[0:00] Wall jumps, tap strafes, bunny hopping, [0:02] instant slides, super jumps. With over [0:04] 200 mechanics in Apex, it can be pretty [0:07] overwhelming and intimidating as a new [0:09] player. I mean, where do you even start [0:10] when it comes to learning movement? Do [0:11] you actually need to know and perfect [0:13] every mechanic Apex has to offer in [0:15] order to be a decent player? Yes and no. [0:17] Everyone either thinks movement is just [0:19] for style points or movement is an [0:21] absolute necessity to outplay people. [0:23] But to me, it's just a tool. And once [0:25] you've learned how to use the right [0:26] tools for the right job, the game [0:28] instantly becomes smoother and more [0:30] enjoyable and overall so much easier. [0:33] Today, I'm going to give you five [0:34] movement mechanics that you need to know [0:35] as a beginner or an intermediate level [0:37] player, all of which can be used in [0:39] every single match and should be used in [0:41] every single match. And by the end of [0:42] this video, you're going to be moving [0:44] faster, pushing harder, repositioning [0:46] more, staying alive longer, and [0:48] hopefully breaking the ankles of anyone [0:51] that you come across. But you know [0:52] what's even better than having movement [0:53] to play at a high level? Actually being [0:55] able to perform those movements. And one [0:57] of the biggest factors with Apex [0:58] movement is timing. Lots of advanced [1:01] movements in Apex need to be input at an [1:03] insanely specific time and order. Even a [1:05] fraction of a second worth of delay can [1:07] throw your movement mechanics off, [1:09] making you feel slow and like you're [1:10] stuck in mud. I've dealt with packet [1:12] loss, high ping, and horrible service [1:15] providers for years, which have led to [1:17] me punching multiple holes in my desks. [1:19] Unstable connections lead to higher [1:21] input delay between you and the game, [1:23] which makes it feel like recoil, moving [1:24] around, and reacting to literally [1:26] anything just feels impossible until I [1:29] tried Gear Up. Normal VPNs bounce your [1:32] signal all over the place to stay [1:33] anonymous, but Gear Up actually sends [1:35] your connection to the straightest [1:36] pipeline to the specific game servers [1:39] that you're playing. Less bouncing [1:40] around means lower latency, and lower [1:42] latency means that your actions feel [1:43] like they're actually happening when you [1:45] intended them to. So, whenever I feel [1:47] like my aim or my movement is being [1:48] thrown off, I just boot up Gear Up, [1:50] select the game that I'm currently [1:51] playing, and watch my ping instantly [1:53] drop, giving me a significantly smoother [1:55] experience. It's even helped me when I'm [1:56] coaching players across the world and [1:58] playing on their servers or switching [2:00] servers to play ranked. This thing has [2:01] saved me so many times, and I never [2:03] thought that it actually would. I was [2:04] actually pretty hesitant to try it out [2:06] for the first time until I recently saw [2:08] in a TSM [music] video that they were [2:10] partnered with each other. So, if you're [2:11] playing with friends across the country [2:13] or squatting up with people across the [2:14] world, consider trying Gear Up. It won't [2:16] just help you with your overall [2:17] connection, but it'll help you a lot [2:18] with the mechanics in the game. And [2:19] speaking of mechanics, let's hop into [2:21] our very first and easy one. All right, [2:23] so first things first, we need to change [2:25] a couple settings because this is what's [2:26] going to actually make movement in [2:28] general for Apex Legends feel just a lot [2:30] smoother, more consistent, and overall [2:33] it's just going to make it a much more [2:34] pleasurable experience. So, for So, [2:37] inside of our gameplay settings here, [2:38] we're going to scroll all the way down [2:40] into this movement section, and what [2:41] we're going to make sure that we do, [2:42] whether you're on controller or whether [2:44] you're on mouse and keyboard, you're [2:45] going to make sure that you change [2:47] always sprint to on. Basically, what [2:49] this is going to do is whenever you hold [2:51] your stick forward or whenever you hold [2:52] W key, it's going to automatically make [2:54] you sprint. Now, this does not mean that [2:57] you can't walk anymore. If you're on [2:59] controller, just push your stick [3:00] forwards a little bit and you'll walk. [3:02] If you're on mouse and keyboard, hold [3:03] right click just like if you were aiming [3:04] down sight of your weapon, and you can [3:06] still walk around. Or if you have a [3:07] weapon in your hand, on controller [3:09] still, just push your stick forward a [3:10] little bit, you'll still walk just as [3:12] fine. Or if you're on MNK, then you're [3:14] going to have to hold down ADS while you [3:16] move forward, and that's how you're [3:18] going to walk. Now, the reason why we [3:19] want to change this setting is purely [3:21] because it's going to make movement, [3:23] specifically advanced movement, a lot [3:26] easier. So, when we start getting into [3:28] things like wall jumps or we start [3:30] getting into quick slides or advanced [3:32] slides, not having to input every single [3:35] time sprint is going to make everything [3:38] just so much easier. Having one less [3:41] input when you're doing a series of [3:42] inputs is one less thing that you need [3:44] to worry about messing up. It's one less [3:47] thing that it's going to take you time [3:49] to execute. It's just one less thing [3:50] that you got to think about, too. So, in [3:52] general settings gameplay always [3:54] sprint, turn this on. Do not be confused [3:57] with auto run. Auto run means that if [3:59] you push your stick forwards twice, you [4:01] can take your hands off the sticks and [4:02] it's just going to run for you. I [4:03] wouldn't recommend this though because [4:05] it works even if you move forwards and [4:07] backwards. So, if I go forwards back [4:08] forwards, well now I'm running forwards. [4:11] Not good. If you're on high ground and [4:12] you're trying to like peek someone like [4:14] this, you're going to fall off by [4:15] accident. Now, other movement settings [4:17] that we'll quickly cover as well, make [4:18] sure that you change your jetpack/guide [4:21] control from toggle over to hold. Now, [4:24] if you don't have a controller that has [4:26] paddles on the back of it or if you're [4:28] not playing a button layout that allows [4:31] you to keep your thumbs on the sticks at [4:32] all times, then at that point, just stay [4:35] on toggle. But if you do have a pro [4:37] controller, a Scuf, an Elite, an Aim [4:39] controller like me, make sure that you [4:40] play on hold. It's just going to give [4:42] you so many more options as to what [4:44] types of movement mechanics you can do [4:45] because, believe it or not, actually [4:46] playing on toggle takes away some of the [4:49] options that you're able to play. Now, [4:50] another mechanic that we're going to [4:51] quickly cover here is mantle boost [4:52] activation. Make