Transcription
Most players learn slide cancels, drop shots, wall jumps, and then jump into real lobbies where players shoot back and get deleted even faster than when they stood perfectly still. Why?
You see, beginners and pros all learn the same mechanics. They are easy to pick up. So to stop being an easy target, you need to understand that mastering movement was never about learning the mechanics only. That is actually just the start. It's about knowing how to use them, like when to move. Going to close my eyes and I'm going to ask you to push me. Go, when to hold, or which move to use, and how to aim while your body is moving really quickly. Oh boy.
To be able to do all of those easily and without panicking, you need to reach a state of mind called flow state. Now, to get to flow state, first you need to bridge the gap between where you are right now and becoming a movement master. That means after learning all the mechanics, you must learn how to think and you need to understand what to expect along your improvement journey. So, in this video, I'm going to give you a seven-step movement system that will improve your movement, help you counter other movement players. This is why you don't listen to Y Tik Tockers. Clutch up and win difficult fights. You better clip that. Oh, Holy [ __ ] I think my pants are a little wet. Ooh, and most importantly, how to make the right movement decisions quickly while staying calm. And by the way, everything on this channel is based off real lobbies only. No reverse boosting, no two boxing, no fake clips, and no movement king fantasy. Just what actually works versus players that shoot back.
Now, before we get into the full breakdown, here's a quick fix to a problem almost every player is suffering from. Don't you hate it when your plating animation gets cancelled just because you had to mantle over a small piece of cover? So, here are two quick ways to prevent that from happening instead of jumping right next to that piece of cover. Jump a little bit before. The other one you can do is to jump without adding any movement input. So, don't press any of the WD buttons on your keyboard or don't move your left stick if you're on controller. After you are in the air, that's when you add movement input and you'll end up landing on top of that small piece of cover and your plating will not be interrupted.
And now for the settings. I'm going to do mouse and keyboard and controller separately. Starting off with mouse and keyboard. If you're on controller, skip to this part of the video. We're going to go settings, keyboard and mouse, movement tab. Sprint assist is on tactical sprint assist. Click on show more. This should be on zero and then on and on. Mantle assist should be off. I've seen a few videos that talk about putting it on low mantle assist or on. And I get why they're saying that, but the problem is sometimes you're going to end up mantling on small objects while you don't want to do that, and it's going to throw off your aim. Personally, I like to be in full control of all my actions. If I want to mantle, I will press something to do that. And you click on show more. Everything else is on off. You can keep this on loose or tight. It doesn't make that much of a difference. Crouch assist is off. Show more. This is also off as well. Corner slice should be off. Yes, it makes it look like only your head is tilting around the corner, but in reality, your entire body is showing, and this is just a visual thing that will throw off your aim as well. Wall jump assist is off. Crouch behavior, prone behavior, and sprint tactical sprint behavior should be all on toggle. Automatic airborne mantle should be on partial. That way, if I'm going near a window, I'm pressing my mantle, my space button, and I'm holding it. As soon as I'm near something that can be mantled, it will automatically do that. Parachute automatic behavior off. Wings activation automatic, although I don't use it a lot. I don't play Avalon or like it. Sprint restore and slide maintain sprint must be on. Wall jump activation on press. Combat roll assist on partial or off. It's up to you. I personally don't like mountaineer or use that combat roll feature because you end up rolling instead of wanting to shoot and that kind of gets you killed. Actually, I'm going to put that on off. Slide/combat roll behavior. Tap to slide. If you're going to use the combat role, make sure that you have it on third person. That way, you can get to see a little bit more around you while you're doing it. Now, we go for movement advanced settings. I don't use the walk behavior at all. Grounded mantle should be on. Slide and dive activation on independent. Tactical sprint activation on single tap sprint. Plunging underwater should be on free. Sprinting door bash should be on. And auto door peak should be on. And these are my keybinds. if you want to copy what I use. Just keep in mind I have big hands which allows me to press a lot of buttons that are considered far away for some people.
And now for the controller settings. Let's go to the movement tab. First of all, sprint assist is on tactical sprint assist. Click on show more. The delay should be on zero and then sideways and backwards is on. For mantle assist, I have seen some videos that talk about its benefits if you put it on low mental assist or on. I had my doubts. I tried it and my doubts were confirmed. The problem with these options being turned on is sometimes you're going to end up mantling on small objects just because you're trying to strafe or move and activate your rotational aim assist. And now your aim has been thrown off because why is my body mantling up something and you cannot ADS sometimes and now you just lost the fight. Personally, I highly advise against it. I would rather do something only because I clicked a button and I wanted to do it. I hate being surprised and losing a fight because of that. Crouch assist should be off. Corner slice should be off as well. Yes, it looks like only your head is showing when you have this option on, but it's just a visual thing. Realistically, your entire body is still showing. And on top of that, your aim will look weird because now you have to aim with this tilted version. Wall jump assist turned off. Now, for the slide and dive behavior, I have two things to say about this. If you go for slide only, you're going to get 95% of all the movement benefits because you will rarely need the dive to actually do something epic with it. And that way you're just clicking a button and you don't have to worry about diving at all. Now, with that being said, the diving mechanics do have some moments where they're useful. So, if you want to go for that extra benefit, go to tap to slide and be graceful with yourself. Be patient with yourself. And remember, sometimes you're going to be tense and you're going to end up clicking a button for too long and diving. With time, you'll know how long to click on your slide button and you'll avoid it. Another thing you can do is click on show more and tap the slide dive activation delay and put that on medium or long to avoid diving by mistake. Automatic airborne mantle should be on partial. That way if you're jumping and you're almost near a window, all you have to do is click your mantle button and keep holding it. And as soon as you're near that window, it will automatically mantle in. Sprint restore is on. Slide maintain sprint is on. Parachute automatic behavior off. Wingsuit activation, I don't play Avalon. I don't like it. So I'm going to ignore that. Wall jump activation should be on press. The combat roll assist is a feature that should be turned off. Yes, it's only unlockable when you have mountaineer or specialist, but the whole point of having mountaineer is being able to shoot and move quickly right after you jump off a large distance. And I hate dying just because my character was doing body rolls instead of shooting and moving properly. But if you want to keep it on, keep your combat roll camera on third person. That way you can see more around you. Now we go to the movement advanced settings. Sprint and tactical sprint behavior should be on toggle. Auto move forward, I don't use that that much. That's a personal preference. Auto door peak should be on. Grounded mantle should be on. Tactical sprint activation on single tap sprint. Plunging underwater free. And sprinting door dash is on.
And now it's time to talk about the eight basic mechanics that you should master. Nine if you consider ying a basic mechanic. And yes, omni movement is going away with the new Call of Duty release, Modern Warfare 4. But don't worry about that. This will not affect you. and I'll tell you how to work on that starting from today. The easiest yet most effective mechanic in this game is strafing and you will see why as the video progresses. Strafing is basically going to the right and left. And if you're doing it next to cover to get some information, it's called shoulder peaking. For now, the only thing that you need to understand is that when you're strafing with an SMG, you should be doing wide strafes like this. One, two, one, two. But if you're strafing with an AR and you want to keep activating rotational aim assist on controller, you can just spam it right and left non-stop. And every time you see a piece of cover, know that this is where you should also be doing the shoulder peak or straight.
The second mechanic is the most famous one, the slide cancel, which is just pressing your slide button while you're running and the jump button to cancel it. Slide, jump, slide, jump. While we still have Black Ops 7, you can do sideways slides and you should be taking advantage of that as we'll show later on in the video. But you should also start practicing for the Modern Warfare 4 from now. So to fix the problem of no longer having omni movement, especially for slides, which is where it shines the most. So what you should start practicing from now is to look towards a 90° to the right or left. Run in that direction and slide. And then after you start your slide, you look back in the direction that you want, which look should look something like this. So the higher the sense you're on, the faster you can do this. And if you want to do a backwards slide, that's going to be a little bit hard to do, but you need to start sliding like this and looking in a 180°. After your muscles got used to doing a slide cancel, you should evolve it to the actual way of using it, which is the slide cancel, strafe, slide, cancel, strafe. Preferably in the opposite direction. So, if I'm sliding and canceling towards that way, I cancel and I strafe to the other direction. Slide cancel strafe. Slide cancel strafe. Slide cancel strafe. And the second variation is the slide cancel jump. slide, cancel, jump. Just keep in mind that there's a small delay between when you can do a jump after the slide. So, if you try to slide, cancel, and instantly jump, it's going to end up making you jump in your own spot. So, it's technically a slide, cancel, strafe, jump, slide, cancel, strafe, jump. Just a small strafe right after you cancel to gain the momentum so you can do the jump. And with tax printing returning in Modern Warfare 4 and it's no longer a perk, having it and doing a slide cancel strafe or a slide cancel jump will make it even more effective. So you run, slide, cancel, jump, run, slide, cancel, jump, run, slide, cancel, jump. Once you got used to this, you can combine both, which is run, slide, cancel, strafe in the opposite direction, then jump.
