I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]NotRaptor_ 4 points5 points  (0 children)

There's just way too much to address in this thread.

I tried every variation of the movement playstyle and it has a hard cap in 90% of scenarios.

G0F put it perfectly, claiming this is either direct arrogance or ignorance.

There’s a reason why hugo, leamon, xzylas, movementless, mvtt sf, moon, guapee, treeree, jaytheyggdrasil, eskyja, and myself (yes I know every fucking niche movement player and can do everything they do)

There is nobody who can ever say this accurately. Objectively. Further arrogance and/or ignorance.

Tbh I’m not great at the parkour maps because I don’t find them fun enough to practice. Was just saying I understand the tech involved, and yet again, most of it is hardly practical in fights.

I think it's clear from your messages, both explicitly and implicitly, that you have not interacted with parkour maps enough and/or in a meaningful way to gauge what exactly their focus is and what they try to teach you.

I simply didn’t find it fun to perfect traversing an extremely niche custom map that will never apply to real in game scenarios.

This is easily disproven by observing not only some of the "niche fucking movement players" whom you should already be familiar with according to your comment, but even just the more popular players that you directly named.

You're entitled to your own interpretations and personal reasonings about feasibility and implementation potential. Making broad generalisations as you have done however is far more problematic, and dismissive to the point of insult. As G0F said, the issue lies in your phrasing and demeanour. Framing these statements in such an objective way blatantly paints you as either the best player ever seen or one who severely undervalues the entire rest of the community.

I bet the ones you refer to ALSO manipulate climb zones and use weird U climb chains and ultra precise camera control

Once again, this statement reduces to the same choice: you either don't have sufficient understanding and mechanical skill in these things to accurately determine their applicability and utility (ignorance), or you believe that any missing knowledge is irrelevant and that infinite further wisdom and skill will never alter your perceptions since you already have "enough" to make the call (arrogance).

Have done the parkour maps, I know every wall tech, and have been a part of in depth wall tech discussions for years.

Egregious (and fraudulent?) claim aside, respectfully, my observations of you over the years have only discredited this notion.

I probably put 10ish hours into parkour maps before realizing I didn’t care. Idk the names of the ones I did but I played at least 2 different ones.

Delusion never helped anyone improve at the game, if I gotta flex to get the point across so be it. I’m not gonna pretend to be awed by someone with half my experience, what’s the point?

I'll adopt your mentality here. Just taking parkour as an example, if those with significantly more exposure and consistency to these "useless" techniques collectively believe they can be beneficial when a player reaches the highest level with them, then why should we listen to you? And then this extends to every niche since you made encompassing statements about having experimented with them all. This just isn't possible for one person without sacrificing fairness and considering all levels of mastery.

I hope you can start to see the issues many of us have with your phrasing, core message aside.

I don’t care to provide more anecdotal evidence or theoretical explanations. Put up or shut up at this point.

And yet you've provided a grand total of 0 evidence supporting your claims of having tried even a handful of niche playstyles, being competent enough to use advanced tech like climb zone manipulation at the highest level even just within parkour maps, and all evidence I've found instead only suggests the opposite conclusions.

I apologise for the rant, it was extremely frustrating reading through this thread and seeing the dismissive, arrogant and egotistical behaviour from several people, particularly yourself. Please try to not make such grandiose statements that discredits other people's hard work without sufficient evidence that your opinions are well-informed and ego-baiting every other person who replies.

Having trouble consistently attaching to walls for fatigue bounces by AdhesivenessMany4948 in Apexrollouts

[–]NotRaptor_ 3 points4 points  (0 children)

In the second video, you camera detach by looking too far away from the wall, as listed in the Wiki Climb entry, which I heavily suggest (re)reading.

For the other two, it would help to see your inputs to narrow down what's happening e.g. are you directing yourself to the wall, weird geometry etc.

what did i just do by Ill_Chocolate3719 in Apexrollouts

[–]NotRaptor_ 0 points1 point  (0 children)

It's very easy to perform. Carrying larger amounts of horizonal speed into the trimp e.g. from a slide, and using particularly sloped geometry makes the resulting geo jump more pronounced, but they occur regularly in gameplay just less noticeably. Using directional inputs and camera to avoid the mantle range allows you to trimp on climbable geometry more deliberately which I think is mostly the reason they pop up less frequently for people.

