These 46 minutes cover EVERY Valorant mechanic (No BS)

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this is a quick disclaimer before you watch this video this video will cover every single mechanic that you need to know in Valor and what I mean every single mechanic I really mean every single thing about your aim and movement the reason why I felt like I needed to make this disclaimer in the first place is because this video is long it doesn't have fancy animations or four second jump Cuts Like Mr Beast videos to keep your goldfish brain entertained this is strictly an educational video but I can guarantee you that if you watch this whole video you will be able to find what is missing in your mechanics if you don't know who I am I'm kampeki and I'm a rating coach who's helped thousands of players rank up over the last two and a half years of coaching this game and I honestly can't even count at this point how many of them hit Immortal and some even radiant I'm not sharing this to boast or claim that I'm the best coach but I share this to say that this lesson is a byproduct of coaching all my students in the last two and a half years and people paid money to learn this this video is taken straight from our membership website that is only for students inside my my coaching program I'm giving this out to you guys in the hopes that it helps those of you who can't afford to pay for coaching I'm a firm believer that what holds people back the most is not knowing what you don't know for example if you didn't know dead zoning while jiggle peeking to slice of pie was even a thing you wouldn't consider using that as an option in a game scenario that's why my goal for you with this lesson is simple the first is to learn what mechanics exist in the game so you're not missing anything and the second is to give you the tools to implement what I'm teaching you unfortunately because I'm not able to see your actual gameplay I can't go through the third and last step with you which is timely feedback I'm not able to see whether you're doing the drills correctly or not it'd be great if I could give feedback to everyone but my time is limited and I can only offer personalized feedback to students inside my coaching program therefore if you feel like you still can't give yourself feedback even after watching through this video message me the word mechanics on Discord to see if you'd be a good fit for a coach program I next want to talk about mechanics the goal of this section should be for you to understand what actually is good aim and what is good movement all the different components that make up these different topics and how we can actually combine them together in order for us to know what is actually a good Peak what is actually a favorable gunfight how do we actually isolate angles and all these things so let's first start off with the components of Aim so a lot of people when they first start off playing they think I need to be playing a lot of aim laps I need to play a lot of aim trainers I need to go into the practice range and just play a lot of hard Bots all these different things but that's actually training your active aim your active aim is everything that involves your mouse movement during gun fights so that's like with flicking where you move your mouse from point A to B as fast as you can tracking which is where a Target is moving on your screen whether it's because you're moving yourself or because the target itself is moving you're trying to keep your Crosshair on the target that's tracking and with micro adjustments it's where you make these slight adjustments to your Crosshair so that you're able to make sure to shoot only when your Crosshair is fully on their target okay so those are the basic components of aim that make a Valor and then there are gun mechanics so with spray control uh recoil control you are pulling down your mouse in different patterns uh with different speeds too so that is your active aim as well and bursting tapping in Spring that's also just controlling just the clicks on your mouse and with aim trainers that's again just practicing your raw aim inside those aim trainers so aim trainers allow you to try to focus a little more on working on specific components of your active aim whether it's like your micro flicks or wider flicks your tracking your micro adjustments and all that but the reason why I put 20 is because your active aim is actually only 20 of the equation the other eighty percent of your aim actually comes down to your passive aim which is determined by your cross replacement when you're not in the middle of a gunfight if you're really think about it when you're playing a game most of the time you're not actually shooting at someone you're not actually in the middle of a gunfight a lot of times you're taking steps to clear every single angle out you're making sure your cross replacement is in a location where you can actually anticipate an enemy from peaking you if not you're actually going to be relying on your active aim the more you have to actually rely on your active aim the more you're likely to lose the gunfight so heavily heavily just prioritizing working on your passive aim instead of spending most of your time on AIM trainers and all that just spending more time working on active aim is is clearly not the best use of your time I'd say if you're just starting out the game and you're shaking on a lot of these mechanics that's going to help a lot you're going to reach a certain threshold where just spending more time working on these things aren't going to yield that good of a result compared to you focusing on like your crosstalk placement you know understanding the different variations in height depending on distance and platform Heights and also just understanding different objects around the map that you can use as guidelines to know where head height is for the enemy character models so so right now I'm going to switch over to the game and show you guys all these different little components of aim that I'm talking about and this will be the first drill that I will show you so what you're gonna