sure that this is [4:54] changed from off over to jump, and your [4:57] mantle boost UI, this does not matter at [4:59] all. Now, for controller players, inside [5:01] of your button layout, you're either [5:03] going to want to make sure that you're [5:04] playing on Ninja, Evolved, or you're [5:06] playing on Default. At the end of the [5:08] day, the only thing that matters is that [5:10] you're able to keep your thumbs on the [5:11] sticks while still being able to jump [5:13] and still being able to crouch. Your Y [5:15] button or like your your um holster and [5:18] unholster or swap weapon is also pretty [5:20] important to have on a paddle if [5:22] possible. And if you were to play [5:23] something like Ninja, you can see you [5:25] can still crouch and jump, it moves it [5:26] over to your bumpers, but it just it [5:28] doesn't fix that Y input or that [5:30] triangle input. And this is a really [5:32] important input for movement. So, my [5:34] suggestions, Ninja's the best, Evolved [5:36] is the second best if you don't have a [5:38] pro controller, and having a pro [5:40] controller is the overall best option. [5:42] You're going to bind your top left [5:44] paddle to crouch, your top right paddle [5:46] to jump, your bottom left paddle to swap [5:49] weapons, and then your bottom right [5:51] paddle, you're going to bind to [5:52] interact/reload. [5:54] Now, for controller players as well, if [5:56] you do have a pro controller or if [5:58] you're playing on one of those button [5:59] layouts that lets you keep your thumb on [6:00] the sticks while you're crouching, make [6:02] sure that you play with your crouch on [6:04] hold. This is going to make it so that [6:06] you can do some of the movement [6:07] mechanics that we're going to talk about [6:08] later in this video. If you play on [6:10] toggle, you can still pretty much do [6:12] everything, it's just going to be a lot [6:15] harder. Basically, you're going to have [6:16] to input double the amount of inputs. It [6:19] really does make and break how smooth [6:21] and how consistent your movement [6:22] mechanics can be. I cannot stress this [6:24] enough. For a game like Apex, you really [6:27] want to make sure that you have a [6:28] controller that has four paddles on the [6:29] back. It's not a necessity, it's just in [6:31] terms of movement, you're not going to [6:33] have good movement unless you're playing [6:36] with the ability to be hitting all these [6:38] buttons while keeping your thumbs on the [6:40] sticks. Now that we got all of our [6:41] movement settings figured out, now we [6:43] can go and hop on into what we're [6:45] actually going to talk about. An [6:46] honorable mention to some movement [6:48] mechanics before we actually get [6:50] started. The first thing that we're [6:51] going to work on, but this does not [6:52] count as one of the five things that [6:54] we're going to learn today, is walking [6:56] on an angle. Now, in a lot of different [6:58] games, you can move in obviously in all [7:00] directions, right? Like you can move [7:01] your stick in a circle, you can run on [7:04] an angle, right? You can move forwards, [7:06] backwards, left, and right. But in Apex, [7:08] Apex takes movement mechanics to the [7:10] next level. And one of the reasons why [7:12] is because when you sprint typically in [7:15] other video games, other than maybe Call [7:17] of Duty with the new Omni movement, you [7:18] can only sprint moving forwards. And [7:20] this is a this is an issue that I have [7:21] with Marathon right now is that if you [7:23] sprint in Marathon, you can only sprint [7:25] running forwards. But in Apex, you can [7:27] also sprint on 45° angle. And this may [7:31] not seem like a big thing, but it really [7:34] is, especially when you start adding [7:36] slide jumps and other movement mechanics [7:38] into your movement. So, for starters, [7:40] something that you want to get [7:41] comfortable with is moving your body to [7:44] where your body needs to be, but looking [7:45] in the direction that you want to be [7:47] looking. And a really easy way that you [7:49] can practice this is pretending that you [7:51] have an enemy out over here in the [7:53] distance. Now, you obviously need to run [7:55] around the track if you want to go and [7:57] get to where this person is right on [7:59] over here. But the issue while you're [8:01] doing that is that you're not actually [8:02] looking at your objective. You're not [8:04] actually looking at your opponents. So, [8:06] what we want to practice is moving in [8:08] the direction that we want to go over [8:09] here, but looking in the direction that [8:11] our opponents are. And now, as I'm [8:13] working my way over, I'm constantly [8:15] looking at what's going on. This is also [8:17] very useful once we start getting into [8:19] movement mechanics around objects. A lot [8:22] of people what they'll make the mistake [8:23] of doing is, okay, I have somebody right [8:24] over here. I'm holding him, I'm shooting [8:26] at him. Okay, I want to push him. What [8:28] people end up doing is they run into the [8:30] open. They turn away from their [8:32] opponent, and then they look at him [8:34] late. They expose themselves and step [8:36] into the open, and they see the person [8:38] once they've already extended all the [8:40] way out here. Instead, what we're going [8:41] to do is we're just going to run. We're [8:43] going to sprint moving around that [8:45] object like this. As I go to push, I'm [8:48] going to sprint sideways. I'm basically [8:50] going to slide jump on an angle out of [8:54] my cover, and then from there, we'll add [8:56] other mechanics that will help us [8:58] redirect into the direction that we want [8:59] to go. When I'm coming around this [9:01] corner right here, I'm not going to turn [9:03] like this. Instead, what I'm going to do [9:05] is I'm going to be looking at the corner [9:07] so that I can see what's on the other [9:08] side as soon as I actually get to the [9:11] corner. Almost like I'm side stepping [9:13] into it as opposed to that. It's a huge [9:15] difference. It's going to make your [9:17] movement feel so much smoother, and it's [9:19] going to help you stay a lot more aware [9:20] as well as you're running around the [9:22] map. Last tidbit, swinging into [9:24] buildings as well because you can run on [9:27] a 45° angle. Any mechanic that uses a [9:30] sprinting mechanic, like for example, a [9:32] slide, is not a walk and a crouch, it's [9:35] a sprint and a crouch. So, this means [9:38] that you can actually sprint on an [9:39] angle. If I have somebody in this room [9:41] right here, I can actually sprint and [9:43] slide into the room without ever [9:46] actually taking my eyes off of where [9:48] that person's going to be. So, if I know [9:50] that there's a door over here, I can [9:51] basically pre-aim that door and slide in [9:54] and start fighting him. If I know that [9:55] he's playing right around this corner [9:56] right here, I can slide in already [9:58] looking at where I want to look. It's a [10:00] very basic mechanic, but it's an [10:02] insanely important one. Now, the next [10:03] thing that we're going to work on