What the developer confirmed

In a Steam discussion response, developer Enol Cook states that ground and wall jumps can be buffered shortly before landing. The same response says the crosshair blinks when a jump has been buffered.

The response does not provide a frame count or millisecond window. Any exact timing number found elsewhere should therefore be treated as community measurement, not an official specification.

Practice cueWhat to observeCommon mistake
ApproachUse the same takeoff line and camera angleChanging the route and the timing together
BufferPress jump shortly before ground or wall contactAssuming a fixed frame or millisecond value
CrosshairLook for the developer-described blinkReading a missed blink as a route failure
LandingCheck whether momentum survives into the next actionHolding every input and losing the landing angle
RepeatRun the same short section several timesJudging the technique from one lucky attempt

A repeatable bhop practice loop

  1. Use a repeatable, low-risk section where you can clearly see the landing.
  2. Press jump shortly before contact and watch for the crosshair feedback described by the developer.
  3. Change only one part of the attempt at a time so you can distinguish buffered input from route variation.
  4. Compare your result with the linked community demonstrations, without assuming their terminology or timing is official.

In this guide, “bhop” means the community's shorthand for preserving speed through repeated jump/slide actions. It does not assert Source-engine air-strafe physics or a universal bind. For the broader technique taxonomy, use VHOLUME Techs.

Input considerations

Community material supports mouse-wheel jump as a keyboard-and-mouse option, but no official preferred input method was found. If the input itself feels inconsistent, review the controller or keyboard guide before changing the route.

Sources