do you're pulling up the range I want you to turn on practice you can keep the armor on or off it doesn't really matter and you want to stand right here where the tiles don't line up you see this line right here and you want to stand right in the middle with a classic and you're gonna pick point A and B that you're gonna flick to so you're gonna pick two Targets so I'll pick this one and this one first and so I'm gonna flick from point A to point B as fast as I can and it's okay if I'm inaccurate with this okay it's okay if my flicks are off but I'm gonna flick as fast as I can and notice how my Crosshair is slightly off so this is where the micro adjustment comes in and I'm gonna snap and I'm gonna shoot and then what I'm going to do is I'm going to snap back to point a again micro adjust and shoot and I'm going to repeat this back and forth okay and with the flicks I want you to try to go for Speed instead of precision but for the micro adjustments after we flicked once I want you to go for precision rather than or speed okay so the flicks can be as fast as you can but for the micro adjustments you should take as much time as you possibly need so that you make sure that your Crosshair is lined up before you take the shot so when we do speed this up it's gonna look something like this so notice how a lot of times my Crosshair is sometimes off but I'm always making sure that I'm micro adjusting before I actually end up taking the shot one two one two one two one two so there I am missing a couple shots so if that's the case then slow down a little bit because it means you're not really warmed up yet and so I would definitely practice this for about 10 minutes each day just to use it even as like a good warm-up but it's also a great way to start really Drilling in the muscle memory that I should always be micro adjusting before I take the shot and so the next component of aim that I want to talk about is tracking when it comes to sensitivity most people at least Pro players have a sensitivity between 0.2 and 0.4 at 800 DPI your DPI is the Dos per inch on your mouse software and that's how many like pixels uh your Crosshair will move based on like an inch that you move your mouse and then the point two is your in-game sensitivity so that's the multiplier and when you multiply these two numbers together you get your effective dos per inch in game so if I use a 0.2 sensitivity but my CPI is 1600 then I'll end up with same edpi or sensitivity as I would if I use 0.4 in-game sensitivity at 800 DPI I'm using a slightly higher sensitivity right now just because I'm relying a little more on my wrist but generally in valorant it is very very important for you to be able to shoot precisely and accurately your first bullet matters a lot that's just something to keep in mind and the reason why I bring this up is because when you are practicing tracking or when you're just kind of warming up your your tracking you can sort of get an idea for whether your sensitivity is too high or too low uh based on if let's say like your your sensitivity is way too high then as you track left and right your Crosshair is going to look a little stuttery and if your sensitivity is way too low then it's gonna feel like you're dragging on mud and it's gonna look really really slow right that's also what you want to avoid so you can try to find a sweet spot for your sensitivity that way there's no perfect sensitivity it's just what suits you the most but that's generally the ring and so it's a pretty good idea if you get close and start backing up and just get used to tracking the target from different distances or we talked about flicking we talked about tracking we talked about micro adjustments so now let's actually go into talking about gun mechanics let's first talk about spray control by using the Phantom and Vandal so the Phantom does have slightly less recoil compared to the Vandal and a key thing to also know is that on the right hand side right here you'll notice that the first shot spread on the Phantom is 0.2 versus the Vandal being 0.25 this means that even though your first shot is most likely always going to be accurate at extremely far distances your Vandal will not always hit the target as you can see and so unless we we ads like that because the first shot spread is lower and we get a higher Zoom the reason why this is important for you to understand is because when we're trying to figure out uh spray control when we're trying to figure out burst and tapping and spring uh it's going to be different for these guns that are used the most with both of Vandal and Phantom you want to be able to at least shoot five bullets pretty accurately and control their spread the reason being your first five bullets level six but your first swipe bullets pretty much always just go straight up it might have a little bit of curving and slight variation but for the most part even with the vandal notice how the first three bullets barely go up but the fourth and fifth bullets jump up the same thing happens with the Phantom so notice how it doesn't go up as much sometimes the first three bullets are even more tightly grouped than the Vandal this is something to note for the most part the amount that you want to pull down is from the head to the crotch or the waist level on the bot at the 10 meter Mark and you want to get this muscle memory down because notice how after I pull down this distance after five bullets and I don't reset my Crosshair height I'm down here but if I just pull down the same distance at 20 meters with my mouse notice how all my all my bullets still hit but now I'm down below towards the ankles 30 meters okay I'm way below it now and at 50 meters I'm all the way down here but most of your bullets are still able to hit the target so that's why it's important for you to get this muscle memory down at least at the 10 meter Mark when it comes to this second Trill that I would like you guys to do is go across left to right and shoot five bullets with the Phantom or Vandal and even though the recoil is slightly different you should still be able to get a pretty tight grouping at