Now, another form of slide cancelling that you can do on top of small pieces of cover, is the G- slide. The G- slide is just a glorified faster slide where you have to run, jump first, then slide. Basically, the jump and the run combined will give you a stronger momentum, hence a faster and a further slide. Now, one of the best ways to use the G-Slide is if you see a little piece of cover, like around this high or maybe a little bit higher, what you need to do is run, jump, and then slide on top of this piece of cover. As soon as your body touches it, then you press the jump button again. And while you're in the air a second time, you press the slide. That way, as soon as your body lands, the slide will continue again. It will look something like this. That is a large distance. And if you time it correctly, you could also do it on small ledges like this. This is probably the max height that you can do it on. Oh wow. Oh wow. Okay. I could have gone further, but the map won't let me.
The next mechanic is the frog, which is a specific way of using the dolphin dive. The problem with the dolphin dive is after you do it, you're going to have to go up through this slow animation, and you're going to be an easy target. So when you're dolphin diving, if your thighs specifically or your legs hit a edge of a cover, it will cancel that animation. So instead of dolphin diving out of this window and having to do this slow animation, if you jump a little bit before and time it perfectly, it cancelled the animation. It is nice to do and feel, but realistically it's going to be rare that you're going to be using it in War Zone.
And now it's time for the final evolution of the slide cancel, the sleeper slide. Basically, after you slide, you have to go prone and then press the jump button to cancel it. I like to use my crosshair to tell me when to go prone. As I'm sliding, you'll see it tightens. As it's tightening, that's my sign to press the jump button before it's fully tight. So, instead of sliding, going prone, and having to do the slow animation, you end up going sliding, proning, and then instantly getting back up. And that will throw off your enemy's aim a lot because your body is basically going to go from a slide and instantly glitch and teleport back to a prone position. and then it will go back up instantly with no animation. And yes, this is my friend doing it on a controller. It's not a mouse and keyboard thing only.
The next mechanic is the wall jump. The only thing that you have to know for now is that before you do the second jump, which is the wall jump, make sure that you ADS first. Because if you want to ADS after wall jumping, there's going to be a little bit of a delay. But if you ADS after you do the first jump and before you do the second jump, it's going to feel a much much snappier and your aim is always going to be ready like that.
Now, for the drop shots, which I'm not a huge fan of in Black Ops 7, a drop shot is just basically going prone after any of the movement techniques that you just saw, but I'm going to tell you from now if you're going to go prone or drop shot, there are only three scenarios that you should be doing that. The first one is the sleeper slide. As we mentioned before, with an ADS, it looks really smooth. The second one is, let's say you're running around a corner and you know you're being chased or and you threw a smoke or without a smoke, you can go prone and surprise somebody. The last scenario is in close-range fights. If you want to like fool somebody and break their prediction of your movement, as soon as you're sliding next to them, you just go prone. Most people will expect a jump in the opposite direction or a jump there, but you're just right under them. Ooh.
The grapples will be covered in the when and why section of the video. And as for ying, listen, there's only two times that you should be ying. If you want to cancel your reload, you y or if you're on mouse and keyboard, whatever button you use to switch the next weapon or the previous weapon. The second reason you want a Y is if you're picking up a gun off the floor and it has this slow animation, especially if it's an LMG, you Y to cancel that as well. As for this spamming [ __ ] I see, especially on Tik Tok, some people say, "Oh, it's to keep my fingers warm." Sure, if that if that is what it does to you, then absolutely do it. But if you think that it looks flashy and this is how the cool players play it, in my opinion as a coach, you're using your brain cells and your calories and your fingers on something to look flashy instead of looking around the map and looking around your environment and focusing on that. I wouldn't worry about those players. Most of their lobbies are not even real.
Now, those were the basics and they will evolve into more advanced things later on in the video. But for now, all you have to do is make sure that you know how to do them in terms of techniques. as in you have the muscle memory and if you are asked to show somebody the slide cancel jump or a slide cancel strafe in the opposite direction, you don't need to think about it. You can easily do it without any mistakes. For now, just focus on that.
And now it's time for the third part of the video. What I'm about to say is one of the biggest reasons why players are being set back for months or even years, not just in movement, mostly in anything when it comes to improving Call of Duty or even life. But for now, let's stick to Call of Duty. You've probably watched a lot of movement guides already. You learn the techniques, but in real games, it doesn't look the same. At first, you might think that you're doing something wrong, but then you start questioning why it's working for the people in those videos and not for you. And over time, that frustration starts building up. So, let's clear up a few things. First of all, a lot of players were taught the wrong standard. If someone is teaching you movement while they're manipulating their lobbies by reverse boosting or two boxing, they will land flashy moves more often than normal. and they just created unrealistic expectations for their viewers. Players start thinking that those clips represent normal gameplay when in reality they don't. In real lobbies against decent players, let alone sweats, that style of gameplay actually gets you killed. Two, being a great player does not automatically mean you can give good advice. A lot of high-level players have been good for so long that they forgot what it feels like to be a beginner. This is where the real separation happens. Knowing the mechanics is not the issue. We established that they're easy to learn. The issue is how are they applied in those three real situations. That is the gap that most players are not taught. It's what I call the journey gap. It's not a single missing piece. It's a process that you have to go through over time. You started with the mechanics, then you try to apply them in real fights. And at first, everything will feel inconsistent. But over time, and with the help of this video, you will start learning the good habits. You will know what to look out for, and your decision-making and awareness will improve. That is the gap. Not just knowledge, but decision-making under pressure. You have to go through this phase. And this is where most players get stuck. Because once you understand this, the next question becomes really simple. How do I actually train myself correctly step by step without wasting months or even years trying to figure out where my mistake was or what should I do next? Which takes us to the third and last part of this section. You are going to learn a lot in this video. Do not practice or apply anything yet. So, go get your coffee, your energy drink, your favorite snack. Sit down, relax, and just absorb. At the end of this video, I'm going to connect everything for you with a step-by-step plan so you know how to improve without getting lost.
A great movement player knows how to do three things. One, how to do all the movement techniques, which we already covered, and two, how to aim while doing all those moves and moving really quickly. It's nice to make the enemy miss because of your movement. But if you're also missing your shots because of that movement, might as well just stand perfectly still. Now, mastering your aim while you're moving is actually easier than you think. All you have to do is rinse and repeat, and you'll see it happening in no time.
Starting off with strafing, I did say that strafing is the easiest and most effective movement technique. I want you to hop into the firing range with the SMG of your choice. And just like we said before, you need to do a strafe at the pace of one, two, one, two. But while you're doing that, you need to start practicing to keep your aim on the target. So if your body is going to the left, your aim goes to the right. If your body goes to the right, your aim goes to the left. Now, start doing that relatively slow and easily. Just try doing it in one direction for a very long time, then to the right for a very long time. This will start to slowly develop your muscle memory. But you don't want to move this long in the game in real games. So once this becomes easy after a few minutes or a few days, start practicing to do this but at the pace that we should be doing which is one two one two one two and it's always on the chest level. After that you can start adding recoil control to it. Just keep in mind that when you're strafing you don't need to worry about the horizontal recoil control. All to worry about is the vertical one. So just pull down. Now practice doing a very long strafe, then the shorter strafes and the shots with an SMG on the first target. Once you feel like you mastered it on this dummy, do it on the second dummy. Now, although you won't be using an SMG at that range, a lot of the times, some SMGs will have that damage at range, and sometimes you have to shoot with your SMG at that distance.
