Overview
A guide to the mechanics of Reflex
Movement Overview
Circle Jump
The circle jump is the most common method to accelerate from a standstill. Begin by facing perpendicular to your target. Start walking forward, then begin strafing toward your destination while quickly moving your mouse in the same direction. When performed correctly, this will result in a generally circular path. Jump when facing your desired target and speed. Follow through in the air with a strafejump.
Double Jump
When 2 consecutive jumps are performed within 400ms of each other, a doublejump occurs. This gives bonus jump height of 104u. There are a number of ways to acheieve a doublejump, from stairs, ledges, teleporters, etc.
Triple Jump
When a third consecutive jump is added to a doublejump, an additional height boost is applied. Note that the triple jump must be activated immediately upon contacting a surface, it cannot be ‘stored’ for 400ms like a doublejump.
Ramp Jump
When jumping up a ramp, your forward momentum is converted into upward momentum. Likewise, falling onto a ramp converts your downward momentum into forward momentum. The amount converted depends on the slope of a ramp. A double jump can be combined with a ramp jump for more height.
When traveling in the air, there are 3 modes of movement. The current mode depends on which movement keys are held. Diagonal directions(upleft, upright, downleft, downright) will activate strafe jumping, sideways directions (left or right) will activate bunnyhopping, and forward or backward directions will activate air control. As long as you are jumping repeatedly, you will have one of these modes of movement. Note: the jump input can be held or ‘buffered’ before landing to jump repeatedly without stopping on the ground.
Strafe Jumping
Strafejumping is the primary means of accelerating in the air. It is performed by holding a diagonal direction (upleft, upright, downleft, downright) and looking at the appropriate angle.
This angle widens as your speed increases. Note that air control is quite limited in this mode. Alternate sides when traveling straight to correct for drift.
Bunny Hopping
Bunnyhopping is performed by holding a strafe direction (left or right) and slowly turning to turn in the air. When performed correctly you can accelerate through turns.
Air Control
Air control is performed by holding forward or backward and turning. This mode is more forgiving than bunnyhopping and can make tighter turns, however you don’t accelerate.