the 10 meter Mark I'm going to show you right now thank you okay so that's what the Phantom and with the vandal okay so that's what it's going to look like you see sometimes the Vandal has a little bit more Bloom because of the increased recoil but you can still see at the 10 meter Mark you can still get a pretty tight grouping a common mistake I see is player is doing this foreign this means that you actually started pulling down a little bit in the first few bullets but towards the end the fourth and fifth bullet you kind of stop pulling down remember how I said that the first three bullets barely go up with the fourth and fifth jump up so if that's the case that means at the 10 meter Mark if I just don't pull down at all yeah it still goes up right but if we actually do this further away the actual distance that goes up is way higher and if we actually zoom in right those are all bullets that are actually just going over the target's head so in closer distances it's a lot safer and easier to spray someone longer distances for this reason you want to kind of burst and pull down a little bit still okay you always want to be pulling down after the first bullet for this reason that I'm showing you right now all right so that's what's spray control and I just talked about bursting tapping in spring so with first thing it's pretty good at anywhere between like 10 to 30 meters I'd say with anything below 10 meters generally you just want to spray because it's going to be really easy to just hit all those shots if you control your spray and then anything above the 30 meter Mark you definitely want to like tap or just shoot like just two and continue strafing in between even with the vandal okay so that's generally the gun hygiene for these rifles in game so now let's actually talk about all the different gun mechanics too uh with the different guns so with the classic and with the ghosts and any single like semi-auto pistol you really want to take your time because if I just start spraying you see how my bullets are nowhere near where my Crosshair actually is uh same thing with the ghost people do this all the time they just starts spraying okay just take your time and you're going to be able to kill people a lot faster doing this notice how even as I'm strafing I'm able to hit those shots with the sheriff it's a little slower too and the beat but I like to follow in my head when I was first learning learning this was just like staying alive so Bam Bam Bam Bam staying alive staying alive okay so that's kind of the music if you played CS go you probably know um that it's literally the same timing too as a deago in that game but yeah notice how you can shoot pretty accurately doing that so it's good to get in the habit of learning that well the Stinger anywhere like past the 20 15 20 meter Mark I would definitely like start adsing and learn to pull down right after you start shooting okay because the burst is really fast with the Specter definitely long range I am gonna 8 yes but you're probably not even gonna be trying to take long range fights with this gun most of the times I will probably like strafe in between two make myself a lot harder to hit but if I'm much closer to the enemy so like 15 meters or less like like that's 10 meters right now I would definitely like start just running gunning and making it really hard for people to hit me so that's the benefit of using the Specter with the Bucky pretty straightforward just left click when the target is 10 meters or less but anywhere further you definitely want to right click and sometimes it helps to like crouch in between to try to get the grouping of your bullets a little bit tighter okay with a judge it has a recoil pattern where it goes up to the right and over making like a little semi-circle so if that's the case we want to kind of pull down in the opposite direction so if I just pull if I just shoot without pulling down at all so notice how the first uh like first bullet hit and the second third bullet went to the right and then it and then it switched over to the left so I'm just gonna pull down in the opposite direction and notice how I could get a pretty decent like spread doing that with a judge you never want to just start spraying right away though with a judge like that um I think it's much better if you just take your time a little bit because if you start spraying too much your spread will still go everywhere the Bulldog is very underestimated in this game it's just like a phantom that's unsurpressed so a phantom at long range will require one headshot and one body shot to kill someone but notice how there's no damage drop off with a bulldog so if we use the ads function which honestly with this gun has very little recoil like I'm not I'm not pulling down at all right now I'm just gonna shoot like it's literally the third bullet that's kind of going up right the first two bullets are literally laser on to wherever we're scoped in so adsing with the Bulldog is really really really strong and if you just hit one headshot and one body shot that's that's a really easy kill the ads shoots really fast too just like the Phantom so uh that's what I would really be abusing if I use a bulldog with a guardian generally you want to do this if you're going to be taking more long-range fights or if you know that enemies are going light armor a lot that means just two body shots will be able to just kill them all right and notice how there's zero first shot spread if we scope in so long range you definitely want to be scoping in because you will a hundred percent hit the shots wherever your Crosshair is okay there will be no RNG which is very unique about this this gun when you Scope in with the Marshall and with the operator you definitely want to get in the use of being able to peek and counter strafe or jiggle Peak or dead zone and that's something that we'll we'll get into we can come up here and practice your flicks and micro adjustments and this is how sometimes I warm up if I know I'm going to be playing a character like jet where I'm gonna be opting along okay so that's something that you should