is an [10:04] advanced version of a slide. This is [10:07] something I talk a lot about in all of [10:08] my movement videos and all of my [10:10] coaching videos here on YouTube. All a [10:11] slide is at the end of the day is a [10:13] sprint, run, and a crouch. And one of [10:15] the reasons why we made sure we turn [10:16] auto sprint on or always sprint was so [10:19] that we never have to input sprint to [10:21] get into a slide. Now, you just push [10:23] your stick and crouch. Push your stick [10:24] and crouch. Push your stick and crouch. [10:26] Really, really easy. Something that you [10:28] need to know about sliding though is [10:30] that you can only slide so much before [10:32] you get what's known as a dead slide. A [10:35] dead slide in Apex is when you get these [10:37] half slides where you don't really go [10:38] fast and you don't really go far. And [10:40] this is due to a mechanic called slide [10:42] fatigue. Slide fatigue, jump fatigue, [10:44] and bullet fatigue are all mechanics in [10:47] the game that affect your movement. They [10:49] basically keep you from being able to do [10:51] the thing that you want to do. So, if [10:53] you're sliding in Apex, you need to make [10:55] sure that once you hit slide, you stand [10:57] up, you wait at least 2 seconds. Slide, [11:01] 1 Mississippi, 2. [11:03] Didn't work. Slide, 1 Mississippi, 2 [11:06] Mississippi, 1 Mississippi, 2 [11:08] Mississippi, 1 Mississippi, 2 [11:10] Mississippi, 1 Mississippi, 2 [11:11] Mississippi, 1 Mississippi. All right? [11:14] If you do anything shorter than that, [11:15] you're going to get slide fatigue and [11:17] then you're not going to be able to move [11:18] around the way that you want to. So, [11:20] keep that in mind. If you're going to [11:21] hit a slide, 1 Mississippi, 2. [11:23] Hit another slide. 1 Mississippi, 2. Hit [11:26] another slide. Now, building off of just [11:28] what limits you from sliding, the next [11:30] thing that we're going to do is we're [11:30] actually going to take our slides to the [11:32] next level. What a lot of people may or [11:33] may not know is that when you run with [11:35] your gun in your hand, you run way [11:37] slower than compared to when you holster [11:38] your weapon. So, an overall Apex [11:40] movement mechanic that you're going to [11:41] make sure that you do when your goal is [11:43] to move your body. Right now, I'm [11:44] shooting. Oh, I broke him, but now I [11:46] want to push. If my goal is to move, the [11:48] weapon always goes down. It's going to [11:51] help you start pushing faster simply [11:53] because you run faster. But, it doesn't [11:55] just affect your running speed. It [11:58] really affects your slides. If I have my [11:59] gun in my hand and I want to take a [12:01] slide, because I'm running slower, my [12:03] slides are slower. Because my slides are [12:05] slower, they don't go as far. And [12:06] because my gun is in my hand, I need to [12:08] take more time to build up enough speed [12:11] before I can actually input that slide. [12:14] Here's what I mean. If I take, let's [12:15] just say, two steps, 1 2, I'm going to [12:18] get a dead slide where I get stuck in a [12:19] crouch and nothing happens. If I take [12:21] one step, [12:22] nothing happens. If I take three steps, [12:24] 1 2 3, the slide finally works. And this [12:28] is very limiting. A lot of the time [12:29] you're going to be playing cover, you're [12:30] going to be peeking in an L, you're [12:32] pre-firing, you're holding someone, but [12:33] now you want to push. 1 2. Oh, I am [12:37] stuck in the open. Now I'm getting shot [12:39] at. Now I'm dead. So, the way that you [12:41] get around this is simply holstering [12:43] your gun. Now that your gun's holstered, [12:45] all you have to do is take one step and [12:47] you're instantly into that slide. One [12:49] step, you're instantly in the slide. [12:51] Just make sure you take one full step. [12:53] If you crouch too soon, you'll still get [12:55] that dead slide. So, take one full step [12:57] and the slide will work. Now, this is [12:59] what's known as a quick slide or an [13:01] instant slide. But, we can take this up [13:03] a notch. Obviously, holstering the gun [13:05] helps you move faster, helps you move [13:06] more consistently, but it introduced an [13:09] issue for us. My gun's put away, so when [13:11] I go to slide and fight somebody, [13:14] well, I can't. My gun's holstered. So, [13:16] instead what we're going to do is we are [13:18] going to abuse what is known as an [13:21] advanced slide. And what this does is it [13:23] basically exploits how long it takes for [13:26] your weapon to come out and how long it [13:28] takes for your weapon to get put away. [13:30] So, I'm going to use my handy-dandy [13:33] mouse and keyboard device. And what [13:35] you'll see here [13:36] is that my holster button, my swap [13:39] weapon button, and my holster button are [13:41] on my side mouse. For a controller [13:43] player, this will be your Y button or [13:45] your triangle button. Um or if you play [13:46] with a paddle, it will just be on your [13:48] paddles. So, my swap weapon and my [13:50] holster. So, what we want to do here is [13:53] look at the center dot in the middle of [13:55] your screen. When you hit swap weapon [13:57] and you take out your primary or your [13:59] secondary weapon, what you'll notice is [14:01] that the dot, the time it takes for you [14:03] to go input and then the crosshair to [14:04] change, takes about half of a second. [14:07] That half second goes both ways. If my [14:09] gun's put down, so I'm priming my body [14:12] to move fast, and then I unholster my [14:14] weapon, for half of a second, I'll still [14:16] move as if my weapon was put away. If my [14:18] weapon's in a hand and I holster, [14:20] for half of a second, my legend's going [14:22] to move like my weapon is still in my [14:24] hand. So, if it takes half of a second [14:26] to go from moving fast to moving slow or [14:28] moving slow to moving fast, this means [14:30] that if I'm holstering my gun to make [14:33] myself move faster and now I have the [14:35] ability to instant slide, quick slide, [14:38] well then when I go unholster, for half [14:41] of a second, I'll still have that [14:42] ability. So, what I'm going to do is I'm [14:44] going to go holster. I'm going to wait [14:45] half of a second for my gun to fully get [14:47] put down. And then I'm going to go [14:48] unholster, take that one step, and [14:50] crouch to get into that instant slide. [14:52] Holster, half second pause, let the gun [14:54] go down. Unholster slide. Holster pause. [14:57] Unholster slide. Holster pause. [14:59] Unholster slide. Holster pause. [15:01] Unholster slide. And now what you can [15:03] see is your gun is in your hand while [15:05] you enter that slide jump. So, now let's [15:07] combine that with knowing that there's a [15:09] person around the corner and being able [15:11] to use that 45° slide. I know he's [15:13] around the corner. Unholster slide. [15:16] I'm swinging with my weapon in my hand. [15:18] I'm playing this corner nice and tight. [15:20] I'm peeking. I'm holding him. I swap to [15:22] my secondary. Holster