KZ Guides: BunnyHopping

KZ Guides: BunnyHopping
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Bunny Hopping Bunny hopping, also referred to as bhopping,
is a movement mechanic that allows a player to exceed the game-defined speed limit by
timing a perfect jump that ignores friction. Because of a single frame near the end of
your jump has 0 friction applied to it, players have the chance of abusing this 1-frame gap
to achieve higher velocity or maintain their speed. Although bunnyhopping is indeed possible using
the Spacebar, it is highly recommended to bind your jump to the scroll wheel. This is
useful because you can easily trigger many jump presses in a second by scrolling your
mouse, making the timing of the 1-frame gap much easier. To bind your jump key to the mouse wheel, -type this in console-
bind mwheelup +jump or
bind mwheeldown +jump Before we begin bhopping, it is recommended
that you approach bhopping with “good-timing” of your jumps. As a warmup exercise, stand
in one place, and jump up and down using your scroll wheel. Try to get a consistent rhythm
going. To bhop, you’re going to need to utilize
the fundamentals of air strafing while timing your jumps. The first technique we’re going
to learn is called ‘weaving.’ Run forward, release W, jump, strafe towards the left,
and in one fluid motion, as you’re about to hit the ground, jump, AND begin your strafe
towards the right. If you do this correctly, you’ll find that you can do the same vice
versa on the right side. This is the most commonly used bhop technique, and it’s what
people attempt to do in competitive CS. The next technique is called ‘circle’
bhopping. Let’s assume you like to bhop out towards your left side. To perform circle
bhops, run forward, release W, jump, strafe towards the left AND back towards the right
before hitting the ground, then jump and repeat. Although this may seem like weaving with more
strafes, this allows you to bhop in a straight line and is much more useful for bhopping
on blocks along let’s say a wall. Try mixing up weaving and circle bhopping. If you’re still having a little trouble
timing your jumps, try the warmup exercise we suggested earlier, but combine it into
a bhop. Jump up and down in one place until you feel your jumps are becoming more consistent.
Then, start strafing a bit on each hop. If you are timing your jumps and air strafing
correctly, you’ll come out of jumping in one place and start bhopping. You may hear the term ‘wiggling’ described
in bhopping. Wiggling just refers to how people are strafing during their bhops. It’s most
often brought up when someone is strafing many times before hitting each hop. By the
way, you can strafe as many times as you want before you hit the ground during a bhop, but
it’s recommended not to overdo it as you may lose velocity. Please note that bhopping in CS:GO is technically
RNG. The term ‘RNG’ stands for Random Number Generator. This term is miscorrectly
used quite a bit in the CS:GO/KZ world, but in terms of bhopping, it is completely warranted
to use. Unlike 1.6 and Source, hitting “perfect” bhops that allow you to gain/maintain speed
does not have anything to do with the timing of your jumps. You will not hit a perfect
bhop with a badly timed scroll/jump, but there’s zero guarantee you’re going to hit a perfect
bhop with a perfectly timed jump as well. To further iterate on just how RNG plays into
bhopping: A perfect jump is when you hit a +jump on the exact tick that you hit the ground.
A -jump also needs to occur to hit a hop, but the server can only listen to 1 input
at a time. Basically, you have a 50% chance of hitting a perfect hop, but realistically
you will average more like 30-40% with decent scroll timing. A perf hop will also give you
extra height over a non-perfect. Additional height can be achieved via use of the crouch
bind. In 1.6 and Source, there was a technique called
‘duck-standup’ jumps or ‘crouch-boosting.’ This is when you tap crouch right before jumping
in a bhop, so that you ‘standup’ as you are hopping. This used to allow you to hit
a perfect bhop in 1.6 and source, but unfortunately there is no proof that this works in CS:GO
KZ with the RNG of the bhopping already in place. Because of the RNG of bhopping in CS:GO, speed
management is a hard concept for newer players to grasp. It seems counter-intuitive to manage
something that is random. It can be done however, but it’s really just a matter of watching
your !speed panel, and grasping the feel of when you hit a perfect bhop. I cannot stress
enough how important it is to get used to when you hit a perfect bhop vs when you don’t.
The more aware you get of how a perfect bhop sounds, accelerates, and feels, the better
you can learn to control it, strafe out of it, and utilize it for jumps in the KZ realm.