definitely know about these two guns with the Aries and Odin generally when you ate us your boats will always fly to wherever your Crosshair is so let me just practice controlling the spray and it'll just generally go up and start going left and right so that's how you can control it Odin same thing and you will notice that on the bottom right fire rate is 130 percent when you Scope in uh it doesn't change with the Aries ideally with an Odin you want to scope in and just start shooting and because it has high penetration too if you know that people are pushing you and they're about to swing you instead of just string like this sometimes you can just Spam and wall Bang so that if people who are trying to even like cross over to Peak you will just instantly get shot through the wall and because it's shooting so fast you're just gonna kill them and speaking of gun mechanics I also want to talk to you guys about the best way to pick up guns in this game so instead of looking down and pressing the function key it's better if you just drop your weapon and then press one again to pull out the weapon this way it doesn't throw off your cross replacement and you can always be ready for the gunfight as soon as you pick up the gun and using this mechanic too you can also juggle weapons so as I'm running forward I'm just spamming one and my drop key that way you can just move rifles away from the enemy team if you don't want them to grab it especially if they're on an Eco so that's the last thing about gun mechanics in terms of aim trainers I will link a playlist that you guys can practice if you're completely new to FPS and mouse and keyboard but definitely I think you will get a far better return on investment of your time if you just practice these in-game mechanics so now let's talk briefly about passive aim2 so in terms of cross replacement there are guidelines throughout the map app that you'll be able to tell where head height is so these crates these wooden crates that you see are on the different Maps they're sometimes wooden they're sometimes like ready night crates there's a bunch of different ones even metal ones but this one's too short but this one's tall enough so all these boxes are the same height as the character models in game so that center of the head will literally be right under these boxes so from this distance right notice that right here would be the head height and the further away too that you are the shorter the model gets to so that's something that you need to know and The Closer I Get Right now I'm not moving my mouse at all so right now I'm right in the right in the center of the head but the more I walk backwards my Crosshair is getting far far above it so that's something that you need to account for and in terms of stairs too again this this would be about head height so you just trace it trace and make parallel lines based on the different heights in the game and the passive aim will also involve your movement the way you peek and clear angles which we'll talk about after I go over movements now and go over some drills as we combine the components of movement and name together so in Valor there are a couple different types of Peaks so there are standard Peaks jiggle Peaks shoulder Peaks jump Peaks wide Peaks and Silent step Peaks and there are different types of jumps so there's cross jumps silent jumps uh silent drop uh bunny hopping and air strafing so let's actually go down this list one by one and I'll show it to you in game so a standard Peak is just what you see most commonly where if this is a corner that you're peeking out from you're just taking one step and you're just doing a normal Peak and stopping okay so that's very easy to do with a jiggle Peak essentially you're peaking and unpicking just really fast you're not doing this standing out and then going back but you're just right away at the tip of the peak of like your standard Peak you're just going in and out okay so that's a jiggle Peak however it can get Advanced when you start combining it with shooting because you can abuse this uh the mechanic in the game where in changes between directions from left to right or right to left or forward and backwards backwards and forward uh even diagonally right you are canceling out a momentum and the direction of your speed so your velocity does go to zero and when that happens your gun is accurate so at the tip of my Peaks I will be able to shoot accurately and that's dead zoning so that's the more advanced concept and the drill that I'll show you in a bit uh with a shoulder Peak what you do is you get close to a wall because in this game there's this concept called angle advantage and disadvantage what that means is whoever is closer to the corner that you're in front of will have their show shoulders peeking out first compared to someone who's a little further away also holding that angle the reason for that is because the closer I am to the wall my field of view is shrunk okay because this wall is cutting my angle however my character model is still sticking out on the left side for the person that's standing further away from the wall so shoulder peaking is actually abusing this mechanic where I know if I am standing close to the wall if I just peek a little bit to the left even if I don't see the person on my screen they're gonna be able to see my shoulder and they might try to take a take a shot to try to hit me and that can actually throw off their cross replacement because it might look like I'm just going for a jiggle but in reality I'm just throwing out my shoulder and peeking with my shoulder then after baiting on a shot I can then peek out wide which is the next type of peak that I want to talk about to throw off their cross replacement most people so when you're holding an angle let's say I'm getting ready for someone to peek behind this right side of this wall I'm never gonna hold this tight okay because people are always just going to swing past it and there's no way that you have the perfect reaction time to be able to someone below 100 millisecond response time right so it's much easier to aim about like