unholster. [15:25] I'm pushing in with my secondary. I have [15:26] somebody around the corner here. Holster [15:27] unholster. I'm swinging out. Forcing [15:29] that fight on him. Oh, I'm stuck in the [15:30] open. I don't like this. Holster [15:32] unholster. Slide back. Oh, I like this. [15:34] Holster unholster. Slide in. This is [15:36] what is the probably most important [15:38] mechanic for you to learn if you want to [15:40] start taking your gameplay to the next [15:41] level. Because this is how you play [15:43] aggressive. This is how you play fast. [15:45] This is how you play consistent in your [15:47] positioning. Being able to quickly get [15:50] yourself into a new position or into a [15:53] fight or out of a fight while still [15:56] having your gun in your hand. Very, very [15:59] underrated mechanic. You have to learn [16:01] this. Now, there are other ways to [16:03] slide. So, this is going to be the [16:04] second version of a slide that we want [16:05] to incorporate into our gameplay. This [16:07] is the jump slide. A traditional slide [16:09] requires you to be moving forward, [16:11] whether it's on a 45° angle or whether [16:13] it be completely forward. And it [16:14] requires you to sprint forward, [16:16] crouch, [16:17] or sprint forward crouch. But, what [16:20] we're going to do instead is we're going [16:21] to remove the need to sprint. It's going [16:24] to be a little bit slower because, well, [16:26] you're not sprinting and you're not [16:27] giving yourself all this extra speed via [16:30] the sprint, but it's going to allow you [16:33] to get into a slide a little bit easier. [16:35] This is what's known as a jump slide. A [16:37] jump slide is you taking a step in any [16:40] direction jumping [16:43] and landing in a crouch. So, my crouch [16:45] is this left control. I don't know why [16:47] my tab was being held. My crouch is left [16:49] control and I play hold to crouch. What [16:51] I'm going to do here is I'm going to [16:53] step, jump, and then hold my crouch and [16:55] enter into crouch. You can also play [16:57] toggle crouch. So, my my toggle is C. [17:01] For people who don't have paddles, then [17:02] you would just use toggle crouch on your [17:04] B or on whatever button you have it [17:06] bound to. And what you're going to do [17:07] here is you're just going to go step in [17:08] any direction, step jump into a crouch. [17:11] Step jump into a crouch. Step jump into [17:15] a crouch. Step jump into a crouch. And [17:18] this is a really easy way to get [17:20] yourself quickly into a slide. So, if [17:22] I'm right here and someone is pushing [17:24] me, instead of holstering and [17:26] unholstering, which takes time to set up [17:28] and it takes effort to execute, instead [17:30] what I can do is I can just jump into [17:33] that slide. Step jump into a slide. Step [17:36] jump into a slide. But, as you see, it's [17:38] not as fast or as aggressive. It's just [17:41] a little bit easier to get your body [17:43] moving in a situation where maybe you [17:46] don't have the time or the room to do [17:47] that. It's also really helpful because [17:49] it does work in any direction. So, as [17:51] I'm fighting somebody and he's pushing [17:52] me, I don't have to turn away as I slide [17:56] back. If he's pushing me, well, I can [17:57] just step into cover and then I can [17:59] slide jump backwards or jump slide, [18:02] rather. I'm playing cover right here and [18:04] somebody's pushing my side, well, I can [18:07] jump to the side and get away. Someone's [18:09] pushing me right here, I can come to the [18:12] side and reposition over here. So, jump [18:15] slides are a very nice and easy way to [18:18] get yourself moving in a situation where [18:21] maybe you don't have enough time or you [18:22] don't have enough room. Now that we are [18:24] jumping though, now it's time to start [18:26] adding our second movement mechanic, [18:28] which is all about jumping. Or rather, [18:30] it's a way to redirect your body's [18:32] momentum while you're in the air from a [18:35] jump. So, in Apex, if you were to run [18:37] and jump, it's going to lock your [18:39] momentum into that direction. If I run [18:41] jump and turn to the side, well, I'm [18:42] going to keep moving forwards. If I'm [18:44] moving sideways and then I turn around, [18:46] well, I'm going to keep moving in that [18:47] sideways direction. And for controller [18:49] players or and mouse and keyboard [18:50] players, it's a very limiting. Imagine I [18:52] want to slide out here, but halfway [18:54] through my jump, I realize, "Ooh, I [18:55] don't really want to be here. I actually [18:57] needed to be over here instead." Or I [18:59] needed to actually come back instead. [19:01] This is when a mechanic known as an air [19:03] strafe or a lurch mechanic is very, very [19:07] helpful. Air strafing is when you jump [19:10] into the air and you use a directional [19:12] input, whether it be your A and your D [19:14] keys or whether it be your analog stick [19:16] on your controller. You're going to run [19:17] jump and you're going to hold that stick [19:20] sideways while you turn your camera into [19:23] that direction. And as you can see, I [19:25] strafed [19:26] off of where I originally was walking. [19:28] So, as you're coming around a corner, [19:30] you can strafe to cut that corner. If [19:32] I'm slide jumping, I don't have to slide [19:34] jump and then be stuck out here, I can [19:36] use an air strafe [19:38] and slide What the heck? And slide jump [19:41] and pull my body over here. Maybe I'm [19:42] trying to get to that box over there. [19:45] I can slide jump and then strafe my body [19:48] into this direction. And again, all it [19:49] is is giving yourself momentum in one [19:51] direction, so it can be sideways, [19:53] forwards, or backwards. And once you're [19:56] moving that direction, jump to put [19:59] yourself into the air and let your [20:00] momentum carry you forward, and then [20:02] turn your analog sticks to the same side [20:06] and push yourself into that direction. [20:08] Now, it's really important to note on [20:10] mouse and keyboard, this mechanic is a [20:12] lot more aggressive than it is on [20:13] controller. Your air strafes will not [20:16] look nearly as strong as mine. And [20:19] that's just because if there's a big [20:20] difference between roller and M&K [20:22] movement mechanics. Something to do with [20:23] how the game is coded, but you can still [20:25] do this, just not to the same degree. [20:27] Now, this next version of this is going [20:29] to take this to the next level. And this [20:31] is what's known as a tap strafe. And [20:32] this is mouse and keyboard exclusive. A [20:34] tap strafe is the same idea. If holding [20:37] a key or pushing or hitting a key is [20:40] going to push myself into that [20:42] direction, then rapidly hitting that key [20:45] while I'm in the air is going to keep [20:47] pushing me forwards [20:49] or keep pushing me into whatever [20:51] direction that I'm turning my body. And [20:53] what this basically looks like is this. [20:55] I'm going to run jump, and I'm basically [20:56] going to jump off and redirect my body [20:59] backwards. Maybe I go and I come over [21:01] here and I hit something like a wall [21:02] jump, [21:04] and then I come all the way back. So, [21:05] I'm throwing my body off of the edge, [21:08] and but I'm coming back by using that [21:10] air strafe mechanic. Now, this is known [21:12] as a tap strafe, and the way that this [21:14] works is by using lurching mechanics. A [21:16] lurch is a directional input in any [21:19] direction on your keyboard. So, if I [21:20] jump and I start hitting forwards, I'll [21:22] move forwards. If I jump and I start [21:23] hitting sideways, move sideways. [21:25] Backwards, I'll move backwards. What [21:26] we're going to do is we're going to [21:27] practice running, jumping, and letting [21:30] go of our W key. So, to make this really [21:32] work, we're going to head over into our [21:34] mouse and keyboard settings. We're going [21:35] to come on over to key two for our move [21:37] forward, and we're going to bind that to [21:39] scroll wheel forwards. By binding this [21:41] to scroll wheel forwards, now when I [21:43] scroll forwards, what's going to happen [21:45] is I'm going to move forwards ever so [21:47] slightly, cuz it's spamming that [21:49] forwards input over and over again. Now, [21:51] what we're going to do is we're going to [21:52] give ourselves momentum. We're going to [21:53] jump to keep that momentum in the air. [21:56] And with that momentum, you're going to [21:58] jump, you're going to turn, and because [22:00] tap strafing pushes you into whatever [22:02] direction you're looking, by turning [22:04] your body while spamming forwards with [22:06] your scroll wheel, it will turn you into [22:08] that direction. So, I'm going to run, [22:10] jump, turn, and scroll. Run, jump, turn, [22:12] and scroll. Now, what's really important [22:14] to know about this is when you run jump, [22:17] you need to let go of W key. Because [22:19] your forward input is coming from the [22:21] scroll wheel, not from the W. If you're [22:23] holding W, it's going to prioritize the [22:25] W over the scrolling input. So, [22:28] practice, run, jump, let go. Run, jump, [22:31] let go. Run, jump, let go. And once you [22:33] get comfortable with this, then you can [22:35] jump, turn, and scroll. Practice [22:37] starting off with 45s or 90° turns. And [22:41] as you get sharper and sharper, then [22:43] start practicing with very specific [22:44] turns. 180s, 45s, 20s, so on so forth. [22:49] Now, two more things that you need to [22:51] know about tap strafing. You only have [22:53] up to 0.4 seconds to finish your turn. [22:57] Meaning, from the time that you jump, [22:59] you now have 0.4 seconds to go from here [23:02] to here or here to here or here to here. [23:05] So, when you jump, make sure that [23:07] jumping is the same input as you [23:11] starting to turn your mouse. You don't [23:13] want to jump and then turn your mouse [23:15] late, because you just wasted the first [23:17] half of that 0.4 seconds. You want to [23:19] make sure that you run, jump, and turn [23:21] right away. Run, jump, and start turning [23:24] with your jump. Turn with the jump. Turn [23:26] with the jump. Turn with the jump. The [23:28] second thing that's important to know, [23:29] you have to be scrolling the entire time [23:31] that you're turning. So, if you have a [23:33] really short turn, you can have a very [23:35] quick scroll. If you have a very big, [23:37] long turn, you're going to have to have [23:39] a slower scroll, because you need to be [23:41] scrolling the entire time that you're [23:44] turning. Otherwise, there's nothing [23:46] that's going to keep pushing you [23:47] forward, and what it will start looking [23:49] like is it just kind of stops. You just [23:51] don't really turn as much anymore, and [23:52] you don't go as far as you want. Now, we [23:54] can also take tap strafing up a notch [23:56] one more time. We can add either an A or [23:58] a D input to this mechanic. So, as I'm [24:01] running, if I jump and I hit A, or if [24:03] I'm running, I jump and I hit D, you can [24:05] see it throws you off of where you're [24:07] starting from. Very aggressively, too. [24:10] So, if tap strafing works to redirect [24:13] your body into whatever direction that [24:15] you want to turn, and by the way, you [24:17] can do this with You can do this with a [24:18] walk. You can do this with a sprint. [24:22] Or you can do this with a slide jump. [24:23] Anything that puts you into the air at [24:26] any speeds this will work. But if tap [24:28] strafing is what changes your body's [24:32] momentum, then we can use A and D to [24:34] make our bodies move even that much more [24:36] aggressively. And this is where movement [24:38] starts to get pretty advanced. So, for [24:39] example, let's just say I want to do a [24:42] tap strafe, but when I turn around, I [24:45] want to be landing on the other side of [24:48] this wall. If I do a tap strafe [24:50] and then 180, well, it's going to put me [24:52] exactly where I started. [24:55] Exactly where I came from. Because it [24:57] pushes you in the direction that you're [24:59] looking. But if hitting D is going to [25:01] throw me on the other side of this wall, [25:03] I can run, jump, and hit D [25:06] to put myself behind the wall, and then [25:09] I can tap strafe to bring myself back [25:12] into the wall. And this is what it [25:13] starts to look like. I'll do it on this [25:14] side over here. I'm a little bit more [25:15] comfortable with my left side. I'm going [25:17] to jump, I'm going to hit A or I'm going [25:20] to hold A, [25:23] and now it's going to throw me on the [25:24] opposite side. So, I can use this to run [25:28] away, jump, and come back. I can use [25:30] this to [25:32] get into a wall jump on the opposite [25:34] side of something. Or, I can also just [25:36] use this in a very basic fashion, and [25:39] I'm simply going to use it to cut the [25:41] corner quicker and harder. Hitting A is [25:44] going to push me out, and the tap strafe [25:46] is going to bring me around the corner [25:48] and back over here. And now, let's pair [25:51] that with some of the other mechanics [25:52] that we've talked about. Let's pair that [25:54] with the holster on holster slide or the [25:56] advanced slide. Holster [25:58] on holster slide cut around the corner. [26:00] Holster on holster tap strafe around the [26:02] corner. Now, let's add wall jumps and [26:06] different versions of wall jumps to our [26:07] gameplay. Wall jumps are a cool mechanic [26:09] that will pop you off of the wall and [26:11] throw you into a direction of your [26:13] choice. I can use a wall jump and pop [26:15] off to the left. I can use a wall jump [26:17] and pop off to the right. I can use a [26:19] wall jump and pop straight back. Or, I [26:21] can even use a wall jump and pop [26:22] straight up into the air and use it to [26:24] skip the climbing animation of climbing [26:26] over this big tall wall like that. A [26:29] wall jump is very, very simple. All it [26:33] is is any mechanic that will bring you [26:35] towards the wall. So, I can use things [26:38] like a walk. This brings me to the wall. [26:40] I can use something like a