Team Fortress 2

Team Fortress 2

365 ratings
A guide for every jump in existence
By foszlány
Mobility is one of the most essential part of Team Fortress 2.
This guide will teach you how to use all of the most common and even the rarest techniques in the game.

Check out my Pyro guide!

Special thanks to the people who made the guide's gifs possible:
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#EXPLANATION - Ratings
Ratings are numbers between 1 and 8. The greater the value, the harder and rarer the jump is. Ratings always mean the easiest form of the said jump.

Difficulty: The amount of effort and time it takes to learn one jump.
1: Obvious
2: Easily learnt and performed
3: Bit of practice and it shouldn't be hard
4: Takes a lot of time to get the hang of it
5: Tough to pull off even for great players
6: The jump is now among the hardest jumps.
7: Inconsistent enough to be considered extremely difficult
8: Borderline impossible

Performability: How often the jump can be executed.
1: Anytime
2: Most of the time
3: Not common, but it's not rare to perform one either
4: Highly affected by map or by other players, therefore it's a bit rare.
5: Has very few situations or spots that allow the jump to happen.
6: The jump had often become more luck based than skill based.
7: When the stars align
8: The jump cannot be performed in official matches (if it can be, there's no reason to do so).

Usefulness: The game-changing factor the jump makes.
1: Absolutely necessary for everyone
2: Extremely useful
3: Generally useful, sometimes it requires a different weapon / knowledge of a map.
4: It can help you sometimes.
5: Best used for trickshots or one can rarely get use out of it.
6: Very hard to get use out of it because the lack of spots or the lack of suiting situations.
7: It's extremely hard to make any use out of the jump.
8: Completely useless

Rarity: The amount of people that can perform the jump.
1: Known by everyone
2: Everybody can perform the jump with the exception of newer players.
3: General Team Fortress 2 knowledge. Includes jumps with different weapons.
4: The jump isn't common enough to be identified or be performed by most people.
5: Thousands of hours of experience may not include the knowledge of this trick.
6: Few hundred / thousand people have heard and are able to do the jump.
7: Known by the absolute masters of the game.
8: No documentation outside this guide.
#GENERIC - Jump
The standard jump is one of the most basic forms of mobility in Team Fortress 2. One can be done by pressing Space.

Difficulty: 1
Performability: 1
Usefulness: 1
Rarity: 1



The standard jump can be used to dodge bullets and rockets as well.
Best used against hit-scan classes, most notably against Snipers.

It elevates the player by 45 Hammer Units.
Good to know if you are a mapper.
#GENERIC - Crouch jump
Crouch jumping is a technique used to jump on tall objects that are just unreachable by jumping regularly.

Difficulty: 2
Performability: 2
Usefulness: 2
Rarity: 2



There are 2 types of crouch jumps.
One is more effective than the other, but it's less common to use.

The first method can be done by jumping (while walking) and crouching at the same time.
This gives a smaller height, but it can be done way more consistently.

The better method is to hold crouch before you jump.
This gets you more height that can be used for jumps like the Harvest jump shown on the gif (2nd).

Crouching while jumping reduces your hitbox by 27 Hammer Units (from down) and it moves you upwards by an additional 1 Hammer Unit.
This is good to know if you are a mapper.
#GENERIC - Rocket / grenade surf
Projectile surfing can be done by predicting it's trajectory and using it's splash damage to advance in the air.

Difficulty: 4
Performability: 3
Usefulness: 3
Rarity: 4



The easiest way to start the learning curve is to act like you shot that projectile.
Use the appropriate keys for it as well.

Just like in a rocket jump or a grenade jump, strafe in the air.
A and D, A and D...

Remember, grenades have a fuse time!
It takes quite some time to learn it and grenade surf efficiently.

Medics (especially in a competitive setting) can use this method to escape from the enemy.
Try to fly towards your team, but if you can't, just go as far as possible while also trying to kill the person who's coming after you.

Spies can use this to perform a "surfstab".
Imagine market gardening, but you are a Spy and you need to hit the enemy's back. If you are disguised, you won't receive knockback.



Would you rather watch a video on the subject?
Watch rj's guide here.
Watch Moo?'s guide on surfstab here.

Examples available!
Example 1 - Example 2 - Example 3
#GENERIC - Bullet / damage surf
Bullet or damage surfing is an act where the player uses another entity's bullets to gain momentum.

Difficulty: 4
Performability: 4
Usefulness: 4
Rarity: 5



A standard jump needs to be used to perform the surf.
Otherwise you won't receive knockback and there's a high chance that you will get killed.

Crouching and strafing at the same time makes the knockback force way stronger and the travel distance will be greatly increased.
Simply crouch mid-air.

Make sure you have high health and a safe place to land.
You don't want to land near the enemy spawn or next to 4 sentries.

