In jumping, the body can accelerate against the wall (generally vertical wall), and the direction of the figure is parallel to the wall. Press the arrow key against the wall.
Step jump: 1. Climb the ladder quickly: press and hold W and A[D], and mouse up; So is walking down the stairs. 1. Go up and down the ladder silently: 1. Hold down W, and the mouse is slightly 45 degrees (vertical direction); (2), on (down) the ladder to squat down to hold.
Jump against the wall: Using two walls at a certain angle, people will fall from the sky and squeeze in, which will have the effect of being stuck (slowing down) without hurting blood.
Dapeng spreads its wings: fancy jumping. Operation: Jump when changing bullets, and press Q key to switch C4 before jumping.
Torch jump: operation: jump when changing bullets, and press Q key to switch the knife before jumping.
Crab step: refers to the acceleration of walking. Operation: Take the right oblique walk as an example. Press W to move forward, the alignment center is slightly tilted to the right, and there is a frequency point left direction key (A key). The normal running speed of the character is 250 units/second, and the skill can generally reach more than 255.
Spacewalk: This jump is a BUG, and the third person can see the character's feet in the air running like the ground after jumping up. 1. Press the squat, refresh or keep the squat until the second game, and a spacewalk will appear when taking off; The whole process of squatting. The essence is squatting and jumping.
4. It is realized by script.
Lj: Long jump, let the character model jump further through air acceleration. Generally speaking, the run-up is divided into two parts: run-up and acceleration, and the method of holding down W and A(D) at the same time is adopted. Acceleration is to control the mouse to synchronize with the direction key (A or D), and accelerate left and right with frequency. The better the synchronization, the higher the frequency, and generally the farther it jumps.
LJ can be divided into straight line LJ and diagonal LJ according to the run-up route; According to the acceleration mode, it can be divided into forward jump LJ, side jump LJ and backward jump LJ; It can be divided into general LJ, CJ and BHOP LJ by way. According to the coordinates of the two blocks, it can be divided into LJ, HJ on the horizon and LJ CJ with height difference: (Count Jump was invented by a man named Count, so it was named after him) LJ takes a small jump to accelerate before taking off, so as to obtain a higher ground speed.
HJ: (high jump) LJ is performed at a height of 70 units above the horizon. Due to the increasing friction resistance of HJ side takeoff, early takeoff (about 10 units in advance) or CJ is generally adopted.
EB jump: (side jump) The edge of the map model rubs, causing the edge to fall at high altitude without hurting blood. Edge refers to the edge of an object ≤4 units.
EJ Jump: Ernst August Jump. The character falls from the higher square (within 70 units in height), accelerates in the air to get higher speed, and jumps for LJ at the edge of the lower square. It is the predecessor of CJ.
DJ Jump: Jump down. The reason is equivalent to EJ, which took off after falling from a higher point. It can be subdivided into Drop+LJ and Drop+CJ, which requires a good grasp of the take-off opportunity.
DCJ: That is to say, adding a small jump on the basis of CJ can jump further than CJ. Mcj: CJ jump, the number of small jumps is greater than 3.
Jumping bug: With this bug, falling from the sky won't hurt blood. Operation: press down the squat in the air, and release the squat and press down and jump at the same time when it is close to the ground (about 4 units from the ground). This skill is more difficult to master than EB jump.
WJ: Actually, it's EJ. WJ is the official surname of XJ to EJ. I often encounter the word LongJump: distance: the linear distance between the take-off point and the landing point.
Maxspeed: (in the air) Maximum speed GS: Some plug-ins have a bracket after Maxspeed, which means accelerated mass. The higher the number, the faster the speed.
Some skills of kz acceleration
Kz movements are divided into four types: A, lower limb movements: jumping, jumping and squatting B, translation movements: A, W, D, S c, head movements: looking up and down D, trunk movements: turning left and right. Now we can easily find that the traditional acceleration is made up of bd movements. This is called air acceleration. Now let's discuss whether there are other action combinations that can speed up the character. Obviously the answer is yes. Generally speaking, we pay attention to the acceleration of the character in the air, but we don't notice the change of the ground speed. For example, LJ runs up. In fact, it is also an accelerated process. As for the principle of acceleration, we discuss it through action decomposition. LJ arc run-up, no matter press W or W+A/D, there are two actions to form B and D, is it similar to air acceleration? But acceleration is not the patent of bd combination, bb combination can also accelerate, which is what we call walking acceleration, bc combination has an acceleration effect on stairs and so on. There is also acceleration that has nothing to do with action and so on. Let's get to the point and list various acceleration techniques. Traditional acceleration: air acceleration, water acceleration, ground acceleration: walking acceleration, running against the wall, arc run-up sliding wall acceleration: sliding jump, jumping against the wall, step acceleration: step acceleration of conveyor belt: small jump acceleration on conveyor belt, descending acceleration: downhill acceleration due to height drop, which can be used to make enough height drop and increase height drop to achieve better acceleration effect. For example, when going downhill, use a small jump.
Kz cheated
Slow motion: It is to slow down the real-time running speed of CS games, give yourself a buffer time, and speed up more operations. At present, there is no scientific way to judge slow motion, and most of them are judged by CS program researchers subjectively and physically. Among them, Da Mo and SiMen.iiN were banned by XJ for cheating by using scripts. However, no matter what the game is, they all advocate that players should put an end to cheating, abide by the rules of the game and not be carried away by vanity.
Kz script
A CS script, which uses a set of programmable programs to realize automatic jump, can reach or even exceed the human limit. Many players at home and abroad have tried scripts out of curiosity, but some famous masters have been lucky to use scripts in WR(XJ global KZ ranking). This behavior is serious cheating, and now there are ways to identify scripts. Fps problem Before playing kz, set the fps to 100, otherwise the performance will be affected. Measures: 1. Press the ~ key to bring up the console and enter fps_max 10 1 2. If the fps is still lower than 99+, open the NVIDIA control panel in the computer control panel and select Advanced Settings-Manage 3D Settings-Vertical Synchronization to force vertical synchronization to be turned off. 3. If it doesn't work, change the graphics card and memory, and ask an expert.