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- Do not underestimate the max distance possible with hh momentum, or momentum in general.
- We are able to go farther than 5 blocks with hh momentum, especially with multiple blocks. I posted the 5b with practical momentum (two blocks of headhitter momentum) instead of four+ which, if done correctly, would make it tremendously easier.
- Barring that, the jumps you use as reference are not the "longest" jumps possible. This will not lead you to the actual "max" distance one can jump.
- Additional information:
- Jumping around a neo - It is possible to minimize the distance lost for neos which lowers the "max" value for listed for how long a quad neo is. I am working on finding out what exactly causes this and what is needed to consistently replicate it.
- Speed - Speed actually changes some of the mechanics that you'd have without speed.
- I. The way you move in air: Although this is minor, it does make a difference for jumps like this (If you'd like, i can go further in depth on this. Just send me a private message).
- II. The optimized method of doing a triple neo. The majority of players simply run and jump, there are methods that make the jump itself easier.
- a. Strafing with the wall: There is an "ideal" position to be in while doing a triple neo. This is one of the mechanics that minimize the distance lost for neos
- b. The timing of when to turn inward for landing on how it is done: Depending on how the neo is done for the "air" section of the jump, it is sometimes better to turn later, rather than earlier.
- Speed has more changes, each having its own "perk." I will not be listing any more as it will be in my book, haha.
- With all that being said: Quad neos are possible. In terms of length, i believe it is the hardest jump possible, requiring everything to go in your favor.
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