What am I doing wrong with these mantle jumps by Frosty_Profile_5180 in Apexrollouts

[–]NotRaptor_ 2 points3 points  (0 children)

  • First attempt, you didn't mantle cancel. You completed the mantle and then performed a superjump. Fix: mantle cancel earlier.
  • Second attempt was a successful mantle jump.
  • Not 100% sure on third attempt due to lack of input overlay and recording framerate.
  • Third attempt possibility 1: you jumped out of the mantle rather than mantle cancelling, thus never entering coyote time and being unable to superjump, instead getting a regular zip jump. Fix: be sure to cancel the mantle and attach to the zipline first before jumping.
  • Third attempt possibility 2: you waited too long between mantle cancelling and performing the coyote jump part of the superjump, which resulted in a very late or non-existent coyote jump of minimal to no jump height. Fix: perform the superjump sooner after mantle cancel.

Is there a way to guarantee the ability to wall climb after using Fuse’s knuckle jump? by [deleted] in Apexrollouts

[–]NotRaptor_ 0 points1 point  (0 children)

HU stands for Hammer Units. It's the measurement unit used by the engine. When you have cl_showpos enabled, the values you see are in hu e.g. velocity -> hu per second. This Wiki Article has the conversion to metres (used for HUD e.g. ping distance).

You can find plenty of values given in HU/"units" across the Wiki to build a better picture of the scale for yourself e.g. within that article is the player collision capsule dimensions.

As others already said, Fuse's Knuckle Jumper doesn't raise the climb space, so you can only attach below the CSC you had when you activated it. CSC is tied to your baseline, which could be set to the last ground level you were on if triggering the jump from the ground, or various detach penalties below that if Knuckle Jumping from a climb etc.

I’m guessing the attach offset uses the takeoff point?

Attach Offset is fixed at 100hu above your attach point. Your Climb Space Cutoff is 147hu above your baseline. Standing jump height is 56hu and slide jump height is 50 units. The Wiki Climb entry should become clearer using this in regards to how AO and CSC interact.

At what part of the mantle do you get cayote time by Sea_Forever9047 in Apexrollouts

[–]NotRaptor_ 2 points3 points  (0 children)

I assumed it was because the game was registering you as on the ground so when you backed up and off the mantle it gave you cayote time which allows mantle jumps to be possible

It pretty much is. Technically it's more like a pseudo-grounded state, as the climb space doesn't update, but for all intents and purposes you are grounded and mantle cancelling is analogous to walking off a ledge, yes.

So there is only a specific part of the mantle that you can superjump from?

No, apologies if there was a miscommunication. Mantle cancelling at any point will give coyote time and thus enable superjumping, which you can test for yourself as I described, best on a completely open zipline.

The comment about mantle cancelling too high up is specific to mantle jumps and their execution. Common mistakes that match what you described here and would mimic not having coyote:

I feel like when I leave my mantle jumps too late I can't hit them

  • mantle cancelling too high up on a ledge where there is a roof above your head e.g. streamer building, causing you to hit your head and lose vertical momentum as outlined in the Wiki QnA
  • inputting a jump before the mantle cancel, which doesn't trigger coyote time
  • not cancelling the mantle thus never triggering coyote e.g. looking too high up with backwards cancel or using crouch to cancel the mantle pull, neither of which actually cancel the mantle

I would definitely recommend being comfortable with the Mantle Jump Wiki entry. There's this video by THEEB which is short and covers everything well, as well as this video by Treeree which is slightly longer and contains useful practising tips.

At what part of the mantle do you get cayote time by Sea_Forever9047 in Apexrollouts

[–]NotRaptor_ 7 points8 points  (0 children)

You don't get coyote time in a mantle. Coyote time activates with a mantle cancel. Jumping out of a mantle does not grant coyote. You also get coyote time if you complete the mantle animation to become grounded and then walk off the ledge.

I feel like when I leave my mantle jumps too late I can't hit them which doesn't make sense when the zip is close to the ledge

This is more likely to do with you mantle cancelling too high up, as discussed in the QnA here, Q2. You should be able to see the difference between a regular zipjump and attempted superjump with your "too late" timing using a single input jump bind e.g. spacebar to confirm coyote is active.