sprint. This [26:42] brings me to the wall. I can use a [26:44] slide. Or, I can use a slide jump. All [26:47] of these bring me towards the wall. The [26:49] second step is jumping. You're going to [26:52] bring yourself to the wall and jump into [26:54] the mantle. Mantle is when you are stuck [26:57] to the wall. You are connected to that [27:00] wall. [27:01] Like a spider monkey. And depending on [27:03] what mechanic you use to bring yourself [27:05] to the wall, for example, a slide jump [27:07] versus a run [27:09] versus a fatigue jump, [27:13] it will all give you a different [27:15] outcome. So, the two outcomes that we're [27:17] going to look for or the two versions [27:18] that we're going to talk about are the [27:20] slide jump [27:22] and the fatigue jump. These are probably [27:25] the two most common and most useful wall [27:27] jump versions. So, the slide jump is [27:29] going to be you simply sliding towards [27:33] the wall. And you're going to use the [27:35] jump from the slide jump to stick you [27:38] into the mantle. Run, slide, jump, and [27:41] stick into a mantle. Now that you're in [27:43] the mantle, all you're going to do [27:45] is hit jump again. So, I'm going to go [27:47] run, slide, jump into the mantle, jump [27:50] off. Run, slide, jump into the mantle, [27:52] jump off. Now, what's really important [27:54] here is that you make sure that you [27:57] don't do anything other than jumping [28:00] once you hit the wall. If you push [28:02] forward, you're no longer mantled to the [28:05] wall where you're stuck there, you're [28:07] instead climbing the wall, which is a [28:09] totally different mechanic. If you pull [28:11] backwards, it will instantly kick you [28:13] off the wall, and you won't be able to [28:15] get that pop into the air. And if you [28:17] hold sideways, well, this will works [28:19] perfectly fine, but if you're [28:22] accidentally pulling up on your analog [28:24] stick or on your keyboard by hitting W, [28:27] well, now you're in a wall climb, not in [28:30] a wall mantle. If you accidentally pull [28:33] your stick sideways, but you pull it [28:34] back, it kicks you off the wall [28:36] instantly. And now you can't wall jump [28:38] anymore. So, it's a good practice for [28:40] you to simply just slide jump, let go of [28:43] everything and let yourself smack into [28:45] the wall and stick there. Once you get [28:47] comfortable with that, then just add the [28:49] jump input afterwards. From here, you [28:52] can start doing this on different [28:53] angles. You can slide jump on an angle [28:56] moving towards the wall. You can start [28:58] hitting wall jumps moving parallel to [29:00] the wall. You can do wall jumps heading [29:02] straight onto the wall. Or, you can [29:04] start doing [29:05] advanced movement with your tap strafes [29:08] and using your tap strafes to bring [29:10] yourself towards the wall so that you [29:13] can get stuck into that mantle. The only [29:15] thing that matters when you're doing [29:16] wall jumps on different angles is that [29:18] you have a mechanic that brings you to [29:20] the wall. So, before we were using slide [29:21] jumps, but if I'm moving parallel to the [29:23] wall, what is going to actually bring me [29:26] to the wall so that I can stick to it? [29:28] Well, I can tap strafe into the wall. I [29:31] can change my angle slightly [29:35] and slide jump on an angle so that the [29:37] angle brings me towards the wall. I can [29:41] walk sideways, jump, and face the wall. [29:43] I can move backwards, jump, and face the [29:45] wall. As long as you're doing something [29:47] that will change your body's direction [29:50] and land you into that mantle. The [29:53] second thing that's really important to [29:54] know about this is that you can only [29:56] mantle a wall if you're actually facing [29:58] it. So, I can face a wall up to 45°. It [30:02] But, once I break that 45°, nothing [30:05] happens. You just smash into it. You [30:07] just rub yourself all over it. You [30:09] change that a little bit. Now, you're [30:10] looking at 45°. Well, now you can [30:11] actually interact with that wall. Even [30:13] though you're not looking completely [30:15] forwards. So, what I might do a lot of [30:17] the time is I'll either Let's just say [30:19] I'm coming at the wall. Instead of [30:21] running straight forward at the wall and [30:22] jumping, I might come in at an angle. [30:24] Now, this angle is still 45°. So, I'm [30:26] good. I might come in even steeper [30:28] outside of 45°. But, the slide jump will [30:31] still bring me into the wall, right? The [30:34] angle will still connect me with the [30:35] wall. I'll just have to turn and face it [30:38] when I touch the wall. So, I'm going to [30:39] slide jump really steep, face the wall, [30:42] jump off. [30:43] Face the wall, jump off. [30:45] Face the wall, jump off. Face the wall, [30:47] jump off. Like that. And again, as you [30:49] get more and more comfortable, then you [30:51] can start adding other stuff to it, [30:53] other mechanics to it. One of the ones [30:55] that I mentioned was you can tap strafe [30:57] to bring yourself into the wall. So, if [30:58] I'm running parallel to the wall, I can [31:01] either air strafe into it or I can [31:04] tap strafe into it. So, if you're a [31:06] controller player, you can actually run [31:08] parallel to a wall. [31:10] You just have to bring your stick [31:12] sideways once you jump so that you can [31:15] strafe into that wall. Jump and strafe [31:18] into the wall, like that. Now, the next [31:20] type of wall jump is a fatigue wall [31:22] jump. And a fatigue wall jump is when we [31:23] replace the slide jump with a fatigue [31:28] jump. [31:29] Now, I'm going to go in third person [31:30] here. Pay attention to my right knee. If [31:33] I jump, you can see that my right knee [31:36] comes well above this box right here. [31:38] Comes right over top of this corner. [31:40] Now, watch what happens if I jump too [31:42] close to my original jump. You can You [31:45] can see that now I don't jump as high. [31:47] And if I jump too fast, my body doesn't [31:50] really come off the ground at all. If I [31:51] wait a little bit longer, and a little [31:53] bit longer, well, now my body starts to [31:55] recover. This is what's known as jump [31:58] fatigue. Similar to slide fatigue where [31:59] if you slide and then you slide too [32:01] soon, you get these really half-assed [32:04] slides. [32:05] It's the same thing with jumping. If I [32:06] jump and then I jump again [32:08] or if I spam jump, your body is now [32:11] fatigued and it can't jump as high. So, [32:13] what a fatigue jump is is jumping to [32:16] fatigue your body. And then while your [32:18] body's fatigued, you're going to jump [32:21] into that mantle. Jump to fatigue, jump [32:23] into a mantle. Jump to fatigue, jump [32:25] into the mantle. Now, fatigue lasts for [32:27] as long as your feet are displaced. So, [32:30] you can see when I jump, my feet go wide [32:32] and then they come back shifted. Wide, [32:35] shifted. 1 Mississippi 2. 