Player Jump Height in CS2: Everything You Need to Know
In CS2, player jump height is an important aspect of movement that can give you an edge in gameplay.
Let's look into the details of how high you can jump and some techniques to maximize your vertical reach.
The standard jump height in CS2 is 66 units. This is what you'll achieve with a basic jump using the spacebar.
However, there's more to jumping than meets the eye.
You can actually reach a height of 71 units under certain conditions. The key? Angled surfaces.
When jumping from a sloped surface, you can gain those extra few units of height. This technique has been a staple in Source engine games for years.
To really maximize your jump height, you'll want to master the crouch jump.
Here's how to do it:
- Approach your jump spot
- Press the crouch button just before jumping
- Press the jump button immediately after
- Release both buttons once airborne
This technique can help you reach up to 64 units at eye level, which is essential for accessing certain spots on maps like the wooden boxes on Mirage's A site.
For even more advanced movement, there's the strafe jump.
While it doesn't increase your height, it can extend your jump distance. It's trickier to pull off, but with practice, you can use it to make jumps like the bench to window on Mirage.
It's worth noting that Valve has been working on jump mechanics in CS2.
They recently patched a bug causing inconsistent jump heights, though some players report issues still exist.
The removal of certain scripts and binds has also impacted how some players approach jumping.
I've found that mastering these jumping techniques can really improve your gameplay.
Remember, practice makes perfect. Spend some time in a private server testing out these techniques, and you'll soon see improvement in your vertical game.
I'm the Head of Research at Clash.gg. With over 7 years of experience in the Counter-Strike niche, I have developed extensive knowledge of the game, its strategies, and the competitive scene. My insights are based on years of in-depth analysis and close involvement with the Counter-Strike community.