Now, once you're done with the firing range, there are three ways to practice this. If you don't have multiplayer, hop into casuals and do that against the bots and some of the real players over there. And if you have multiplayer, hop into a private match, choose Nuke Town as the map, then go to rules, player, and make your HP at 300. Now, although that is the same HP if you are fully plated in war zone, the weapons and multiplayer are a bit weaker, which means now this is going to make the TTK even higher. And in this case, you want that because that means it's going to force you to keep strafing and aiming properly for a longer time. So once you hop into war zone, it's going to feel way easier. And then you add one bot. Make sure it's set on casual. We don't care if the bot shoots back or it's really good. And in the rules section, go to team and make sure that radar always on is set to directional. This way you're kind of practicing something about the mini map, but that will be in a later video. So once you see where the bot is, make sure that your centering is on the chest level first and then only shoot the bot while you're strafing. This will make you feel the importance of aim assist and start to give you that sense of how War Zone will be feeling like. You're only allowed to shoot while you're strafing. If you kill the bot while strafing in one direction only, stop and rinse and repeat. The last and the most effective way is to have a buddy join you in a private match on multi or a casuals match in war zone. You both stand in front of each other, aim down sight, and start strafing randomly to the right and left. This is not an easy exercise because you are going to be aiming while you're strafing and adjusting your aim to a strafing target as well. This is the exercise that will help you win against sweaty players. Make sure that you practice it at a close distance where the strafe moves a lot on your screen and then at around 10 m which is where most of the fights happen.
Now, why did I say that this is the most important movement mechanic although it's so simple? Listen to all these benefits. First of all, you're making yourself a harder target to hit. And if you are able to aim properly while you're strafing, you just build the foundation for more complex movement techniques. And if you are a controller player, you are always activating rotational aim assist. And speaking of aim assist, this is the best way to break aim assist. You see, recently they changed how rotational aim assist works to make it a bit more balanced. Before, all you had to do is make sure that your left stick is giving a movement input and you'll have rotational aim assist. But now, you have to move your left stick just like before, but on top of that, your right stick should be moving in the same direction that the enemy is moving in. So, you're moving your right stick to the right because the enemy is moving to the right and you're enjoying aim assist and rotational aim assist because your left stick is moving as well. But the moment the enemy changes direction suddenly now you have to move your right stick to the left. And by the time you realize that they are already moving back to the right. And to maximize your ability of quickly changing directions, make sure that you have one or two attachments that give you aim walking movement speed. So on the Kogot I have the mobility foregrip and the stock called the ADS movement stock. Another thing you should practice for when you're strafing is being able to track a target while strafing but without adsing. You'll see that sometimes players are adsing and unadsing that is not random. That is to reset their aim assist because sometimes aim assist might slow your aim down right before the target. Or if a target disappears from your sights, you want to unads to see where they are and then aim back in on them. So now that you're used to moving at this speed, you should also be able to do it at a faster speed.
And now for jumping. Jumping should be something that you use as a last resort when you don't have the space and time to do another movement technique or you can use it after a slight cancel. And when it comes to jumping, there are two things that you should practice. The first thing is to have good aim when you are the one that is jumping. So when we jump, our body goes up and then down. So your aim should go down and then up. So practice jumping and trying to keep your aim in the same spot. Now towards the end, it's going to make this hop which is going to throw it down for a bit. Don't worry about that. There's nothing you can do about it. start getting used to keeping your aim while you're jumping without moving at all. Then once you're done with that, add it with a strafe. The second thing is for when an enemy is the one that is jumping. I said that use jumps as a last resort because it has a problem hidden within it. Yes, it will work versus beginners, but against a good player, you are doomed. The moment you jump, your body is going to do a curved shape that cannot be stopped. So, a good player will instantly notice that and easily track you. Now, let's turn you into that good player. I want you to hop into a private match and ask a friend to keep moving around in front of you while you keep ADSing on them. And then, they have to jump to the right or left at random times. That means you do not tell them when to jump. They have to do it randomly. And your focus should be to notice when your enemy is jumping and in which direction and instantly draw that curve shape.
And now it's time for one of the most important aim and movement combinations, the slide and slide cancel variations. And with the way these exercises are made, you're going to benefit from them while we have omni movement. And the moment we transition over to Modern Warfare 4 and we lose omni movement, you will not be affected at all because everything is going to be covered for that as well. Hop into Nuke Town and just choose one of these random dummies between the buses or behind the houses as these spots have enough space for you to keep doing move. And of course, if you don't have multiplayer, just hop into casuals and choose any random target. It could be a bucket, something on a wall. It doesn't matter. It doesn't even have to be the bots or real players. And I want you to start sliding without canceling it. Okay? Do not cancel just yet. Slide all the way. And while you're doing so, I want you to keep your aim on one target. So, I'm going to go for this dummy. And I'm going to slide. And I'm going to keep my aim on the dummy as much as possible. Now, here I'm using Omni Movement to do a side slide. You can start by doing that. And to prepare for Modern Warfare 4, I want you to start sliding first, then doing a 90° turn and looking at the target. Slide, track the target. Slide, turn, track the target. Slide, turn, track the target. So, it's one huge movement and then a small amount of microcorrections. And because you already practiced doing this exercise for the strafing and this exercise as well, you already develop the muscle memory to do this exercise. You're just doing it for a longer period of time. That's it. Now, once that becomes easy, I want you to start adding the slide cancel variations into it. So, you're tracking while you're sliding. You cancel it and you strafe in the opposite direction. Now, we're just combining two techniques at the same time. So, slide, cancel, strafe. Slide, cancel, strafe. Slide, cancel, strafe in the opposite direction. You have to do it while sliding from the left to the right and then strafing the opposite direction and then doing it by sliding from the right to the left and strafing the opposite direction. Then once you're done with that, then you do the same thing except this time you're going to slide, cancel, jump. Slide, cancel, jump. Slide, cancel, jump. Now we're doing three techniques. Aiming while sliding, then doing a cancel with a jump. And the third one is jumping and aiming at the same time. Or this way. You're training your fingers or hand if you're on mouse keyboard to track while you're moving fast, but you're also training them to move at different speeds because the slide is a bit faster than the strafe.
And now let's fix one of the most common problems with slides, the dead slide. I've seen a lot of players complain that every time they try to do a slide, they end up just crouch walking to the direction that they were trying to slide in. The reason that is happening is because you're pressing your movement button and then your slide button too quickly. So, if I'm going to I'm going to press W to move to the front and then control slide. You see how my body instantly went down there? So, what you have to do is wait until your weapon goes down. As soon as your weapon is down, you can slide. See, if you wait for that animation, you can slide. I'm getting zero dead slides. Zero deadlines. But if I do it really quickly, it doesn't work. So, you just need to wait for that animation and you're set to go.
Now, focus up because this is going to be the most important aim and movement drill. After you pick a target in the private match or in casuals, let's take this bush for example. I want you to turn away at a 90°, a perfect 90°. And from here, just practice aiming from where you are now to where the dummy is or where the bush is. Just keep doing this from both right and left. So, one, two, one, two, one, two, one, two. It doesn't have to be perfect. It just has to be at least close to it. Once you get used to that feeling, I want you to start doing the slides and starting them purposely while you're not looking at the target and then look at the target at the 90° turn on purpose. Once you get that feeling down, you can add slide cancel strafe, slide cancel jump or slide cancel jump in the same direction. This exercise is important for two reasons. The first reason is yes, we have omni movement and we can just use the side slide, but how many times have you been caught off guard by an enemy that you were not aware of and you had to do these 90° corrections? I've survived so many situations just because I have the muscle memory of doing that. The second reason is omni movement is going away. So you either have to fight without using slides or you can slide towards the enemy which is a horrible idea 99% of the times or you start practicing doing this. And even now, while we still have omni movement, a sideways slide doesn't have the tack sprint or the momentum to give you the same speed and distance than this slide when you're running to the front. That's why you feel some people's slides are faster than others.
And after you got used to the 90s, it's time for the 180s. I want you to turn completely away from the target, slide, and look towards it. Slide and do 180s. This is crucial for when you learn how to break an enemy's camera later on in the video. Without having this muscle memory, you will end up breaking their aim with your movement, but also breaking your own aim, which means you just created an advantage and just lost it. You can do this exercise just like I said, by turning away, sliding, and doing a 180. Or if you want it to be more realistic, slide away from the target and then do a 180. Slide away, 180, slide away, 180.