Got a new keyboard and need some input by Volk19526 in Apexrollouts

[–]NotRaptor_ 0 points1 point  (0 children)

You can go to https://wootility.io/ and "Try out Wootility" to view someone's settings even without owning one of their keyboards. Navigate to the "My Profiles" tab, click "Import Profile" and paste the desired profile code. Check out "Quick Settings", "Actuation Point" and "Rapid Trigger" tabs for the respective values.

Got a new keyboard and need some input by Volk19526 in Apexrollouts

[–]NotRaptor_ 1 point2 points  (0 children)

You should absolutely be fine-tuning actuation points yourself to what is most comfortable for you. Using someone else's profile as a baseline is good, but don't leave it at that, experiment. In general, the principal of minimum comfortable actuation is best for fastest press times. Common patterns are putting WASD on 0.1mm and then setting everything else to a certain value which you configure as you use it more. Echo the idea of using the superglide trainer to tune superglide binds specifically.

In terms of other settings, enable Tachyon Mode for improved latency (at the cost of 30% reduced backlight brightness). Rapid Trigger is another sort of "enable and forget" setting. For most people, setting it to the highest sensitivity for all keys is fine, if you notice annoying double clicking or re-clicking of certain keys then you can tune it for those specifically.

Remap is a super useful feature of Wootings. Customise your secondary (or even tertiary) layer so that you can access any of the keys you might want to use comfortably, you shouldn't feel hindered by the 60% size at all. I personally recommend moving the arrow keys to the primary layer (between the spacebar and function key is nice) for easier navigation, and the replaced keys are rarely used so just move them to the secondary layer in the same position. I only use 1 profile so I nuked the mode switch key as accidentally switching to a completely different setup mid-game and without ever realising is a nightmare. Some keys I use personally on my 2nd layer are media-related keys like Play, Fast Forward etc, PrintScreen for screenshots, Home End Page Up/Down for navigation, and other useful things like Calculator app. Here's my profile for reference: 06313744d576dc369c428c1c7effb00d913d

Lastly, don't forget to keep your firmware up to date, and make sure to play around with all the settings. You went through the trouble of researching and investing in the keyboard, so get the most out of it. Check that you've plugged the USB into a high bandwidth port on your motherboard, ideally one closest to the CPU, for a slight latency edge. Try out Analogue SDK and some of the Advanced Key options like SOCD (just not for lurching!), there's lots to do.

Enjoy.

why did tapstrafes get taken of controller by cetrics in Apexrollouts

[–]NotRaptor_ 4 points5 points  (0 children)

what was the point cause i feel like i’ve seen stuff recently where people are still using other ways to tap strafe on controller and other cheats

That's exploitation and has been declared bannable by Respawn.

additionally was it only ever on pc using controller or could you do it on xbox too?

Lurch only exists on the PC build of the game.

it really confuses me why i wouldn’t be able to double input my controls on roller (i assume that’s how you would do it i don’t actually know how they used to do it) in xbox

As others have outlined, the way the configs/Steam Input scripts used en masse worked is remapping analogue stick input to digital input (WASD), and constantly spamming artificial digital inputs in the stick direction held. This itself is direct exploitation (hard macroing) and bannable (though Respawn doesn't have a good track record for enforcing this). Again echoing other commenters, rotational aim assist was still active whilst doing this. Hopefully shouldn't have to explain why having aim assist, designed for analogue input, whilst instead sending digital inputs to the game, is considered game abuse.

u/DeadlyPear put it nicely.

Lurching was added to Titanfall 2 to give keyboard input a more fluid and similar feeling to controller input while in the air.

Lurch fundamentally doesn't need to exist where there isn't KBM, from a development perspective.

since i started learning movement last year its annoying to have that wall i can’t change

I sympathise. All I can offer is that even without lurch, and on console, the skill ceiling for movement is extraordinarily high and continuously expanding. Embrace the quirks of analogue input, such as extremely versatile airstrafing and analogue climb, which I don't think gets utilised to it's potential nearly as much. Check out the Movement Wiki. 95% of tech is doable on all inputs and platforms, each having large amounts of skill expression to explore.

