Basically turning 90 degrees for a split second when trying to wall bounce forward will result in you sustaining more momentum, provided that you tap strafe throughout said turn.
It's basically the same thing, but it requires much less mouse dexterity making it much more reliable. The double 90° turn looks flashy though for those who want to show off through!
Yea, you redirect on the wall after the tap strafe. That is the D-W-A move. Momentum shift is.. eh, not so useful, but this looked nice, the move you did.
@@LucidOreo Bind "move forward" as scroll wheel, but also, of course, keep you W as "walk forward", when you slide, jump and use scroll wheel to move forward, you basically input loads of taps and you can then just turn your mouse to either side and easily perform a tap strafe, a 180 easy!
@@Treeree He does by redirecting speed by pressing A/D keys and then W. Both methods look identical, except that your method is way harder to do(comapre tap-strafing and rotating mouse and just pressing A/D and then W). So why am I arguing about this - because of video title. It's says "You're Doing the Climbing Animation Skip Wrong", maybe you doing its wrong? Apex community have a way easier method do achive same thing. I can continue arguing, we can compare the methods second by second in perfect execution. Also wanna add - I have never, in the entire history of the apex, have seen someone do that bad method "wall jumping and momentum shift forward"(that you showed in the start of the video)
@@AleksandrK51228ruswi They are identical in the respect that we both shift 90 degrees sideways and then forwards, that’s true. His sideways input resembles my 90 degree turn. Since I’m tap strafing throughout the entire turn though, I get more strafe lurch and therefore I sustain more momentum than him. I’m getting about 20 movement inputs compared to his 2. While that doesn’t necessarily mean it’s 10 times more powerful, it definitely sustains more momentum. Here’s the takeaway: Obviously his guide was made before tap strafing was founded . If you prefer inputting a sideways input instead of turning 90 degrees, you can just combine the two techniques. Hold down A after the wall bounce then tap strafe forwards. I am aware that there’s alternatives to turning 90 degrees, I actually already know one that keeps the same momentum as me and doesn’t require you to turn, but it’s much harder to understand then simply tap strafing while turning so I didn’t think people would be interested in it
@@ryzrun1566 it was, though nobody was using it back then. Aceu’s movement guide has no mention of it as a result, though everything else he has in it is god tier anyways. I think mokeysniper is the one that made tap strafing commonplace idk
A lot of you are skeptical on why this works. It’s a valid question: why tf would a quick turn during a tap strafe be better than staring forward while you’re tap strafing? Here’s the super technical answer: The game does not allow you to experience lurch when you tap strafe at angles around 180 degrees. Trying to do so will result in you losing all your momentum. This quick turn breaks down this 180 degree angle into multiple smaller angles that the game will accept each frame, and therefore you can keep all your momentum.
@@mikecontois458 as in a controller on a pc or console? I think that on console the inputs just aren't possible because of how it works. That's why it's pc only :)
Fun way to get a faster wall climb on console is to slide jump BEFORE you reach the wall so that you land from you jump right at the base of the wall. Once your at the wall just do a fatigue bounce to get over the wall. It's a little bit annoying to time but once you get it it's pretty cool
Ive learned this like a month ago is really trickey to do in some situations but its really good. Also i didn’t really wanted to leak this but for the smaller rocks you can do the same how you do it by holding shift or sprinting wants you meet up to the rock you flick as if you’re trying to get over the wall to skip the animation and it works with other small boxes and rocks.
It's far easier if you come from the side and turn into the wall (I tap strafe into it idk if that helps) but because the angle is launching you ~45 degrees instead of 90 degrees from the wall you only have to do a normal wall jump then a small turn back towards the wall. Never thought to slide out of it though so I'm gonna practice that thanks man.
"allright thats all i got" i laughed harder than i thought at that caught me off guard there bud haha nice trick gonna learn it now thanks and great video!!
Somithing i noticed practicing this is that A D movement changes dramatically how it performs. Basically you gotta know how to wallbounce in the same direccion of the wall, then you applie it to this. if you wanna get to a wall at your left when you do the 90 degree angle to the right you press A
This'll help u n situations from getting shot less. The point of this skill mechanic is that it helps u go over the wall faster so if ur getting chased or trying to get cover u can do this with about any wall if its high enough. Surprised u don't understand the point of the technique.
@@jamrus0695 For the second bit, this method was obviously not created so that you can mess it up, and it's not dependent on randomness to be successful. If someone learns this well they can execute it consistently every time, so that argument doesn't make any sense. For the first bit... what if you are not playing octane or horizon??? that argument doesn't make sense either since I can just as easily say it's useful when you are not playing octane and horizon. not caring enough to learn a mechanic well is very different from the mechanic being inefficient.
@@jamrus0695 and taking a different route could fck u up, and why tf mentioning horizon and octane while there is a bunch of characters instead that can’t do anything ? If u don’t find this mechanism interesting do not start useless arguments.
Can you do another video a little bit more in depth for me, I’m having a hard time gettin at what stage I do the flick and what movement keys I press during and after the flick
When you move your view down to the ground after wallbouncing this works too on console, its not as fast as you showed it but faster than the normal climb skip you showed in the beggining
You always want to approach the wall from an angle, but sometimes you don’t have a choice and you’re forced to do it while perpendicular to the wall. Even approaching the wall from an angle though, this is still useful. I think looking away from the wall for a split second right after the point of contact to wrap your tap strafe around the wall will give you more forwards momentum. Even when approaching the wall from a 90 degree angle
I do wish there was a way to turn off the gradual acceleration on the left stick just like there is for the right stick in the settings (or just increase the sensitivity), it makes me wonder if then that some of the pc movements could be translated to console... But that is only just a dream.
I dont know if its the same on pc but on console when you need to jump up a shorter wall look down at the bottom of the wall when you jump and it will make you jump boost straight up which is faster than climbing
Some times it works for me without 90deg turn sometimes i fail but i noticed trying to do it to a wall next to you insted of in front would work 80% of the tryes
I swear there’s always a new movement trick coming out man I’ll see this when I get on later probably huh great something else I have to learn to track yah
U can still do this on console, I've done it many times just without the high sens the m&k has. Less fancy but u get over the wall eithout climbing it so (:
Here's the easier way, no need for 90degree turns, You can go straight like this but it's preferable to go in the wall sideways, and just hold a side input where you're going after jumping, and after wallbouncing, just tap tap that W key or scroll wheel. Do all these while looking towards the wall This makes you go sideways, but also allows you to put more forward momentum compared to when you're doing this in a straight line. Explanation, It's hard to momentum shift forward when the momentum is driving you backwards, it's like walking against a mudflow, so just add a sidewards momentum so instead of running against the mud, just go across the mudflow. The way you did here is okay but not optimal, be careful, don't get carpal tunnel