And now for wall jumping. Because you practice doing this exercise for the regular jump, this is actually going to be super easy for you. Pick a random target or if you have a friend to help you in a private match and just practice keeping your aim on the target while you're jumping and then hop into casuals or if you have a friend that can help you in a private match, just practice aiming at a target while you're jumping. And what you can do to spice it up is while you're in the air, just click on your slide button. As long as you do that, see my hands are up, it slides. All I have to do is click on the slide button while I'm in the air. Hands up, it slides. And then what you can do is practice aiming with the wall jump and the slide at the same time. Oh, I forgot to slide. Now, when do I use the wall jump? When do I use the slide? Or when do I not move at all? That will be pretty soon in the video. We're only going to cover one more topic, which is the attachments and the perks that make your movement better.
Now, when it comes to the perks and attachments to make you a better movement player, I need to be very clear on something. Don't just slap on everything that says better movement speed, slide speed, or stuff like that. At the end, you also want to have other things that go well with your movement. And with that being said, let's start off with the perks. One of the most important perks to survive and be able to regain quickly and catch people off guard while you're full HP is the quick fix perk because your health immediately regenerates after getting a knock or getting a plate in. But the problem is that takes away from the sprinter perk. So, the solution is to actually use the drill instructor, which kind of acts like quick fix. You regenerate after 2.5 seconds of sprinting, and on top of that, it's giving you more benefits to your mantling speed for you and your teammates. Now that we have that, you can replace the quick fix with the sprinter perk, which is a non-negotiable. Now, for the third perk, you might see a lot of people saying that if you want better movement, you need to use the adaptive perk because when your plates are not full, you gain a 10% movement speed increase. Yes, that's a nice 10% speed increase, but at the end of the day, you need to put on three plates before you're ready to fight again. And as you become a better player and you're taking on more than a 1v1, the combination of drill instructor and tempered will allow you to survive for longer or get back into fights really quickly. For example, if somebody's chasing you around that corner, you regenerated your health much quicker and you put on two plates instead of three. And out of nowhere, the person that said, "Oh, he's one shot, he's one shot," realizes that you're no longer one shot because of that.
Now, when it comes to the attachments on your weapons, I thought that the only thing that you need was the ADS movement speed, which is still true. On my carbon build, I have at least one attachment that gives me aim walking movement speed, which improves your strafe speed when you're aiming down sight. And when it comes to fighting, this is one of the most important attachments. But if you want to take a different route, go for the attachments that give you movement speed and sprinting movement speed. Now, although it doesn't give you ADS movement speed, your slides become longer, faster, and while you're sprinting, sometimes people will have a hard time tracking you because they're not used to seeing an enemy move that quickly. Personally, I prefer to focus on aim walking movement speed. My movement speed is already good because the sprinter perk, but if you want to try something for fun and confuse enemies a bit, I highly advise at least giving it a try for once. And here's something for movement speed that I haven't seen anybody talk about. When you want to run away from an enemy and break line of sight as fast as possible or cross a large distance quickly, you pull out your melee weapon. And I see a lot of people just pulling out random melee weapons because they look cool, which is totally fair. But if you toggle on the weapon details, you will see that the knife has the fastest movement speed. And the only one that's 1% faster, although it still says the same number, 5.5, is the new executioner duet. So, if you want the best movement speed, you got to make that sacrifice and only use one of these two. Everything else is considerably slower. 5.3, 5.2, 5.0 on the saw. And when it comes to building a specific weapon, every time there's a new update and the meta changes, I post all the builds that are the best ones in my Discord server linked below. And if you want a customized weapon or you want to suggest eight build for me, pop into my streams when I'm live and send me the build that you want me to try out. If I like it, I like it. If it needs some small adjustments, I'll let you know. Or you can tell me that you want a specific gun built for a specific play style that fits you, and I'll make that for you. The streams are linked below as well.
You learned how to do all the techniques. You know how to aim while doing them. You have the best perks and attachments, and now it's time to combine all of them at the same time. It's time for the when and wise, the dos and don'ts. You only need to apply two rules here. Rule number one, always move from cover to cover, even if nothing's going on. Without this rule, you won't even get the chance to do movement, especially when you're caught off guard. The second rule is something that you need to keep reminding yourself of while you're improving in your movement journey. You see the slide, you see the camera break, and you're like, "Wow, that is the movement I want to do." In reality, that is the final part and the execution part of the movement. Movement is also all those small steps and decisions that build up and lead to that moment where you will eventually get to do those flashy moves. And yes, there are some rare times when there is no buildup and it's just one quick decision and execution. But the reality is most of the times your good movement is going to be very basic and subtle things. And you will learn all of that right now. Every decision you make should be based on information or the lack of it. And yes, the lack of information is considered information as well.
For strafing. I have seen thousands of recordings in my coaching sessions where people just run around the corner. Whether you don't have information or you do, like hearing footsteps, hearing shots, and seeing them on the mini map, I want you to always shoulder peak before moving around that corner. If someone is ghosted or just camping and waiting for you, you just saved yourself and now you have the chance to fall back, reset, and actually do something to win that fight. Why you cheating, bro? I'm not cheating, you idiot. The only times you will see me moving without checking those corners is when I have a UAV or an advanced UAV so I know where people are or I'm going to third party and I need to get there as quick as possible because I know the people that are fighting there are not going to be focused on me. Small tip while strafing in and out of cover try to life ping the enemy while you're going back to cover and breaking line of sight. With the life ping you will know if he is pushing or flanking or still holding in the same spot. And then if you want to slide out and challenge him, you will most likely win because you are already pre-aimed on where the life ping is instead of just sliding out and not knowing exactly where he is and most probably losing.
Now for when not to strafe. If you know that there's an enemy that's holding a specific angle you're about to peek from, do not ADS and strafe to check for info because that means your body is moving slower than when you strafe without it. They will see your shoulder, react, and shoot you before you even know where they are. So to get information and check for safety, strafe while you're in a hipfire position. Two more mistakes I see when it comes to strafing is I see people spamming their strafe in close-range fights, which means you're basically not moving at all. So for SMGs, just a reminder, do wide strafs. For ARs, you can do that spamming just to keep rotational aim assist active. And if you're strafing and just moving in one direction, that's not a strafe. That's I'm moving in one direction. Don't do that. It's easy to track.
And now it's time for the big one, the w and w's, dos and don'ts when it comes to slide cancelling. Starting off with the don'ts. If you have the space and time, please don't start your slide just before leaving cover because there is a slide to fire delay and an ads delay. That means there's going to be a small period of time where you're going to end up being exposed to the enemy after leaving cover, but your aim is not ready just yet. So, I want you to start your slide a bit early while behind cover and before exposing yourself. Mistake number two, please stop ego challenging with your slides. This is the second most common problem I see in my coaching sessions. When you see an enemy and you have to start the fight with a slide, most of the times it's actually making things worse if you don't have information on where the enemy is. Exactly. And please remember this word, exactly. We're going to need it a lot. But you know they are kind of close or somewhere around maybe like in one of three possible spots that they can be in. Don't start your fight with a slide and throwing yourself out of cover. especially when the enemy might be near one like a corner, so
The enemy can easily break line of sight and then rechallenge you at a random time while you are stuck in the open with your pants down. On top of that, because you don't know exactly where the enemy is, you're going to end up sliding out and exposing yourself to multiple possible spots and you don't know where to put your aim exactly. As for the enemy that heard your footsteps or knows about you, they're already pre-aiming that spot that you might come out from. So, they're going to most likely land the first shots and win the fight.
So instead, there are two things that you can do. Slide and cancel next to the piece of cover and instantly start strafing back. And while you're doing that, you're pre-aiming and pre-entering on where you think the enemy can be. That way, if you got shot and you were wrong about it, you can instantly break line of sight and reset and replay. And sometimes, just because you got shot first, but you managed to survive, that actually ends up making you win the fight. More on that later in the video.
The second thing you can do, which I prefer, is start with a shoulder peak while next to a piece of cover and check one spot at a time where the enemy can be in. As soon as you see them, that is when you can challenge with movement because your centering is ready as well.