two Crosshair width away from the angle that you're holding so that you can shoot as they run into your Crosshair however if someone is throwing a jiggle Peak or throwing a shoulder sometimes what will happen to the enemies cross replacement is it'll end up moving to the right because now they might try to even like wobbing you and like hit you on the shoulder but after you take those shots you all of a sudden swing really wide then they have to track or they have to flick again and micro adjust to your head as you are peeking out wide and because you baited out a shot think about it you actually decrease the accuracy of his gun or the Precision of his gun because he wasted his first shot bullet accuracy right and so now there's going to be a little bit of RNG involved in his spray and not only that you'll have exact info of where he was shooting so now you have an info Advantage as well and peaker's Advantage because now he has to react to you about how you're gonna peek and that's another concept about peaker's Advantage so if you're just holding an angle like this and if someone Peaks you you're gonna have to react to how this person's gonna Peak you whereas if someone is just holding is anticipating you from holding an easy angle then they can instantly Peak have their Crosser ready and shoot that's the only why you don't want to be just holding an angle still so we talked about standard Peaks drill Peaks shoulder Peaks wide Peaks Let's Talk About Jump Peaks so this one is a little bit difficult to do I'd say it's a medium difficulty what I'm essentially doing is I'm using the W key and then holding ASD and going to circle midair okay and this way my shoulder is peeking out and I can also kind of quickly scan the mini map so if I do spot someone it will pop up my mini map and I'll know who it is okay so this is purely for baiting out shots like an op and getting info and you can do it in the other direction as well okay so this is really important for you to learn because if you end up like just slow peaking or doing a standard Peak against like someone who's actually holding the angle ready for you with an OP you are still gonna die uh even if you try to jiggle Peak sometimes and up like you can die not if like you throw a shoulder it's a little hard but if you throw a shoulder though you won't be able to get info because you're not actually seeing them on your screen so that's the difference between throwing a shoulder to bait out shots and getting info versus just jump peeking and spotting them on the mini map jiggle peaking the pros is that you don't have to make any sound doing it but with jump picking you will make sound unless we now actually talk about the different types of jumps as well before we get into that let me actually just talk about the last thing which is silent stepping Peaks so you never want to Peak an angle just holding shift generally because it's gonna you're gonna make yourself a very easy target to shoot if someone's holding that angle on you you want to be as fast as possible on their screen and in this game you can move with pretty fast speed without making a footstep foreign so if I hold it for a little too long I'll make a footstep but for the most part you can peek without making footsteps so every single time you pick an angle you want to be ready okay so those are science set Peaks and the last type of peak that I want to go over is crotch peaking so crotch baking is not holding Crouch and then peeking out like this but it's crouching as you peek out into the open so that you have a little bit more speed because if you just crash like this and Peak that's the same thing as holding shift and peeking out and that's an easy way for you to die crash picking is useful if you're trying to throw off the enemy's cross replacement as well just like how you're shoulder and peeking just like how we were wide picking it's just another way for you to throw off your cross replacement but now let's talk about the different types of jumps so with the cross jump essentially you're just holding Crouch mid-air and letting go to be able to get on top of these boxes so sometimes like if you hit the ledge and then you let go of Crouch mid-air then it'll just automatically boost you up on top of the box and that's easy to do and if you want to really practice it you can come over here to this part of the practice range and a lot of these jumps right here like this one will require you to cross jump to make this here's another trick that you can do with cross jumping to boost on top of boxes with your teammate so have a teammate standing in the corner like this and essentially I'm trying to cross jump right here between the gap of my teammate's character model's head so I'm just gonna run up and just let go of Crouch at the end and you can do interesting cameras like this with the extra elevation so now I can see people as soon as the spawn barrier drops but with silent jumping we're actually using the same mechanic as cross jumping but what we're doing is I'm gonna hold Crouch jump and then let go of the crotch button midair and when I land I'm not going to make any sound so this is really useful for jump spotting over boxes and crates to spot for info especially if you're not trying to make noise by doing this and making stepping sounds you can also silent jump and this is a little more advanced but you can also silent jump pick like this so this is something that you can kind of practice if you want to try spawning for info without making sound and you want to peek around a corner there's also silent jumps on top of like going on ramps so what I do is I use four momentum so I use a silent step and then I jump there onto the stairs or the ramp and before I land I'm holding shift and I just jump the moment I land land land land land okay I'm just jumping as my character hits the floor okay and by doing so I can use the four momentum that I had and go up the stairs really fast and this is really useful um when you're just trying to cut time uh rotating over sometimes you can make a lot of cool jumps like let's say on Haven garage window you