You will learn how to consistently manage perfect bhops for long strings of bhop sections
that require more than 250 u/s utilizing a technique called “kurouching” in the ‘technical
KZ’ video. Let’s look at some of the other bhop jumps. 1. A 180-bhop is when you simply run forward,
strafe left or right until you have turned 180 degrees, and then hop. This is useful
for jumps that are too far/very-hard to longjump, especially on tiny blocks. Please don’t
use this a crutch for completing KZ maps. 2. A 360-bhop is much like a 180-bhop, except,
you guessed it, you do a 360 degree turn. Run forward, strafe left or right until you’ve
completed a 360 turn, bhop, and strafe out of it. If you hit a perfect bhop, and your
strafes are synced correctly, you can accomplish realistic gaps of 325 to 330 units. Now, it’s
also called a 360 hop, b/c for jumpstats, you should get no more than 360 prespeed.
However, you may be wondering if there’s a way to hit the 380 u/s speedcap. And yes,
there is. Welcome to 380/360 bhops. Prestrafe just as you would a long jump, except do a
360 bhop at the end. This is going to require a smooth turn, a lot of mousepad room, and
a perfect bhop. If you perform this correctly, you’ll hit the 380 u/s speedcap and be able
to accomplish any giant gap in KZ. 3. A multi-bhop is just like it sounds. It’s
multiple bhops, and if you hit the 380 u/s speedcap while bhopping, you can travel very
far distances. Although it’s fun to get jumpstats on multi-bhops, it’s much more
consistent to utilize a 380/360 hop for getting across a huge gap.
4. A drop-bhop is when you jump off a higher surface, bhop when you land, and strafe out
of it. This is useful for comboing in maps, and some maps actually implement drop-bhop
blocks. 5. A weird-jump is similar to a drop-bhop,
but with a lower falling distance. Instead of jumping off a higher surface, you prestrafe
off of one. There are two techniques left that are going
to be covered in this bhop tutorial, however, they are completely optional and are never
required to complete a KZ map. Backwards bhopping. Backwards bhopping is
much the same as normal bhopping, except you move your mouse the opposite direction that
you are strafing. Hold S to run backwards, hold A, and instead of moving your mouse to
the left to start strafing left, move your mouse to the right to strafe left. It’s
also the opposite for strafing right. The weaving and circle techniques apply to backwards
bhopping in the same way that it does for regular bhopping. Sideways bhopping. Sideways bhopping is the
most complex form of bhopping, but it’s actually quite easy once you’ve become used
to air strafing and bhopping. Instead of using A and D to air strafe, you will be using W
and S to air strafe. Strafe (not air strafe) towards the right, jump, hold W and move your
mouse to the left to strafe “left-relatively”, and when you need to strafe back, Hold S and
move your mouse to the right to strafe “right-relatively.” I say relatively, b/c if you are sideways
bhopping to the left, you need to reverse your mouse movements. The weaving and circle
techniques apply to sideways bhopping as well. If you practice well enough, you can transition
from sideways to backwards to forwards to backwards to forwards back to sideways all
the way to forwards, doubletake to sideways, and back to forwards facing backwards with
your chair facing away from the monitor. It’s completely unnecessary and useless, but it’s
a neat trick that will ensure you are the life of the party. Congratulations, you now have a good and CORRECT
understanding of bhopping.

21 thoughts on “KZ Guides: BunnyHopping

  1. dude ur awesome, im getting rly into bhop and khz and stuck on t3 and below i think i can really get good with ur vids ty

  2. Awesome again. I was utilising some of these techniques without actually knowing it. Good to know how to correctly use them.

  3. Hey Lucid, is there like a certain angle that you should turn your mouse? 0:15 plz answer me, learning to long jump. I can bhop for like 4-5 in a row at a velo of 280-300, but that's the best, what should I do to improve?

  4. I SEARCHED SO MUCH FOR A COMPLETE IN DEPTHS TUTORIAL. Im actually learning in HL GoldSrc. I can reach 425-450 ups after 2 days of practice. This video covers everythign from what I know. I even learned stuff. Im really sad that BHopping is dead in modern video games. What a great technique to learn. Thumbs up!

  5. Christ, the backwards bhop tutorial gave me PTSD of this kid in a minigames server who kept bragging every minute that he could backwards bhop. He was terrible at it, too, even with autohop.

  6. Informative and well defined , I've been looking for a ultimate guide to advanced movement in CS and your playlist is perfect ! Thank you for the work and you are a movement God esp Ladder Jumps

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