Now, when it comes to pre-entering, centering, and checking one spot at a time, and way more. Sadly, most of the centering tips I've seen are either keep your aim at chest level or aim where the enemy can be. But it's actually much more deeper than that. So, if you want to know more about centering, check the video link down below.
The last mistake when it comes to sliding is never slide in front and towards your enemy if you are more than a few meters away. If they're centering at your chest and now your body becomes lower because of the slide, you just gave them free headshot. The only time you should slide towards them is if you are extremely close and your slide will end up behind them, which means their aim got broken. Or you can slide towards them, but instead of stopping behind them, you cancel when you're right next to them and then jump in the opposite direction, which will break their aim twice.
Now for the dos of when to slide. When you get shot first, your immediate reaction should be to slide towards the nearest piece of cover. Then based on the direction of the blue semicircle that you get, now you know where the enemy is shooting you from. Now if you are in the open and don't have any cover, yes, that is when you should use the slide to fight. And that is where I do the slide cancel and then strafe in the opposite direction or jump in the opposite direction. And because you practiced that technique and then practiced aiming while doing that technique, you end up with moments like this. Ah, they're [ __ ] all over the place.
And now for the most common scenario when it comes to the do of sliding. You got shot. You're already at a disadvantage, but because you have the habit of moving from cover to cover, you were able to break line of sight. The first scenario is going to be you don't have the space or time to replay it because the enemy is super close. After breaking line of sight, the enemy is most likely going to chase you because you are low HP. And by doing that, you just created a bait for them. When you hear the audio cue that they are just around that piece of cover, you slide out, break the camera, and win the fight even without having any plates. And this is where the movement and aim drills will kick in a lot.
Now, for the second scenario, you have the space and time to reload and replay. You probably heard the term reset the fight. And this is how it's done. You need to apply the three Rs. Reload, replay, and reposition. Now, your reposition should focus on two things. Wherever you're going should not be a dead end. That is where your map knowledge is highly important. If you feel like you don't know all the exit routes like doors or windows or some jump spots using the wall jumps, hop into casuals and explore and memorize the map. While you're repositioning, you need to keep going to another spot if needed until you're ready and breaking line of sight consistently. That way, you're buying yourself time to reload and replay. For that, I always try to fight in a spot that has both cover and elevation, like chemical engineering on Rebirth Island. If I'm out of spots to fall back to, I can just jump down. And by the time they jump down to chase me, I'm already back up on the stairs or using a jump spot to go to the next level. But if you can't do any of that, a simple solution is to throw smokes to create cover. On top of that, you just disabled their aim assist if they're on controller.
I'm getting pushed. I'm getting push. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm dead. I'm not dead. I'm not dead. How am I not dead? How am I not dead? How am I not dead? Wait, wait. I'm coming to you. Where are you?
When we were talking about strafing, I said do not ADS and strafe because if the enemy is holding that angle, you're slowly exposing yourself to their aim. So, what do we do instead? We use the slide. They're coming. They're right here. Confirmed. director. When you want to peek a corner and the enemy can be in one spot due to the location that you're in, that is where you can start the fight with a slide cancel strafe. Another reason to do a slide is when you do more damage to the enemy than they did to you. That's when it's okay to take a risk and slide out.
Now, we talked about when we should slide. Now, what if you're fighting a sweat, a movement demon, and you're expecting them to slide? Two things can be done. You can slide just like they do and then have to do a 180° with your aim. But the problem with that is that you need to correct your aim and find them again, which might result in you losing the fight. Of course, the more you practice the aim and movement drills in the video, the higher your chances of winning a situation like this.
The second and better way of countering their slide is by doing a wide or a back slide. Yes, omni movement will be gone soon, so instead of the back slide, you replace it with the drills I mentioned earlier in the video. that will throw their aim off because they're already pre-aiming where you were behind cover. It will destroy their attempt to break your aim and camera and it will do that to them actually. And this is a visual representation of what a tight slide and a wide slide look like. See what I mean?
Now, the first thing I want to point out here is the first thing I did after knocking him is actually breaking line of sight and going to cover to reload. Now, while I was doing that, I got shot, which means I'm expecting somebody to push me. And you can see that he is very close based off the mini map. So, now we're in the scenario of I do not have time to replay. So, I can run this way and do a slide, which is going to be a tight slide because it's going towards that corner. The angle here is tight. Now, in that case, it will break his camera, but technically it will also break mine because I have to adjust while I'm here and turn all the way over here to find him again and aim at him. So, a wide slide is basically taking a very wide angle going backwards, which is just by doing a side slide or a back slide. Now, the angle is much further away. But most of the times when somebody's pushing you, they're going to be aiming over here where I am behind the corner, while I'm going to be somewhere over here.
Now, what about what information should I look for to make me expect a slide from the enemy? Predictable every time. Every time. The most common time and situation to expect an enemy slide is when you do damage to them. They just broke line of sight, but they have no place or time to go to plate up. And because you are too close, that is when you just need to ADS and wait for their ego child. In this case, your movement is not to do any movement at all. They're trapped. They're going to come out at some point. After a second, if they don't do that, that's when you slide. Another sign to expect them to do movement is after doing damage to them, you did not hear any footsteps of them falling back. Come on, bro. You stopped making footsteps. That means you're still here. That is what I meant by the lack of information is also information.
And now it's time for the ws and wise of wall jumping. Where the [ __ ] man? You saw the situations that tell you when to be aggressive and when to wait, when to fall back and bait. And it's basically the same logic when it comes to wall jumping with only one key difference. When someone is pushing you, for example, and you want to slide to camera break, you can wall jump to have the same impact. Just keep in mind that now you are in the air and you are drawing a predictable curve that can't be stopped and you will fly far away from cover. Now, with that being said, you might think that I should just always go for a slide to avoid that. But what if you don't have the space or time to do a slide cancel, but you're right near a wall? That's when you double jump to throw the enemy off, even for a bit. Ouch.
Now, when it comes to when to use the sleeper slide, it's no different than when you want to use the slide cancel. Just use it when you're peeking around the corner to peak in a way that the enemy might not expect. If you're trying to break a camera, you also do it in the same exact way. When it comes to when to use the G- slide, the only difference between it and regular slide is, do you have enough space and time because you need more space to run and time to jump, land from the jump, and execute the slide. The perfect time to use it is if you want to extend out of cover even more than the enemy can expect. In this situation, I use the shoulder peak to see where the enemy is, and I know he's holding that corner and any window I can mantle from. So, instead of peeking with a regular shoulder peak where he might get shots on me first, I decided to peek with an even faster slide using the G-Slide. He's to my right. So, we do this.
And when it comes to the drop shot, I mentioned when you should use them at the start of the video. As for when not to use them, if you're more than a few meters away from the enemy, don't use them because they will notice that you dropshotted and can track you still very easily. And never start your fight with the drop shot as movement. Why did I drop shot? Why did I do that? Why?
Now, when it comes to the grapple hooks, sometimes you're going to be caught in the open and even a slide or a G- slide will not be enough for you to get there. And that's when the grapple can be a great way to break the enemy's aim and get to cover really quickly. Oh [ __ ] You can use it to reposition to high ground. Another one. No camping on the bottom, I think. Yeah, I thought yellow. After you do damage and you want to push the enemy, it can be a great way to cover that distance really quickly. And while you're doing that, right before you reach the enemy, you can cancel it by pressing the jump button again and pressing the slide button while you're in the air. So that as soon as you touch the ground with the momentum of the grappler, you're doing a very fast and quick slide. And although the grapples are kind of nerfed now, if you cancel your grapple right before reaching an edge, it will create that curve shape, which is similar to how you need to aim while wall jumping to have moments like this. the one that raveled up. Get off that roof. Hello. Hello. Goodbye.
And one of the most effective ways to get high kill games is to combine a UAV with a grapple. You pop a UAV and you see that the targets are a little bit far away. But because you're grappling from one spot to another, you're wasting less UAV waves, getting to the target quicker, killing it, and now you have leftover waves to go for other red dots. Now, one of the most effective ways of moving really quickly and covering massive distances across the map is by using their grapple hooks effectively. So, I keep an eye out for where the buy stations are, the ammo caches. And if I have an ammo box. If I see that there's a buy station up ahead, I'll use those three grapples and then buy another three. If there's an ammo stash, I'll regenerate the other three. If I'm out and I have an ammo box, I'm also not worried about it. And if you happen to have all three at the same time, then you can go from one side of the map to the other most likely. Another one that's right below YOU asking request. Oh my god. Okay, this guy just shot the [ __ ] out of me here. And instead of using the mountaineer perk, you can just grapple to the ground to avoid taking fall damage. And I recently found out that you can use grapples underwater.
