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Consistent HH

CeyZe1

New Fish
Whitey
Jan 3, 2025
1
1
Does anyone know how to make timing HH stable? Maybe there are some lifehacks or chips?
 

facecat1

#1 Loser Fan
Greenie
Oct 3, 2024
75
56
(I'm still learning more pk tech so someone correct me if I'm wrong)

There's an alternate timing you can use in some cases called a7 which is more consistent. To do this, you jump in place and then hold W a tick before landing. It's best for cases where you would use hh timing but there isn't actually a 2 block ceiling.
 

Lennerd07

Peon
Greenie
Sep 10, 2023
19
12
There is no way to consistently perform a hh timing except getting more acquainted with the input and muscle memory
-
BUT
there are a lot of strategies to avoid having to use hh timings in specific situations
for example:

- wall jams (for neos up do double neo)
some variations:
f10 jam: go to the front corner of the neo, face 9.6-10° outwards, do 2 unshifted taps inwards (2uA/D) jam and hold the keys down then turn in after getting past the wall (easy setup, easy math)
f6.2 jam: go to the front corner of the neo, face 6.1-6.4° outwards do 1 unshifted and 1 shifted tap inwardds (1uA/D 1sA/D) jam and hold the keys down then turn in after getting past the wall (slightly harder setup, annoying math but has a lot easier turn for double neos)
f20 no turn: go to the front corner of the double neo/2+1 around corner, face 20.0-20.1° outwards do 5 unshifted taps inwards and 1 unshifted tap forward (against the wall) (5uA/D 1uW) jam and run 1t, then add the strafe key previously used during the 5 consecutive taps to noturn (annoying setup, easy input)

edit: easier setup for f20 no turn:
for 1bm no side wall: front opposite corner you want to jump from f20 inwards 3uA/D inwards 1uW jam run 1t 0t strafe
for 1bm sidewall: front corner between sidewall and neo, face 20 towards neo 1uW jam run 1t 0t strafe

to adjust for 3 block celing you can usually add 1 uW

- a7 (for neos which dont give you space to wall jam)
go to the front corner of the neo just do 1 shifted tap backwards (instead of 3) (1sS) jump and 1 tick before you land, hold w and space
usually pessi -11t if there is no ceiling
variation:
save a7: go to the front corner of the neo (up to neup) face ~30° into the wall, do 1 shifted tap backwards (1sS) a7 with wd/wa (in direction of the blockage) and release the strafe key 1 tick later to noturn




- crumps (for jumps out of a 2 block ceiling with small distances (fast))
sprint and start crouching without letting go of w, crouch to the edge of the block you want to jump from, hold w and space

edit: wall jams, a7 and crumps give you less distance than a hh timing

- pessi hold/similar (for jump out of 2 block ceilings with high distance (slower))
some variations:
for 1bm 2bc: go to the back/equivalent of 1 block of momentum, pessi -1 to -3t and hold space, forward and sprint
for 2bm 2bc: go to the back/equivalent of 2 blocks of momentum, jam and hold space, forward and sprint
for 2bm bw 2bc: go to the back, force momentum 1-3t and hold space, forward and sprint
edit:
for 1bm 2bc pessi -3t doesnt make distance for a 4b
for 2bm bw 2bc fmm 3t doesnt make distance for a 4b
 
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