can make some cool strafing silent jumps and peek into window really fast without getting your legs caught on the ledge bunny hopping is just using air strafing and just combining it with well-timed jumps so in this game you can have different movement inputs there's two different types of movement inputs through either your direction keys wisd and also your mouse so if I hold W and I move my mouse I'm going to start just going forward in the direction that I'm holding my mouse and if I'm not moving my mouse I can just move forward back left right I can move diagonally by holding two keys together and if I hold A and D at the same time right now it cancels out the movement as well okay so in this game if I combine those both input Keys together I can also strafe in the air by jumping so I'm holding W and a and I'm also turning my mouse around after I jump and I could go into full circle so this is pretty useful if I want to strafe mid-air and get around these different Corners that I normally might not be able to make if I just jump straight or even if I hold the a key emitter it's going to be kind of hard to hard to land that so with bunny hopping I'm just holding W and I'm using I'm holding a d a d while timing my jumps and moving my mouse in the same direction of my direction Keys okay and actually if I do this I don't have to rely on my forward key anymore I can let go of my 4K after just getting some initial momentum and right now I'm not holding my 4K at all and I'm only using sideways diagonal momentum to continue jumping so this is pretty useful if like your satchling midair like raise and just being able to Air strafe and this is really useful for making some skill jumps as well in the game all right and let's go over silent dropping so you can silent drop from rope if you grab onto the Rope towards the very bottom of the Rope right before you're about to hit the ground and the way you can grab onto the Rope at the very end is if you tap the back key right as you're dropping midair because if you don't do this your character will continue its forward momentum and by the time you're all the way onto the ground you'll be further away from the Rope then if you just tap the backspace key so I'm gonna walk up to the rope and I'm going to tap the back key I'm going to grab on to the Rope while holding shift because if I'm not holding shift I'll make sound and at the bottom I'm also going to be holding shift as I jump off like this and you can practice this in the beginning without looking straight you can just look at the ground to really make sure you get the timing down like that sometimes you can just hold on to it too and you can jump to the right to the left forward it doesn't really matter but that's the idea you jump to just get off the Rope as quickly as possible and you'll see that this works in every single rope in the game even like sewers here so it just takes a bit of practice but once you get it it's pretty easy to do alright so those are all the different components of aim and movement that I want to talk about so now let's actually combine it so if you have good aim but bad movement then you're still gonna suck okay and vice versa so let's first talk about counter strafing and dead zoning this is your bread and butter for advanced Peaks I told you about how earlier when I was talking about the stool peaking really briefly your guns Precision is determined by your character's velocity so right now I have shoot the shooting air graph on under stats and if you scroll down it shows graph only and I can also show you if we go under Crosser and turn on movement error you can see that if I'm moving with my knife obviously I'm not going to have any movement error because I can just knife people accurately while I'm running but with a gun notice how the more I move and the faster I move the more inaccurate my gun is so if I walk it's a little less inaccurate and if I run it's more and if I jump it's even worse right and it's really about the moment you land I guess but in changes of Direction notice how even though I'm constantly holding the A and D key left and right in between these changes my gun is still accurate so there I shot a little bit early so the point of learning how to dead zone is for you to be able to shoot accurately between your jiggle Peaks the term counter strafing was coined in Counter-Strike because in that game whenever you would hold a and let go your character would continue to Glide a little bit like as if you had ice skates on but in this game the moment you kind of let go your character stops and in Counter-Strike you'd be to combat you from like sliding more and and like having your aim get all inaccurate you can kind of stop by tapping the opposite direction key like tap and then shooting right away an invalid is the same thing it's the same idea if I'm moving and I tap the opposite direction key I will come to a stop but in this case with that zoning I'm I'm just moving left and right the whole time and not tapping the opposite direction key but I am only shooting once and moving in between all right so that's a key here and to practice this so this is the third drill that I would like you guys to do so go to this Pole right here stand right here you see the the width of this window okay just double that and stay on the left okay so this is your starting point and so for level one I'm gonna stand right here by the pole so level one I'm gonna start from the starting point and all the way to the edge okay so there's level one I'm constantly moving left and right I'm not doing this where I sh or I move and then stop and shoot okay I don't want to stop at all I'm oh I always want to be moving I always want to be moving and the only time I'm shooting is in the changes of direction if I shoot too early or too late you'll notice the blue shooting bar or blue blue shooting error bar that means your your shots were inaccurate so this is level one level two you just have to distance okay so now so the first level this Edge second level this Edge right here from the same starting point and then the third level will be half