1bm HH 4+1  @Cynimal
1bm HH 4+1  @Cynimal
Cynimal | 1bm HH 4+1 @Cynimal | Uploaded July 2019 | Updated October 2024, 2 hours ago.
Going out of a headhitter and jumping back inside snaps the player to ground level.

By repeatedly going in and out of the 2bc, and jumping every 2 ticks, we can gain a lot more momentum on HH jumps.

This strategy gives the same properties as trapdoor HH momentum,but requires an inhuman amount of precision.


For 4+1, 3 jumps of momentum are necessary. Fortunately you don't need backward momentum for it and can focus on grinding the edge
1bm HH 4+1[Proof of Concept] No-turn chained triple neosRandomized Dungeons: Procedurally Generated Library3.75 x 2.5 + 0.75 (longest Tier 2 jump)fast pillaring (tickrate 1)1bm HH 5bStepping is still buggedtdhh 0.525bm Z triple1.875bm triple neoNo sprint 3 block jumpMovement, Misconceptions, and the 6 Block Jump.

1bm HH 4+1 @Cynimal

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