And these are the last but one of the most important rules that you need to think about while you're playing. Every time I shoot and I knock or finish somebody, the first thing that I do is reposition to cover. Sometimes nobody happens to be there and I don't get third partied. But the amount of times I have been saved because I did that as a habit and somebody randomly came to third party is insane. Just keep it as a rule. You just finish the fight, reposition, take cover, find a corner that you can go right or left from.
The second thing you should be careful for is something I like to call the verticals. For example, on town there's this straight path. You can't go right, you can't go left. The moment you're there, you are in a very dangerous spot. So, anytime you spot a vertical on whatever map you're playing on, just keep a mental note that if there's somebody on the other side, do not cross that vertical unless you have a grapple or you did enough damage first where if they rep you with your good centering, they are going to die. But if you didn't do any of those or have any grapples or smokes, don't take that risk because the enemy can easily punish you, shoot a few shots, then take cover, and then peek you at a random time and what can you do? You're stuck in a straight line. and they're going to land their aim on you without even trying.
And the last and most important rule, whether you're watching it in my YouTube videos or you're watching me live on stream, you will rarely see me take a fight where I'm so close to the enemy that it has to be either the enemy or I winning the fight. The only time I have to do that is if I cannot fight them at a longer distance and they're stuck inside a room or a corner. And that's when I usually push into those corners and rooms with movements just to get a little bit of an edge. The main rule that I like to take is to keep some distance. If I'm at a long-range distance fight, I do damage first. And because their plates are broken or they're about to die, that's when I start closing in the gap just a bit. And if it's a medium-range fight and I do some damage, that is when I go for the final blow and use movement to get into a close-range fight after they have to reload or replay it or fall back. The beauty about this rule is the beauty about this rule is when I do damage, I know how to push. But sometimes I'm not going to be the one that's doing the most damage. Sometimes I have to be the one that's running away. And because of this rule, I have the chance to run away. I have my cover to cover habit. And because I have the distance and I'm breaking line of sight, I'm able to reset the fight. And that sometimes allows me to do the fakes and the reachels. And as they're getting close and chasing me, I break their camera with movement. So, always keep a safe distance.
All right. So, we did a lot of wins and wise and dos and don'ts. Now, to help them stay in your mind, I'm going to go over a few clips and analyze them and show you how a few things are coming together and how I filter which when and why and do and don't to use or not to use. And after that, we're going to enter the final part of this video where everything that you learned will fall into place as I tell you how to practice without feeling overwhelmed at all and a few extra things when it comes to calmness and the flow state.
So, in this match, I remember that this skin was very sweaty. And when I was winning 1v ones against him, I was barely just winning. When I encounter sweats, I always like to keep a mental note that these guys are the sweats of the match. Now, here I did damage to him and I broke him, but he also did as well. He might be holding me. He might rech me at a random time, but I don't want to take the risk, especially with the final circle. I cannot redeploy since resurgence is disabled. So, I break line of sight and reset. And while I'm doing that, I have a head glitch just to get some information. And I hear a wall jump. See how now look at how I threw that grenade. It's not just that I threw it. I threw it with a shoulder peak. So I start the animation right before So I start the animation right before I'm exposing to myself to that corner regardless of if he's there or not. And here I throw it and instantly move back. Now I happen to see him and I know that that grenade will make him move to my left. So I throw a grenade to my left as well. And while I'm pling up, I see that I got the hit marker notification, which means that he took some damage. That's my Q to push. And since I'm in a vertical, I want to get out of that vertical as soon as possible and as quick as possible. So, I use the G- slide. And look at how my aim is center around the corner. And just in a perfect time, I caught him slacking and plating up.
Now, here, this is where I'm talking about if do I push or do I hold? If he jumps down, he's going to give up the high ground and I can easily shoot him. If he keeps running and makes the audio quue of him running, he's going to go into a vertical. But he's a sweat, so I'm expecting him to reach shell because I did damage but not a lot. So instead of pushing him, I hold for an extra second or half a second. And all I had to do was strafe. One more thing I would like to point out is in this entire fight, there was movement, but there was also distance. Movement is not just about super close-range fights.
So, here I was mesmerized by somebody getting killed in the sky and I got I'm surprised. I did not expect him. I did not hear him. The first thing I did was break line of sight using corners. Another corner. This guy got beamed. Another corner. And here I just went a little bit to the right so I can use that wall as a corner as well. And then I slid just so I can use these boxes as a object to break line of sight. And then in front of me is my next corner to break down of sight again. So I kept creating distance until I'm ready to fight and I'm fully replated and I spot him to my left. You even see my eyes. They're going to the left side of my screen. And from here I start with a side slide. His aim is broken. And I jump to the left. His aim got broken again. You can see the bullets. So, even though I fully replated, he actually broke my plates and on half HP, but because of this movement with 25% left of my health, I still won the fight. But even to get to this moment, I had to constantly do the line of sight breakage and corner and corner to be able to reset the fight first.
Okay, so in this fight, this guy is going into a vertical. He's already in a bad spot. He broke line of sight. But here's the thing. If he moves in front of me and goes this way, I'll be able to go down the stairs and instantly shoot him. If he jumps down this way, I'll be able to hear the audio quue and also catch him while he's running and he's giving me his back. So, I just hold because regardless of how he goes back, right, or left, he's in a bad spot. So, he might just end up forcing himself to push me, which he did. So, there will be times where just wait half a second, let the enemy make the mistake, then you will benefit off of it without even having to do anything.
In the start of the video, I said that when I have an advanced UAV or a UAV, that's when some rules are broken, like checking each corner before I move. In this case, I'm looking at the advanced UAV. This guy is aiming at the door and he's in the right side of this room. If I just open this door, he's most likely going to shoot me and kill me. Or if he loses the fight, I'm still going to be low HP. So instead of just opening the door, I rush through it with a slide and a pre-fire and then a strafe.
All right, so I did damage here. I broke his plates. That's my sign to start pushing. I can chase him or I can cut him off. Both are equally viable options. My centering is ready just in case he peaks. Now here I noticed that he just went outside but he made a huge mistake. He went to the left. Now if he had went to the right he would still have a corner that window to mantle or going up the stairs and giving himself a higher chance of surviving. But because he went left, what can he do? He's going to run all of this distance. He's going to get killed. So here I just wait for half a second. If he keeps making audio, that means he's still running. But he might also realize that he's trapped and he needs to do some movement to challenge me. So in this case, I wait half a second and right on time. Actually, he's a sweat. He not only did movement, he did a wide slide because he was expecting me to slide out and aim this way.
So in this fight, as soon as I downed this guy and finished him, I heard audio cues to my right. So, I just broke line of sight because yes, I heard where he is, but I don't know how close he is. And I look at the mini map. The moment I realize that he's about to push me and he's just far enough for me to do movement, I slide out and center that direction. But the first thing, the good thing that I did was look at how I'm going back. That's what fooled him the most.
So, here I hear somebody below me and I center. I'm waiting. Maybe he's going to be the person going up the stairs and I'll be waiting for him. He didn't. Now I'm going to push him. So look at how early I start my slide. How I'm centering towards that area and I'm pre-firing. And now because I landed first shots. So look, you see his bullets. He was aiming just at the edge of the corner. So I was expecting him to be pre-aiming me. And that's where the slide and the early slide held. And now that I did damage, the rest is easy. Just push and he'll be dead.
Here I have an advanced UAV and you can see that I'm looking at my mini map. Now this guy is above me. But is he in the bottom floor or the second floor or on the roof? I don't know. There's three possibilities here. Now as soon as I reach this level, that arrow next to his triangle disappeared, which means he's over here in the corner right on right here to my right. And based off of his direction, he's holding this corner. So if I just strafe in, he might get a few early shots on me. So instead, I slide cancel in and then the strafe to top it off.