this distance and then level four now I'm actually gonna use my mouse for levels one through three I was not moving my mouse at all so don't do this where I'm moving my mouse to shoot okay only aim with your movement and this will actually get get you in the habit of being able to control the distance of your Peaks and aiming with your movement which is actually a really big part of your passive Aim so this this is like a compound exercise for level four though I'm gonna be moving the same distance as level three but this time I'm gonna actually be tracking just one spot a bonus practice if you do actually manage to do level four correctly you can do this as an additional bonus you don't it is not optional but now you can use this poll as a piece of cover that you're peeking out from and you're just working on hitting and hitting accurate shots between your Peaks like this so you can practice it like that you can also use a stage wall hide behind it and shoot that way yeah okay so that's the third drill now let's talk about cross replacement and angle isolation Okay by combining the components of aim and movements together so for this I'll actually be going into a custom game mode and show you how radiant players actually Peak and clear everything so there are a couple different ways for you to be able to Peak in this game there's there are three main ways that you should be peaking if you're if you're peaking in any other way it's unoptimal I will first show you common ways that people Peak that is really really bad so this is a first method okay so I actually just showed you two two different examples the first one was where I was just shift walking around a corner and just kind of like tracing it okay if you do that especially against calm people holding a common angle like this you will just instantly get your head popped off okay so that's number one number two is people Peak and then adjust the Crosshair and they're not ready for the fight so this is not a good way to Peak either which I see a lot of beginner players doing even in higher ranks like I still see this for some reason and it looks really really bad the reason being you never again remember how your active aim is gonna be inconsistent but if your movement it's so much easier to be more consistent right controlling the distance of your Peaks and all that and your Crosser will move smoothly left to right just using our Direction keys so you want to rely on your movement actually to clear a lot of these angles for you the opposite of doing what I was just doing where I peek first and then adjust my Crosshair is I adjust my Crosshair first before I peek so that when I Peak the angle my Crosshair is ready to take this fight another common mistake I see is people just like over peaking so if I peek and then adjust my Crosshair that's still the equivalent of over peaking because after I peek I'm exposed to all this space and I'm gonna have to readjust my Crosshair so this is where the concept size and the pi comes in I'm gonna frame each of these angles and I'm gonna do a silent step to clear all these angles okay so that's slicing the pie with silent Peaks you can peel the angle peeling the angle is just tracing your your mouse around the angle and you can do it shift walking which you can if you're just getting close and you don't expect someone to just be holding you right so you never want to just shift walk and Trace the angle like in a common angle but if you're just kind of like walking up slowly then you can like here I'd be I'd be tracing it as I'm like walking up but by the time I get to this cubby because I know like someone could be sitting there I'm gonna do a quick silent step and peek so you can peel the angle you can do it faster too like this with just silent Peaks you can also just do it running right if you're just getting off the site so that's peeling you can slice the angle by pre-aming with silent steps okay and lastly this is the third way to do it so I just showed you two ways peeling slicing and you can also jiggle peek it okay so peeling is the fastest way to clear angles but it's also the riskiest okay because you're being exposed more with just slicing the pie with science stuffs it's a lot safer but it's like medium speed okay because you're still clearing things like one by one you're dedicated to clearing one angle by angle with jiggle peaking you're actually doing silent steps but actually going in between going back into cover so it's like the longest but it's the absolute safest way to clear angles so an example of like when I'd actually do this is if I'm lurking up on B as my teammates are making noise on a okay so if I'm playing chamber and my teammates are making a lot of presence over on a then I'd probably just start walking up and notice how I'm peeking little by little wider one by one shift walking picking that a lot of these common angles I'm just going to be going in and out the reason being I don't want to commit to a fight yet okay I'm not committing and looking for a fight I'm just walking up and seeing if there's someone holding me so my goal is like just clearing all this one by one little by little as safe as possible so even if someone's holding me if I just like jiggle that angle it's gonna be really hard for them to hit me and kill me and because you just learn how to Dead Zone by doing level three and four of the drill if someone is there you're actually going to be able to shoot accurately as you're cleaning these angles and going in and out of it it literally looks like your bullet is curving around the the corner too if you really got this down okay so that's like the most advanced way I'd say to like Peak and clear angles and it's the safest way to do it if you're actually gonna practice peaking now and clearing angles one very important rule that you have to understand is the T rule every time that you are peaking an enemy you want to be perpendicular to their line of sight so if someone is holding this angle right here this is the lining that they're aiming so I want to be parallel 90 degrees from the line of sight that they're holding