To find out the skills of measuring ghost dance steps, just analyze the words and ask for expert guidance!

The way to edit this ghost jump

produce

In fact, this jumping mode is the most common, simplest and most basic jumping mode in ghost mode, and it is the basis of other jumping modes! ! ! Hold down the squat +S+ jump-this is the most basic one-step jump method! ! Hold down the squat +S hold down+jump+jump+jump ... (Note: all jumps here are pressed at the moment of landing except for the first time! ) -

Second generation

To put it bluntly, the second generation is actually an enhanced version of the first generation! ! Just a little farther than the first generation, not very good! This is the second generation, which is most commonly used now. Jump method: hold down the squat +S hold down+jump (Note: Personally, the most important thing for the second generation is the time difference between S and jump, because in this jump method, the interval between S and jump is to press jump immediately after S is pressed). Everything else is the same as the first generation.

Three generations

Three generations of jumping, personally, is the best way to disturb CT listening and breathing! "Why?" Because it's fast and long! "Wow, wouldn't it be invincible! ! "Actually, it's not, because it's easier to display the third generation, because it takes a strong sense of rhythm to jump three generations, and it will be displayed immediately if it is not good, but this time is instantaneous, depending on the reaction of CT. If you meet a master, you are unlucky. Before it is too late, let's look at the jumping method: first, hold down the squat; Second, press s to make you back, and then let go (the first and second generation s don't let go); Finally, press jump+landing jump+landing jump immediately at the moment of releasing S, and so on. Key points: If you want to practice three generations well, you'd better turn off the songs, put on headphones and listen to the rhythm carefully! Three generations of ghost jumps lie in the training of turning around.

Four generations

Four generations of ghost jumping is a very special jumping way. On the basis of three generations, the use of inertia is increased, so there is no need to press the direction key, so there is no shortcoming that will appear if it is broken. Moreover, the fourth generation has a 360-degree perspective. Although it is necessary to look forward when turning, it overcomes the shortcoming that the third generation can't see the road clearly from the backward perspective. Although not as flexible as the third generation, it is still much better than the third generation. (Be sure to master the rhythm) There are two kinds of jumps about the four generations. One is from the third generation to the fourth generation. The advantage is that it will not be shown from beginning to end. The disadvantage is that the rhythm will change during the conversion process and it is difficult to control. The other is the forward inertia method, which is an alternative method to imitate the three generations of inertia. The advantage is that it enters the state quickly, the rhythm is unchanged, and it is faster than the method of changing from three generations to four generations. The disadvantage is that it will show up from the beginning. However, in any case, the fourth generation is based on the proficiency of the third generation! Method 1: The first half of the fourth generation is three generations. The last action of the fourth generation is the air turn+landing instant jump (note! ! ! When you turn around, the rhythm will change, usually a sudden fast rhythm! Effect: You will find that after you turn around, you just need to press Jump and Squat. You don't need to press the direction key, it will go straight ahead, with great speed and long distance, which you didn't expect! Method 2: It is also required to master the rhythm first! Hold down W and run a short distance (1.5 ~ 2 seconds is appropriate, the speed is just right)+release W in the gap and press squat+jump at the moment of landing ... and then jump according to the rhythm.

Four generations of ability enhancement courses-four generations of enhanced version

Because the four generations use inertia to jump neatly, it is impossible to turn, which requires another skill, that is, press the direction key first, then press the jump, and adjust the angle of view in time, otherwise you can't turn over, you must turn the angle of view quickly, and don't lose your rhythm because of turning, otherwise you will die miserably. For example, if you want to turn left, just press A before jumping, and then press Jump to adjust the viewing angle before landing to prepare for the next turn. Because you can only turn a little at a time, you have to repeat it several times before you can turn 90 degrees. Because you jump by inertia, the turn will slow down and you can't go back. If you want to speed up, just press W at the moment of landing. Although 1 ~ 2 seconds will be displayed, with this time, you will jump early and disappear, and the longer you press W, the faster you jump, and the more obvious it will appear. It is suggested to speed up once, or people will finish the food if they find your trajectory-u pay attention. And it will be obvious that no ghost jump can get rid of these two keys. A ghost jump without squatting is called jumping to the top. Generally, when you jump, you have to jump for the second generation and then for the third generation. Because there will be no second generation at the beginning of the jump, it is safer.

the Five Dynasties

The fifth generation is a turning point on the basis of the fourth generation. First jump out of the fourth generation of 1-2, turn around, move the mouse slightly in the direction of your turn in the air, and press A or D to turn around at the same time. Release a or d before landing, and press the space bar to continue immediately after landing.

Bonus: A generation of ghosts is extremely unrealistic.

What if you show it where there is a slope and find it? A generation of ghosts can help you solve it quickly and keep pressing ctrl. You can slide down slowly, wait until the ground, and escape in the ghost jump! Very effective! Only when someone finds you in the distance can you be found by listening to the breathing or sweeping the carpet nearby. Also, some people say that the novice training camp can't practice ghost jumping, while others say that they have no personal experience. I wonder if it will be obvious. I think this person must be a vegetable ghost, without looking at whether it will be obvious when the ghost jumps! You can hear me! Even the steps of ghost jumping are very short, almost only about half of normal. And since the third generation, the speed of ghost jumping has been greatly improved, faster than running, especially in the fourth generation, which is so outrageous that you can see whether you jump well or not! Therefore, it is strongly recommended that novice training camps practice ghost dance, especially for the third generation or more, the second generation ... just know about it, because the third generation is not difficult, it can be practiced in two hours, and then it has been playing ghost mode for three weeks. When I was lurking (about five hours a week), I was very familiar with it. Basically, 30 hops can't break even. The fourth generation is easier to practice and has a wider range of applications. ) of course, we still have to stop at the corner, or we will be miserable if we have no time to avoid it. Desert-ash is highly recommended, because the map is flat and you can practice the rhythm of different terrain. What I said earlier is actually a more troublesome ghost jump learning method. As long as you really realize the inertia jump at the moment of landing, then the so-called 1-5 generation does not exist. Inertia jump means that when you press jump at the moment of landing, you will continue to eject a distance in the direction of movement. Learn to jump inertia, and then look below. 1 It's not obvious at the beginning of jumping. Squat+back+space+space ... There is no so-called back button. It doesn't matter if you change the mouse angle casually, it won't change the jumping direction, so you need to use the back button when you want to change the jumping direction. The direction of squat+retreat+spatial change is determined by the direction of mouse viewing angle. Pay attention to the inertia jump, otherwise the button will appear if you don't grasp the landing when turning. There are two kinds of initial jumps. Generally, in running, if you want to enter the ghost jumping state, you just need to press the space, press the squat in the air, and then directly blank it.