Now, this is a fight that will speak for itself. I'm playing solos. I just started the match and there's a lot of people around me. And the only reason I am able to do what I do in this clutch video is because I always hug corners, try to break line of sight, and buy myself time to hear the audio or know what to do. ENEMY take his plate. I got shot. I checked with while taking cover with that pillar then instantly broke line of sight. I'm getting shot. I'm breaking line of sight again. I knew that I'm being chased. So instead of finishing him where I was standing, I moved a bit then went for the finish. I'm going to take his plates. I hear somebody chasing me again. I break line of sight. And now here, this is what is in this is a variation of the fake as well. I hit behind the cash register. And now I know that he's going to chase me. And because of that, I catch him off guard. Now, just keep in mind, this is a very nice video. Yes, it's an amazing moment, but there will be times where you're just one HP off making it happen. It doesn't happen. That's totally fine. At the end of the day, there is some luck in any game that you play. This is the fight where I use the enemy's aggression against them, which is what we called the fake.
Line of sight, corner, corner, corner. And you see how I jumped while I'm plating up just in case so it doesn't get cancelled. And now that I'm fully plated and he's chasing me and I can hear it. I just center where he's going to come from where I just was. Stop shooting me, man. Hello, my friend. Can I give you a kiss? My friend, can I give you a kiss? Why was I offering kisses to people?
All right, so in this fight, I got shot in the back. I use the blue circle to indicate where it came from. Not now. I use the blue circle right here. That means he's to my right cuz as I move the blue circle adjusts to where the shot came from. Now, in this case, I don't want to go up the stairs and plate up because yes, I can break line of sight, but then I don't have a lot of space to be to constantly keep doing that. So, I was like, "Fuck it. Let me just challenge this guy." So, slide cancel, jump the opposite direction, then strafe in the opposite direction again. He didn't land a single shot. This is the last one before we head into the last part of the video. And this video is to show you how important these habits are, not just to win your 1v ones, but even 1v4s.
So, I'm getting shot. [ __ ] And we're just going to go down there with an SMG. [ __ ] I already know he's to my left. And if you look, that's a vertical. I cannot just push in a straight line. [ __ ] it. I slide out with my centering towards where I thought he is. And I shaved back, which is lucky enough here. Just because of this habit, I got lucky. I'm already going back to cover. Why am I lucky? Because he wasn't where I was aiming to the left. He was more to the right. And while I'm doing that, I'm shooting. Turns out he was not. So, I threw a grenade. I don't want to waste my ammo. And now I look at the mini map. Three guys under me. By the way, I hate these new red red arrows to show where the enemies are. Like, it's too far away from the red dots. [ __ ] me. Now, since I know that they're still all below me, that was my chance to push in through that vertical. And I spot somebody coming from my left. He's going to be somewhere around here any second now. So, I ran away. Why? because if he's coming up, most likely his teammates are as well. And then I grapple up. So, I made them think I'm going down and then I used the grapple hook to go up because when you have high ground, if you don't have cover, you can reposition down as a worst case scenario. Oh [ __ ] I don't know why I challenged that with a pistol. And you see how I'm waiting for them to make the mistake. Now they heard me. I'm upstairs. Upstairs. I'm waiting for them to come to me. While they're running and their gun is up, they cannot instantly ADS and shoot. That means I'm going to have the advantage. One down. I finish him as fast as possible. And I'm starting to reload, replay, and reposition. Didn't do the jumping thing here. I saw that he's pushing me while I'm reloading. So, I cannot fight him. No. So, I used this as cover to keep breaking line of sight. One small thing here is I ran towards the stairs and then instantly went back just to confuse his aim and get buy myself a little bit more time so that I'm ready to fight away. Oh my god, dude. I got to get my shots, man. I realized that I can't win this. He already had a few shots on me. And then in my reach shell, he had more shots on me. I barely landed any. So I break line of sight. And you and you now that I'm full and ready, I'm ready to fight again. Enemies are dropping into the area. They're all landing back on the tower. They're going to I'm following these footsteps to know where he is. Yeah, boys. Jesus. As soon as I kill this guy and I I'm going for the finish using the throwing axe cuz I don't want to spend more time in this area. Oh, whoa, whoa, whoa. I'm super low, but because of this corner, I broke line of sight. I'm still alive. Breaking line of sight. How did you get out again? Same thing. Same thing. That's like five or six line of sight breakages using corners. You met the guy. Now he's chasing me. He's aggressive. I catch him off guard. I got my specialist. He's super close. What did we say before? When you're fighting at super close range, either you have the chance to reset the fight or you don't. In this case, I don't. So, I break line of sight using one corner. As soon as he chases me because, oh, I did damage to him. He's going to be low. I'm going to win this fight. So, I know he's going to push me. I use this corner and just take a wide angle. I didn't even slide. I just took a wide angle and I broke his camera like that. Amazing. To be honest, the last guy's confused with the smoke. He has no aim assist over here having a ball. Come on out.
So, what I want you to notice from this is there's it's a lot of small decisions. Like I said at the start of video, movement is not the flashy execution. It's the small decisions that allow you to do that. All right. And now it's time for the most important part of this video, the two missing links. Before you watch this part, please pause the video and go get your favorite snack, favorite drink. Personally, I'm going to go with water because I already drank three espressos and it's 10:20 a.m. over here. Speaking of espressos, any coffee lovers here? If so, let me know down below. And how do you drink your coffee? Personally, I like to drink it purely black. No sugar, no nothing.
So, there are two missing links. The first one is called the natural mental trap. You learn the mechanics. They're just a sequence of buttons that you need to rinse and repeat and they'll become natural with time. So that's definitely not where you are struggling. Your real struggle is the emotions that you are feeling while you're trying to improve. So let's say you just learned the slide cancel. You're like, "Yes, I memorized all the buttons. I do it really quickly. Now I'm going to use it in a fight and I'm going to win." So let's put this right here. You entered the fight and you're expecting it to help you, but you end up losing. And when that happens, you now have negative emotions like disappointment or frustration. And when your brain notices that emotion, your body also feels it as well. So now your brain and body do not want to feel these emotions. So what do they do after that frustrating situation, they create fear and anxiety. So next time you're trying to enter the fight using that movement technique or aim drill or whatever you're trying to work on, your brain is like, "Oh no, last time we did this, there was a failure. We lost the fight." And I do not want to feel that uh frustration anymore. I do not want to feel that feeling that my body and brain felt when I lost the fight. So that's where fear and anxiety are trying to protect you. But what do they end up really doing? They actually make you play worse. So now that you're here, you're actually playing worse because of the fear and anxiety, which makes you go back to this first starting point of you losing a fight. Except now your performance is worse. And as this cycle keeps going and going, your gameplay is going to get worse and worse and worse. That's why most people are like, "Fuck this [ __ ] I don't want to learn movement. I don't want to be a sweaty guy. Let me just camp in a corner or just play very passively because that is what works for me." And I would say hundreds of the students that came to me all asked for the same thing. B boy, I want to play like you. I want to be calm. Uh not panicking even if it's a final circle versus a full team. How do you stay calm? Here's the thing. People think that pro players do not feel pressure and frustration or fear when in reality these are natural human emotions that should and will exist.
So the first missing link and how to fix it is you do not want to remove these emotions because that's inhuman and that's basically impossible. What you need to do is knowing where to focus them so they're no longer negatively impacting you like we said where the fear and anxiety are making you play worse and you want to reuse them in a way that help you play better. And if somebody tells you just stay calm and you'll be fine. You'll improve with time, that's not how it works. What worked for me and hundreds of my students that are now iridescent, dropping 30s and solo quads and so much more is by focusing on one small habit instead of the outcome, which means your kills do not matter, your KD does not matter, the number of wins does not matter. You only think about one thing, which is your current task. Let's say I want to be able to aim at the same time that I'm sliding and I want to be able to achieve that. That is where you put your focus, pressure, and fear and anxiety instead of fearing failure for doing everything at once. No, you put it at one thing only. A prime example of this methodology is my student Karasho. He has a lot of great skills going for him, but he has the bad habit of being overaggressive. At the same time, he wants to achieve so many things and that cycle of negativity is happening. So I told him for the next week you're only allowed to do one thing which is shoulder peak around each corner whether there's an enemy or not. I want you to overdo it just at the start and after you're done with that match you go and watch your own video. If you did that then that match is a win. Whether it was with zero kills or 20 kills. I don't care about the kills. Did you shoulder peak around each corner and check for info? I gave him a week. A few days later he came back with a 20 plus kill game in a very sweaty lobby. And after adopting that mentality, a few weeks later, he's now iridescent. He's an IGL. He's doing so many amazing things. Just because he solved one problem at a time. This is how real improvement happens. Don't chase the results. The results will come by themselves.