the reason being if someone is holding an angle and I want to Peak perpendicularly right to this line if I'm standing here notice how the length of the arrow is the Same by going up or diagonally right but if I go diagonally notice how in let's just say this is the x-axis and this is the y-axis the actual distance that I'm moving in the y-axis is much less than if I were to just Peak completely perpendicular to the line of sight so that's a t rule if that is the angle that people are holding me from I want to be diagonal and Peak with the Sonic stuff like this okay if I hug the wall too much notice how I'm going to bump into it and I'm actually going to lose movement speed okay so you really don't want that either and again with angle Advantage too the person that's over there is going to have angle Advantage because notice how this corner is much further away from this angle compared to me peaking from inside B main so that's also why you don't want to just be shift peaking this angle we want to be using the t-roll and using silent steps to Peak it or just do a quick jiggle Peak and you can pre-far these common angles as well okay so now that you understand angle Advantage picker's Advantage just all the different types of Peaks let's combine it and how I'm going to isolate gunfights too on site and clear it so here I'm going to use a t-roll I'm not going to hug the wall and I'm just gonna jiggle pick and slice the pie okay and here I'm just gonna walk up pick we will pick that angle okay and notice how I'm clearing all these angles too in Bauhaus and then right here I'm going to use this line as a reference point to the ledge that's on Lane so I'm going to aim a little higher right and boom that's the headshot level I'm gonna clear all of that okay and notice how like as I'm scaling up too like I'm checking the deeper angles and off angles that enemies could also be holding me from right like there because people don't always have to be peeking here they could be peeking here so that's something that I'm also aware of so I'm holding this angle but before I walk too far back and expose myself to back sight right there I'm gonna actually now hug this wall clear logs okay and I'm gonna go back and in a clear bow house this cubby and then I'm gonna go back on site and I'm not gonna walk like this because then if I'm hogging this wall again the t-roll I'm not gonna be able to peek out wide and I'm not gonna be fast so I'm going to hug this wall and then peek out okay to clear it backside area so the reason why I'm not gonna I'm not just gonna run out like this in the middle is because now I'm in a 50 50. if I hug this wall right I ca I still don't have the angle in this cubby so if I peek right again 50 50 right this guy's gonna see me but I can actually use this corner that people will be tucked into as cover to get an angle advantage on this guy that's just sitting in in logs and then clear the second and then go to Backside clear this angle clear all of back sites okay this headshot box headshot box people sometimes play here too people play there too stairs and even as I'm like getting on notice how there's like more off angles too okay so I'm aware of those angles as well and then again angle Advantage because I'm further away from this corner right here I'm gonna be able to see this guy kill him clear underneath me drop down clear these angles again just jiggling because if someone is like holding me they're probably holding this angle but then if I jiggle them I can bait out a shot get info if there is a guy and then just swing out and kill him and then I could clear all of stairs as well just like that that's how I'm isolating these different gunfights so your fourth drill is for you to jiggle Peak and slice the pie and clear these angles like I have okay and I want to see how well you isolate these gun fights so that is your fourth and last drill that I want you guys to do if we put this all together this concept applies everywhere now right even when clearing a main I'm not going to be peaking from this angle where I get an angle this finish but I'm gonna try to even out a little more by peeking from a little further away okay and after clearing the common angle I'm gonna be jiggle peeking and seeing if there's like you know any Arena's or jets or even like a chamber that's holding this off angle that's ready to just TP out or dismiss out or dash out after getting a kill right so after doing that to clear all of it again I'm just gonna pick with good cross replacement and clearing generator right and in these 50 50 scenarios right where I have a top or left and right scenario I'm probably just going to clear left side first by jiggling it so that even if someone is holding me close like my shoulder is barely going to Peak and it's going to be really fast on their screen and then I'm going to hug the other wall and clear okay so that's generally how I do it same thing even like on retakes notice just the pathing too if I just jump straight down like that then I'm exposed to all of these all these um hell angles and also generator right but I can isolate Hell by air strafing and hugging this wall right and now I can silent step and Peak these angles in hell and slice the pie okay after so I probably like just isolate my 1V ones by gen and then Peak and kill people players Health okay I hope this lesson was useful and I look forward to seeing your submissions and giving you feedback on them thanks
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Channel: Konpeki
Views: 641,856
Rating: undefined out of 5
Keywords: Valorant, valorant tips, valorant rank up, radiant valorant, immortal valorant, how to, valorant beginners, valorant guides, gaming guides, valorant help, valorant counter strafing, valorant mechanics, Konpeki, Konpeki Valorant coach, How to get better aim, movement guide, mechanics guide, aim guide, Radiant aim, how to hit radiant, valorant coaching, aim coach, how to win gunfights
Id: v5HhOuwbb-w
Channel Id: undefined
Length: 46min 46sec (2806 seconds)
Published: Tue Jul 04 2023
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