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 cue | What to observe | Common mistake |
|---|---|---|
| Approach | Use the same takeoff line and camera angle | Changing the route and the timing together |
| Buffer | Press jump shortly before ground or wall contact | Assuming a fixed frame or millisecond value |
| Crosshair | Look for the developer-described blink | Reading a missed blink as a route failure |
| Landing | Check whether momentum survives into the next action | Holding every input and losing the landing angle |
| Repeat | Run the same short section several times | Judging the technique from one lucky attempt |
A repeatable bhop practice loop
- Use a repeatable, low-risk section where you can clearly see the landing.
- Press jump shortly before contact and watch for the crosshair feedback described by the developer.
- Change only one part of the attempt at a time so you can distinguish buffered input from route variation.
- 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
- Developer Steam responseDeveloper response
- Movement demonstrationVideo reference