1 Mississippi [32:38] 2. That count, that timing is how long [32:41] you're fatigued for. So, I can jump from [32:44] way back over here. I can jump from [32:47] right over here. But, if I can't bring [32:49] myself to the wall before I wear off my [32:52] fatigue, I'm not going to get that big [32:54] pop into the air. Instead, I'm no longer [32:57] fatigued, I'm going to get a push back [33:00] and down into the ground. So, if I'm way [33:02] back over here, I can slide jump towards [33:05] the wall. And you see how it got me [33:07] close here? Well, now that I'm here [33:09] while I'm fatigued, I can jump on, jump [33:11] off. Slide jump to fatigue, jump on, [33:13] jump off. Slide jump, jump on, jump off. [33:17] I can walk it. Jump to fatigue, jump on, [33:20] jump off. I can sprint. Jump to fatigue, [33:23] jump on, jump off. As long as you are [33:25] fatigued while you jump into that [33:28] mantle. Jump to fatigue, jump mantle, [33:31] jump off, you'll get that pop up into [33:33] the air. Now, why would you want to hit [33:35] a fatigue wall jump? Well, the slide [33:37] jump wall jump requires you to sprint. [33:39] The slide jump wall jump also requires [33:42] you to jump from further back. So, this [33:44] area that I'm wall jumping off of, [33:45] there's a reason why I'm here. This [33:47] shadow is where you're trying to jump [33:50] from if you're slide jumping. Slide jump [33:53] off that shadow, that's where you want [33:54] to jump from. If you jump past that [33:57] shadow, [33:58] you see how I don't connect to the wall [34:00] anymore? [34:02] I'm not mantling like I was before. [34:05] Mantle. [34:07] No mantle. Well, if you were to do a [34:09] slide jump wall jump, not only do you [34:11] need to give yourself enough speed to [34:13] get into a slide, but you also need [34:15] enough distance between you and the wall [34:17] to be able to actually input that wall [34:19] jump. If I'm right here, there's really [34:21] not that much that I can do to get [34:23] myself into that wall jump. I could come [34:25] around and try to come back in, but that [34:26] doesn't really work. I could slide out [34:28] and come back right here. That kind of [34:30] works, but I can't just go into a wall [34:33] jump. It's not going to pop me up into [34:35] the air. So, a fatigue wall jump would [34:36] be really clutch right now. Jump to [34:37] fatigue, jump on, jump off. Jump to [34:40] fatigue, jump on, jump off. I can do a [34:42] fatigue wall jump from pressed right [34:44] against the wall. [34:46] Like that. I can also do a fatigue wall [34:48] jump from a little bit set back off the [34:51] wall. Can come from over here, jump on, [34:53] jump off. I can slide jump towards the [34:55] wall, use that to fatigue myself, jump [34:57] on, jump off. And because you don't jump [35:00] as high, jump all the way over. Spam [35:02] jump, now I'm barely getting over the [35:03] box. Because you don't jump as high [35:05] while you're fatigued, you can use [35:07] fatigue wall jumps to jump off of [35:09] objects [35:12] that are typically too small for you to [35:14] jump on. Imagine I try to slide jump [35:16] wall jump this box. I literally go right [35:18] over top of it. But, that's because when [35:20] I jump, I go well above it cuz I'm not [35:22] fatigued yet. If I fatigue myself, now [35:24] when I jump into the mantle, I can [35:26] actually interact with this box. [35:29] You can also use fatigue wall jumps to [35:31] pop yourself up into the air. So, if I'm [35:33] pushing my stick forward, [35:35] I can fatigue wall jump and pop up into [35:37] the air. And because fatigue wall jumps [35:39] require you to be fatigued, the last [35:41] input on a wall jump is jump. So, wall [35:44] jumps naturally fatigue you, which means [35:47] if I jump to fatigue, jump on, jump off, [35:49] I'm fatigued. Jump on, jump off, I'm [35:52] still fatigued. Jump on, jump off, I'm [35:54] still fatigued. I can use fatigue wall [35:56] jumps to chain and pop into a window [35:59] over [36:01] and over [36:02] and over [36:03] and over [36:05] until I'm ready and then I can just push [36:07] into that building. I have somebody [36:09] right above me right here where maybe [36:11] there's people who are playing this [36:12] door. Instead of stepping in and [36:14] peeking, instead of crossing through the [36:16] open and getting hit, [36:17] I can pop over the door. [36:20] Pop over the door. Pop over the door. [36:23] Pop over the door. Pop over the door. I [36:25] can use my wall jump to [36:28] peek the window, reposition here, peek [36:31] back in, reposition back, peek back in. [36:34] I can use my wall jump to throw myself [36:37] over this gap and get to this ledge [36:39] right here, right? You can use your wall [36:41] jumps for so many different things. It [36:44] is overpowered what you can do with [36:46] these. So, make sure you put some [36:47] practice in and you work on them. The [36:48] next thing that we're going to add to [36:50] our gameplay is what's known as bunny [36:52] hops. And bunny hops are really easy, [36:54] but they take a little bit of practice [36:56] to get used to. And if you don't have a [36:58] pro controller, they can be extra [37:01] difficult to do. So, all the bunny hop [37:03] is is taking whatever momentum you have [37:05] when you jump and extending that [37:07] momentum by adding more and more jumps. [37:10] Think of it like when you're skipping, [37:12] right? You're skipping down a sidewalk. [37:13] With every skip by pushing off of the [37:16] sidewalk, you give yourself momentum. [37:18] And when you land, you don't come to a [37:21] stop. Your body is still trying to move [37:23] yourself forward, you add another skip. [37:26] So, by pushing off the ground again, you [37:28] keep all of that momentum. And it's the [37:30] same thing here, you're basically [37:31] skipping. When I run and jump, [37:34] if I don't do anything, I'm just going [37:35] to hit the ground and I'm going to stop. [37:36] But, what if I run jump and every time I [37:39] hit the ground, I jump again? That will [37:41] extend your momentum indefinitely [37:46] until you stop jumping. So, what this [37:48] means is you can slide out on somebody [37:50] and keep your body moving at the same [37:52] speed until you don't want to. Now, this [37:54] works with both standing up. If I run [37:56] and I jump, that momentum forward can [37:58] get carried by just continuously [38:00] jumping. Or, what I can do also is I can [38:04] hold my slide jumps. I can slide jump [38:07] and instead of letting all the momentum [38:09] die out, I can extend my slide jump by [38:12] using hops to keep myself moving [38:15] forward. Now, there's a lot of reasons [38:17] why you might want to do this. Remember [38:18] earlier I said there's three different [38:19] things that fatigue you. Slide fatigue, [38:21] jump fatigue, but also bullet fatigue. [38:24] Bullet fatigue is when you're running, [38:25] you get shot. It cancels your sprint and [38:27] now you're stuck in a walk. Your body's [38:29] injured, it's tired, it flinches. Bullet [38:31] fatigue only affects you if you're [38:33] sprinting, which means if I'm in cover [38:35] and then I run out into the open and I [38:37] get shot, I get canceled and now I'm [38:39] stuck. I can't move the way I want