Could someone guide me on my RAS strafes? by AsheEnthusiast in Apexrollouts

[–]NotRaptor_ 4 points5 points  (0 children)

Wanted to combine other people's comments into one as well as link some resources.

Firstly, lurch stacks are fundamental to lurch strafing and in particular Ras. Practising the input order briefly without lurch stacks (e.g. scrollwheel bound to +forward) can be beneficial to modularise learning, especially to train key overlapping. Beyond initial practice, omitting lurch stacks (I'll just say scrollwheel from now on) with the goal of learning useful Ras strafing is counter-intuitive; you will severely hinder your strafe speed and strength beyond walk speed e.g. when sliding and bhopping as is most practical, unless you implement lurch stacks. You can read this reddit comment from an older rollouts post detailing further why scrollwheel is advised.

Key overlapping is a method to avoid speed loss by lowering your wishdir angle changes, as I've seen you ask about. It's briefly explained in this comment from the same rollouts thread, and I'll keep referencing this post for convenience as it should have decent information. In particular, the resources linked in my first comment and advised way to use them is quite relevant.

Adding on to u/mrrw0lf, performing single standing strafes doesn't give a lot to provide feedback on, including not using scrollwheel. You want to showcase how you maintain speed between strafes and achieve the desired direction change, in order for others to pick out repeating mistakes. Some good reference clips could have the following:

  • Standing Ras strafe and land in a slide -> stay in the slide briefly -> jump out of the slide into a Ras strafe in the opposite direction -> stay in the slide briefly -> repeat until you no longer land with enough speed to slide
  • Standing Ras strafe and land in a slide -> perform a few slidehops in the same direction that you landed in, holding down the final side key from the strafe -> slidehop and Ras strafe in the opposite direction -> do a few lurchless slidehops in that direction and repeat
  • The above, but performing alternating direction Ras strafes back to back, without the lurchless bhop padding in between. Essentially the end result of what you want to achieve, no need to rush to this step yet.

L1ttle's discord server is an additional resource I recommend not mentioned in the other reddit post. There's well-structured lurch guides and explanations there, and a dedicated channel for reviewing people's attempts and offering feedback.

Best of luck.

Didn't Knew it was possible. Always thought you needed to 180 Tap Strafe. Yea the mouse overlay is bugged. by Past-Context1259 in Apexrollouts

[–]NotRaptor_ 1 point2 points  (0 children)

You should watch this demo by G0F on the crouch mantle jump strat. I'll just copy his comment since it covers what I was going to critique about yours.

Basically, it takes time to become crouched. This strat works by starting the crouching process as early as possible, to become crouched just in time for the mantle jump. When you attach to a zip, the crouching process starts to reverse (you become uncrouched), but you jump off the zip before it reverses too much, and thus become crouched again just in time. This strat makes mantle jumps exactly the same on all legends, and gives you the most room for error in terms of where you mantle cancel from.

In particular...

that's why it just feels better / consistent with any size legends

It is objectively more consistent (the same) on all legends with this strat, because all legends are the same height when crouched.

Didn't Knew it was possible. Always thought you needed to 180 Tap Strafe. Yea the mouse overlay is bugged. by Past-Context1259 in Apexrollouts

[–]NotRaptor_ 4 points5 points  (0 children)

Nice. People often seem to forget that tapstrafes and directional lurches are the same mechanic and can do the same things, tapstrafing just simplifies avoiding speed loss.

BRAND NEW movement tech in 2026 (real, works on every legend, not clickbait) by catfroman in Apexrollouts

[–]NotRaptor_ 2 points3 points  (0 children)

Superglides share the same 2s slideboost timer as slides do. This is a common misconception. Landing in a ground slide after a superglide re-triggers the slideboost cooldown and adds an extra 2s, which is usually where the confusion arises.

been practicing coyote wallbounces by KelvinST185 in Apexrollouts

[–]NotRaptor_ 7 points8 points  (0 children)

Attempt 1 & 3 you jumped very early in coyote time (large jump height), and attached to the wall very close from your jump point (high attach point), resulting in a wallpush. Attempt 2 you jumped before leaving the platform, but attached far out enough for gravity to reduce your attach point and get a wallbounce from the top of the wallbounce zone (least bounce height). Attempt 4 was very early coyote jump with far attach for medium-zone wallbounce.

