Cynimal | 1bm HH 5B w/ Keystrokes @Cynimal | Uploaded July 2019 | Updated October 2024, 2 hours ago.
It wasn't clear when I was jumping on my previous demonstration, so I hope this helps.
Sorry for the freeze cuts in the footage, the original demontration doesn't have that issue:
youtu.be/c9VpOFuSW0U
I like to call this "grinding": it's reminiscent of a Super Mario 64 TAS trick where you gain speed by going on and off a ledge.
Here's how it works:
Tick 1: run outside the headhitter.
Tick 2: Adjust the angle towards the inside of the HH and jump.
Tick 3: Readjust the angle towards the outside and run for a tick.
Etc...
Why is it better than regular HH momentum?
a regular jump below a 2 block ceiling lasts for 3 ticks: this means you can only jump every 3 ticks. However, this trick allows to jump every 2 ticks, which is more efficient to gain momentum
Note that it's increasingly harder to perform this trick, as the angles are very precise and difficult to chain.
It wasn't clear when I was jumping on my previous demonstration, so I hope this helps.
Sorry for the freeze cuts in the footage, the original demontration doesn't have that issue:
youtu.be/c9VpOFuSW0U
I like to call this "grinding": it's reminiscent of a Super Mario 64 TAS trick where you gain speed by going on and off a ledge.
Here's how it works:
Tick 1: run outside the headhitter.
Tick 2: Adjust the angle towards the inside of the HH and jump.
Tick 3: Readjust the angle towards the outside and run for a tick.
Etc...
Why is it better than regular HH momentum?
a regular jump below a 2 block ceiling lasts for 3 ticks: this means you can only jump every 3 ticks. However, this trick allows to jump every 2 ticks, which is more efficient to gain momentum
Note that it's increasingly harder to perform this trick, as the angles are very precise and difficult to chain.