to. [38:40] So, what I might do is this. I might [38:42] enter into a slide and then I'll hold my [38:45] slide by bunny hopping. And because I'm [38:48] not running, [38:50] even if I'm getting shot at, it doesn't [38:52] matter. I'm still in this slide [38:54] technically and I won't lose any of my [38:56] momentum. What this basically allows you [38:58] to do is you can do things that will [39:00] typically slow you down, like getting [39:02] shot at, healing yourself, aiming down [39:04] sight, or shooting your gun. [39:06] And you can get around moving slow while [39:09] shooting by inputting a bunny hop [39:12] and keeping yourself moving at that [39:14] maximum speed. So, I'm going to input my [39:15] slide jump to get fast and then I'm [39:17] going to bunny hop to keep that [39:18] momentum. [39:21] Now, you don't need to hold sideways. [39:23] You don't need to hold forwards or [39:24] backwards. Once you give yourself [39:26] momentum, jumping every time you hit the [39:29] ground is what's going to keep that [39:31] momentum. Slide jump, jump, jump. Slide [39:34] jump, jump, jump, jump, jump. So, the [39:37] way that you want to use this is when [39:38] you're pushing into a box, use a couple [39:40] bunny hops to help yourself move a [39:43] little bit forwards, a little bit [39:44] further. If you're trying to move [39:46] through a large open space without [39:47] taking any damage, then you're going to [39:49] bunny hop through that space to avoid [39:52] getting slowed down. If your goal is to [39:53] keep your body moving fast for some [39:55] reason, you're going to input bunny hops [39:57] either on the ground or standing up to [40:00] keep your body moving. So, I might slide [40:02] out and then go into a stand and bunny [40:04] hop across. I might push somebody [40:06] and bunny hop while I'm pushing into [40:08] them. It's a really good mechanic for [40:09] keeping your speed. Now, for controller [40:11] players, like I said, you want to make [40:13] sure that your crouch is not on toggle, [40:15] it's on hold. And the reason why is if [40:17] you play toggle crouch and you try to [40:19] jump, crouch, jump. You see how it [40:22] doesn't put me into a jump? This is very [40:24] limiting. It means that it's going to be [40:25] hard for you to actually get into that [40:27] jump and keep that jump going. If you [40:28] play hold to crouch, well, you can jump [40:31] out of the crouch position. Here's [40:32] another thing, too. If I actually do [40:34] slide and jump, you see how now my [40:36] body's in a stand? I have to crouch [40:38] again so that I can go back into that [40:40] slide. Slide, jump, back to a crouch [40:43] jump. Now, I'm basically doing this over [40:45] and over and over again. I'm basically [40:47] having to keep spamming crouch every [40:49] time I jump up into the air. That is a [40:51] lot of work. But, if you play hold to [40:52] crouch, you can just hold crouch [40:56] while you jump around. It makes it very, [40:57] very easy. So, if you play on M&K, play [41:00] hold to crouch as your primary way to [41:02] crouch. If you're on controller, play [41:04] hold to crouch on your paddles or on [41:06] your bumpers. You're going to find a lot [41:07] more success. And lastly, if you're on [41:08] M&K, bind your scroll down to jump. This [41:11] is going to make it really easy so that [41:13] whenever you wall jump, you don't have [41:16] to time jumping off the wall. You just [41:19] scroll jump and it will pop you off the [41:20] wall right away. If you're on the [41:21] grounds, you don't have to time your [41:23] jump, you just scroll and it will [41:25] instantly jump you at the most perfect [41:28] moment, making it very, very easy. And [41:30] then you can start using this in [41:31] combination with your tap strafes, too, [41:33] if you're on mouse and keyboard as you [41:34] get more advanced with it. Now, you can [41:36] tap strafe [41:38] while you bunny hop [41:41] and keep changing directions. And here's [41:42] what that looks like. [41:48] And then you can start tap strafing out [41:49] of your wall jumps with it. Tap strafe [41:50] out of a wall jump into a bunny hop, [41:53] fatigue yourself, fatigue wall jump, tap [41:56] strafe back to the wall with a bunny hop [41:57] to keep your momentum. Very, very cool. [41:59] Now, the last mechanic is what is known [42:02] as a super jump. You've probably seen [42:04] that you can grab and jump off the zip [42:06] lines. And, you know, this is cool and [42:08] all, it throws you forward, but it's not [42:09] nearly as cool as a super jump that [42:13] launches you off the zip line. A super [42:15] jump is an interact followed by a double [42:18] jump. Interact, double jump. And what it [42:20] basically does is it combines two jumps [42:22] off of the zip line into one and cannons [42:25] you across. If you're on mouse and [42:26] keyboard, the easiest way to do this is [42:28] by binding your scroll to jump. And then [42:31] as you interact with the zip line, [42:33] scroll down to double jump. Interact, [42:35] scroll down at the same time. [42:37] Very, very easy. Very, very cool. But, [42:39] for controller, it's a little bit [42:40] different. Let me swap over to my [42:42] controller. Now, I accidentally lost my [42:44] hand cam or I left my hand cam in the [42:46] United States. But, basically what I'm [42:47] doing is this. I'm sliding my thumb [42:50] across both buttons, [42:54] which is hitting both at the same time. [42:58] Now, you notice though, whenever I do [43:00] this, [43:01] the X gets let go before I hit the A. [43:05] So, it goes X, [43:06] let go, then over the A. [43:09] If you hit them both at the same time, [43:11] it's going to cause issues. So, you need [43:13] to make sure that you are gently rubbing [43:15] your finger across both. [43:19] And then you go slide, press. Slide, [43:21] press. Slide, press. Slide, press. [43:23] Slide, press. The harder that you push [43:25] down into your controller, the more [43:27] friction that there is. And the more [43:28] friction that there is, the slower that [43:31] you'll move across. So, you want to make [43:33] sure that you're very light while you go [43:35] over top of these. Also, Xbox buttons [43:37] are so much better than PlayStation [43:39] buttons because Xbox buttons are [43:40] actually rolled. They're not flat. And [43:42] because they're not flat, they're a lot [43:43] easier to slide across. Now, those are [43:46] probably the five most important basic [43:49] mechanics that you should be trying to [43:50] learn if you are a new player or even [43:53] just an intermediate player at Apex [43:55] Legends. If you found this video any [43:57] what useful, make sure to hit the like [43:58] button and subscribe so that YouTube [44:00] knows that you want to keep seeing more [44:01] videos like this in the future. If you [44:03] have any other issues that you're [44:04] struggling with, make sure to leave it [44:05] in the comment section down below so [44:07] that I know how to help you further on [44:09] this channel. With that all being said, [44:11] see you guys in the next one and [44:13] remember, do not quit because it only [44:15] gets easier from here.