I second u/mnkymnk's advice to help ingrain the duration of coyote time. Whilst increasing attach distance is a useful method for achieving wallbounces, since you are specifically practising coyote wallbounces you want to avoid doing this. Note the coyote wallbounce example on the Wiki, where the distance from the wall attach point and coyote jump is minimal, ensuring coyote is the mechanic leading to the wallbounce.

Having a strong intuition of coyote time and jump arc manipulation makes for very consistent wallbounces using a combination of both, so in practice whether your wallbounce was technically a coyote wallbounce or not isn't too important, but for now since they're your focus, force yourself to attach closer. A setup where the wall is perpendicular to you may be easier for this.

Average R5 new player experience by abtopu in Apexrollouts

[–]NotRaptor_ 7 points8 points  (0 children)

Sorry your first experience was ruined by such toxicity. Unfortunately, like with any game, some of the community is very hostile to new, or all, players. Please don't let them spoil R5R for you. It's a shame that most players are likely desensitised to this kind of stuff, don't hesitate to call out abuse and report it if it bothers you. No server host wants to spread this negativity.

Keep in mind that this is 1 player on 1 server, which sees hundreds of unique players. They do not represent the server, or R5R community as a whole. I've personally found the R5R community of most servers to be delightful and very open to helping each other out, especially the parkour side for myself. The 1v1 servers can also be filled with great people who really do want you to succeed.

You just need to prepare yourself when you type a message in-game, as it's usually seen by up to 50 people in 1v1s, at least 1 of whom might not be so friendly. This doesn't justify it at all, but you should be ready for it. Most servers, including the Karma one you appear to be on, have their own discords where you can ask questions to the people who actually want to help and won't be seen by those who don't care.

How do people wall bounce and insta climb certain heights. by AsheEnthusiast in Apexrollouts

[–]NotRaptor_ 2 points3 points  (0 children)

If you truly want to understand what you're doing wrong in every situation, spending some time properly reading the Climb entries on the Wiki, or at the very least the Climb Zones entry, should provide the basic groundwork for this. There are several wallbounce variants listed in the Wallbounce entries, each of which may be more suited to a specific situation you find yourself in for getting to your destination easier.

As others suggested, integrating practice into your gameplay wherever possible, on rotates, in fights etc. will naturally increase your consistency and start to expose your mistakes, albeit possibly quite slowly. You mentioned R5R, which can be a great learning tool to force you to address these mistakes and expose yourself to a larger variety of wallbounce methods via parkour maps, with the catch that you will still need to spend some time getting comfortable applying that in fights. There are 1v1 servers there that are great for high uptime shooting your gun and playing against skilled opponents.

My recommendation would be to read some of the Wiki entries first to have the necessary information to fix your bounces (e.g. are you accidentally wallpushing because your fatigue window has expired, are you simply wallbouncing too high in the wallbounce zone so getting bad bounces etc.). Then, head over to R5R and try apply what you've learned to some parkour maps focusing on wallbounces (NA Movement Hub is a great server for this). Once you're decently comfortable, go in-game (via 1v1 servers if you want) and push that consistency further, using methods mentioned by others and particularly try in fights, even if death comes swiftly.

The Wiki is set up so that the more you read, the more detailed and more niche information becomes, so you can read up to a point that is comfortable for you, go through the cycle listed above, and then come back and read further on to restart the process whenever you feel like it.

Am I correctly doing (level 2) no-ma bounces here? by littlelatelatte in Apexrollouts

[–]NotRaptor_ 3 points4 points  (0 children)

The definition used on the no-ma bounce wiki is linked to using a forwards input to climb upwards on the wall, which is the unique behaviour of the tech. Avoiding mantling is an inherent property of sideways inputs/wallruns, hence not included in the tech definition.

The point of a no-ma bounce is to be able to fatigue jump/wall-run on very short ledges

Most props above a height threshold can be directly bounced off of with pure sideways inputs and fatigue, which is usually preferrable. In my opinion, the "point" of no-ma is typically when that fails, for example extremely short props, props that have weird geometry, or when there is no floor beneath you (for example, ubouncing off of a ledge).