And now, what about staying calm? How does that come? So staying calm means that there's no anxiety and there's no fear. For that to exist, you should replace anxiety and fear with confidence. And there's two types of confidence in this world. the fake one, which is sadly most of the world these days, but yeah, I don't want to get into it right now. And the second one is evidence-based confidence, which means, oh yeah, I my sentence is good. Oh, my cover habits are good. Oh, I'm doing all these things correctly and I'm no longer doing those mistakes because I focused on doing one thing at a time. When you start having this data in your brain that I have a lot of good things going for me, what's going to end up happening? You're going to end up having natural confidence. And when you have natural confidence, there's less fear in your brain. And when there's less fear, that's when your brain is now empty enough to focus on other things like positioning, rotations, and stuff like that. I highly urge you to watch this back again and think about it and implement it in anything that you can in life, not just in Call of Duty. It has helped out so many of my students in things that I was not supposed to help them. Actually, I'm I'm here for God, but it worked in so many areas of their lives as well.
Now, for the second thing, how to practice. Yes, you understood that you need to do one thing at a time, but that doesn't mean you just randomly choose anything from the video. The first victory that you should have or the first practice achievement that you should have is that you are able to tell yourself that whatever I picked as the first thing to work on. I was able to enter a game and I was able to play the game just for the sake of doing that one thing. I was able to forget about the kills, forget about the wins and losses and I was able to put my fear there in that specific skill. If you're able to do that, you need to congratulate yourself time and time and time again. Pat yourself on the shoulder. Physically do that. Even if it looks weird. Give yourself a good tap on the shoulder. Once you have that in your head, then you go on for the second, third, and fourth mechanical thing. Now, in terms of what's the first mechanical thing, go back to the start of the video and make sure that every single basic that I mentioned is easy to do. You need to be able to do at least each mechanic 10 times back to back without messing it up. If you're messing it up, practice for 20 minutes a day of repeating them non-stop. Once you're done with that, you go to the fourth section of the video and use the same logic except now it's aim and movement. This is where you can do it for 20 minutes a day, but because there's aim and multiple movement techniques, if you can go to 30 or 40 minutes a day, that is also really good. The most effective structure that worked for my students was 15 minutes before hopping into the game session itself. 15 minutes after you were done playing and then 15 minutes at a random different time of the day where it's just dedicated to reactivate that muscle memory and then getting off. You only hop on for 15 minutes on the game to do them and leave.
Now, step three is what I call the gear shift. This is where things are going to become a little bit challenging. I know you have the techniques, you have the nice aim, and you want to just rush into it. No, I want to look at it as you're driving a car and it has six different gears. I want you to be able to know the feeling of gear 1, 2, 3, four, five, and six individually. Just like, oh, this is how this car feels at the first gear and this is how the car feels at the sixth gear. You want to feel each one individually before knowing when to use this gear and that gear. So, step one is you are only allowed to play the game if you're moving from cover to cover. This will rewire your brain into looking at objects around you as pieces of cover, not as, oh, here's a building there. There's a rock here. So, no sliding, no ego challing yet, no fakes, just cover to cover. Oh, I popped the UAV. I see a red dot over there. That's the only time you can leave that cover to cover logic because you want to get there as fast as possible. But if you don't have info, cover to cover to cover to cover. And the details of that homework is you're shoulder peeking next to each piece of cover. You're strafing near cover. And when you get into a bad situation, because you have the chance of breaking line of sight because of that cover, you're going to be like, "Oh, I just survived because of that." And then after you finish that match, you're like, "Damn, okay, that was a good feeling. I managed to survive something that usually gets me killed because of cover to cover." Congratulate yourself for that. And that means you were able to apply the three Rs safely. While you're doing this homework, you're only allowed to slide if you want to slide to cover or to break line of sight by going to cover. This homework is extremely important because most players are W key players. It doesn't mean they're on mouse and keyboard. It means they're pressing the W key and all they know what to do is to go forward. Too much adrenaline and that is not movement. That is basically gambling. After you have that as a habit, you can start being a little bit more aggressive. And if you need any help on that, you can just hop into my stream while I'm doing solos and ask me to do a live voice over. Basically, a lot of my students want to see a live example. So while I'm playing, I'm actually narrating everything going on in my head, including I'm being passive now. I'm taking cover. Oh, now I go out of cover because of this, this, and that. I try to say everything going on in my mind, and sometimes it becomes really funny because I my mouth can't keep up with what my brain is trying to say. But anyways, if you need that, just let me know in the stream and I'll do that for you. The most important thing is now that you realize with slowing down, you're actually winning more and dying less. And that means good movement is not fast movement. It's also knowing when to slow down and when to speed up.
Then after you're done with this step, it's time for step four, creating the opportunity. Your mechanics are clear. Your cover usage is now a habit. And now you're allowed to start using movement aggressively, but only after creating an advantage first. This goes hand in hand with when I said previously in the video that I like to keep a distance unless I'm forced to go into a close-range fight. So you do damage first while you're near cover and after and only after that, you start pushing them with a wall jump, using the grapples, slides, whatever you want. Have fun and experiment with these things. There is no one way to do things. But I'll say this, while you're pushing, your centering should always be where you expect the enemy to be, regardless of what movement technique you're doing. Now, this part can be a little bit tricky. That's where you can go back to the sixth section of this video, the when and why, and compare it. Like, did I use the slide in the proper when and why and dos and don'ts, or was I doing it using it incorrectly?
And now it's time for step five, the expected bumps. you are going to lose an insanely high amount of fights because you're trying to use movement at the start and that is very normal. Now, those deaths can either become progress for you or emotional damage. It all depends on how you respond to them. First of all, record your gameplay and review your fights. And instead of getting mad and frustrated, ask yourself, what was the thing that I was focusing on? What was that one thing I was focusing on while I was doing this fight? Did I do it? If yes, then be happy. Then after that you can add a few more things like what actually caused this death? Should I have held back a bit more? Should I have waited? And as you do this more and more, you start noticing that there's a lot of recurring mistakes happening or like, oh, I died five times today with the same exact mistake. And that's how improvement becomes predictable instead of random. That's the first bump you need to expect.
And now for the second bump. A lot of players think that improvement means more kills and less deaths. That is partially true only when you've mastered and you're done with everything that you can learn. You see, one of the biggest signs to know that you're improving is when your lobbies are becoming harder. The players that you are going up against are now sweatier. They're using movement. They're not missing any shots. That is a sign that the game is recognizing that you're moving more. You're aiming better. You're playing better. And now it's putting you in harder lobbies. And how does that translate into the game? Let's say you have a 9 out of 10 movement. It used to work great. You were getting kills all last week, but now in these harder lobbies, nine out of 10 is not enough. You have to have 10 out of 10 movement. These lobbies will help you improve because they will filter out the small details that you were not noticing before. So, as you're working on getting better, just keep it in the back of your head. Your lob is getting harder is a sign of improvement and it's actually a better sign than getting 20 kills or 30 kills. If one of my iridescent students now goes back to the old lobbies that he had when he first met me and before he started coaching, he'd probably drop 50s or 60s of world records. I know there's a very long checklist of what to look out for when you're reviewing your own videos. The only thing I ask you guys to do is to dedicate at least 20% of your improvement time on the game to watching your videos instead of playing them. As for what to look out for, you don't have to worry about that. I made a sheet for you that has all the questions and it's going to be linked down below. All you have to do is click on the link, download it, and go over these questions when you're doing your own reviews.
First of all, I want to have the honor of being the first person to tell you congratulations on watching this entire movement guide. The next step that I highly advise that you do is watch the centering guide that I've made. Sadly, even pros will tell you keep your crosshair at chest level or aim where the enemy is. And in reality, it's much deeper than that, as you'll see in that video. This is important because you learned how to aim while you're moving, but you still need to know where to put your aim and how to think about it as well. And if this video has helped you out in any way, shape, or form, a like and a sub are highly appreciated. Now, play hard and smart, and I'll see you in the next.