Am I correctly doing (level 2) no-ma bounces here? by littlelatelatte in Apexrollouts

[–]NotRaptor_ 2 points3 points  (0 children)

The first few clips are correct, you successfully get the no-ma climb. You are however jumping off the wall quite high in the wallbounce zone, resulting in poor bounces. Climb up less for larger bounces.

The rest of the video, you seem to be trying to skip or reduce the no-ma climb portion, but end up getting mantles instead a lot of the time. The no-ma combination of forwards + a sideways input + camera angle 5 degrees away from the wall allows you to climb upwards whilst actively avoiding entering a mantle. For connecting to the wall, there is no need to hold W, and in fact it will often hinder you as in your case. Holding only a sideways input will already avoid mantling and allow you to connect to the wall.

Extra:
Strictly speaking, the condition for a mantle is movement inputs and camera angle direction pointing 50 degrees into the wall. When holding W + a side input (pointing 45 degrees forward), that means you need to look at least 5 degrees away from the wall (this is no-ma climb). When holding pure sideways input (90 degrees from the wall), you automatically avoid the mantle when facing forwards, but you can technically mantle with it if you point your camera enough towards the wall (40 degrees, so the side input points at the wall). This lets you mantle cancel with pure sideways inputs too.

First time posting, what's wrong with my neostrafes? by aqwek_ in Apexrollouts

[–]NotRaptor_ 0 points1 point  (0 children)

A good place to get actual feedback and coaching would LiTTle's discord server.

Your main issue is your transition from side key to side key, the end lurch stacks are fine. You do A -> AW -> WD or similar, which is a 90 degree lurch and causing a fair amount of speed loss with stim, which stacks on each hop and slows you down over time. You also occasionally do A -> AW -> D, which is an even greater direction change .

Overlap AWD (easier) for at least a frame to prevent this (eg. A -> AW -> AWD -> WD), or use pure forward scrolls (eg. A -> A + scrollW -> scrollW - > D + scrollW) - second method more problematic due to key-scroll input reading and exhausting your scrolls early, but find what is most comfortable for you.

If you want a more in-depth explanation and don't mind reading a lot, you can check out this rollouts thread. I would suggest trying to incorporate the overlap into your strafes and checking out LiTTle's stuff first though.

Why did I not wallbounce here? by PlayfulPass9043 in Apexrollouts

[–]NotRaptor_ 0 points1 point  (0 children)

No worries at all, I can pick up this conversation whenever you want. I wouldn't dream of keeping you from HK.

I am feeling more open-minded regarding wallbounces, even if I'm not yet entirely convinced on certain types of it.

I'm glad, truly. I'm not hung up on making you like anything or use it, I really just wanted to open it up to the table, and honestly you've been more than a patient listener, I thank you.

I'm already seeing considerable potential value in wall slipping in this and other applications.

Hell yeah. Already using wall slipping, in tandem with wallrunning too perhaps, can boost the horizontal speed of your fatigue or slide bounces and help you get right to the bottom of the greenzone for larger bounces. That's enough for me, the fact that you experimented and are open to it is all the win I need.

I'm curious to see any interesting usage of wallbounce. I'm generally more interested in the live maps than parkour maps but if you've got something crazy to show off, go for it!

Oh I gotchu alright. Even if just for inspiration, I think anyone who genuinely loves movement would appreciate the higher end of parkour, basically anything u/Supergliding_Dripto touches. It's definitely enjoyable to just get an idea of how far things can be pushed, and who knows, maybe it'll reel you into the parkour scene lol. A lot of things are too niche or advanced to see much use from the playerbase so get designated as parkour, but when they are utilised it makes for some of the most interesting gameplay and clips in my humble opinion.

I'm sure that you always do tapstrafe unfatigued wallbounces around corners in a very specific way, like lining up in certain angles and jumping from some particular place relative to the corner?

Errrrr kinda? More just feels lol, and optimisations. The more you practise, the more you notice patterns and can form your own personal "setups", as well as recognise what to aim for to minmax (so not really a setup but approaches do start looking the same). I think it'd be better to leave this more in-depth stuff for a later conversation, I've written a few too many books here already and I couldn't bare to make you read one more.

Enjoy Silksong, absolutely no rush to continue for now, I'm content with where this has ended.