Don't look back.
You need to see where you are going. Another issue with looking at your enemy is that you won't accelerate as fast (unless you are holding S, but at that point you are just flexing).
#GENERIC - Strafe
Strafing is a method of moving in the air using the A / D buttons.

Difficulty: 3
Performability: 3
Usefulness: 2
Rarity: 3



It can be done by holding A or D mid-air.
It depends on where you want to go. You also need to adjust your mouse accordingly. Try to move your mouse as evenly and smoothly as possible.

Crouching is heavily suggested as it makes your hitbox smaller.
This enables more possibilities when it comes to small spaces.

While it is doable without jumping, it's not recommended to do without one.
Jumping gives more airtime and therefore more acceleration.

If you want to know an absurd amount of information about strafing, there is a guide for it.
You can read Kered13's guide here.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf] Some requires knowledge of rocket jumping.
#SCOUT - Double jump
Double jump is a method of traversing the air by jumping twice as Scout.

Difficulty: 1
Performability: 1
Usefulness: 1
Rarity: 1



It can be used to make unpredictable moves when fighting enemies.
Just make sure you keep track of your enemy's position.

Crouching makes some jumps easier and it also makes otherwise impossible jumps possible.
Just hold crouch right after you did your first jump and you are good to go.

Examples available!
Example 1 - Example 2
#SCOUT - Atomizer jump
The Atomizer provides a third jump while the weapon is withdrawn. This is the Atomizer jump.

Difficulty: 1
Performability: 2
Usefulness: 3
Rarity: 3



Remember, you need to hold the weapon to perform the jump.
This makes it way harder to use it in fights. You can try though.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4
#SCOUT - Force-A-Nature jump
Difficulty: 3
Performability: 3
Usefulness: 3
Rarity: 3



There are 2 types of Force-a-Nature jumps.
One that's suitable for more horizontal movement and a less known variant for vertical movement.

Horizontal boost
Perform a double jump, aim 90 degrees down to the ground and shoot while mid-air. You can also flick to your back to gain a little bit of extra boost.

Vertical boost
Aim 35-45 degrees down, start holding W and jump and shoot at the same time. After doing so, you can use your double jump to move a bit horizontally, if needed.



Horizontal boost
If you aim and shoot the same way behind you as you would do for a rocket jump off the ground, you can get a horizontal boost that may come in handy when your regular speed simply doesn't cut it. The higher the falling velocity, the higher the speed. This can be used for catching up to an escaping person or preventing a backcap, or even outplaying someone. Showcase

If you are lucky enough, you can even damage someone while you are jumping.
This can be used in fights to gain extra mobility and better survival chances.

Examples available!
Example 1 - Example 2 - Example 3
#SCOUT - Boston Basher jump
The Boston Basher jump abuses self-damage to elevate to higher levels.

Difficulty: 3
Performability: 4
Usefulness: 5
Rarity: 4



Damage yourself to get a tiny third jump.
Damage yourself even more to get more jumps.

Try to get Medics to heal you so you can safely execute the jump.
You shouldn't spam MEDIC! every second though.

Remember not to kill yourself!
Especially in a competitive setting.
#SCOUT - Hype jump
Hype jumps can be performed by filling up the Hype meter and activating it using right click. To fill up the Hype meter, one must deal 350 damage to enemies.

Difficulty: 1
Performability: 2
Usefulness: 4
Rarity: 3



Hype jumps give an extra 4 mid-air jumps, totaling 5 mid-air jumps.
That's 6 jumps if you include the one at the start. Impossible jumps may seem possible now!

Use this jump to confuse your enemies while fighting them.
It's hard to keep track of a Scout who's flying above you.

Examples available!
Example 1
#SCOUT - Winger jump
The Winger provides a 25% jump boost while withdrawn, making it very useful for getting around the map.

Difficulty: 1
Performability: 1
Usefulness: 3
Rarity: 3



Pair it with double jump to make it more effective.
Make sure to crouch as well!

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5
#SCOUT - Quad jump
A Quad jump is performed by combining the Atomizer and the Force-A-Nature jump.

Difficulty: 3
Performability: 4
Usefulness: 4
Rarity: 4



Perform it by double jumping, making a Force-A-Nature jump and then finish it with an Atomizer jump. Switching the Force-A-Nature and Atomizer jumps work as well.
This can get you to a couple otherwise unreachable spots, but keep in mind that using this in fights is totally pointless. It's solely for movement.

The Atomizer is a bit delayed due to the slower deploy speed.
Count that in.
#SOLDIER - Rocket jump
The standard rocket jump can be done by shooting the ground with the Rocket Launcher using a combination of movement keys to reach great heights and gain advantage over enemies.

Difficulty: 3
Performability: 1
Usefulness: 2
Rarity: 2



Rocket jump is one of the most important skill set Soldier has to offer.
Learning it is essential to play the class effectively.

The absolute simplest form of rocket jump can be done from the ground.
Small steps to reach greatness.

Step one: Moving straight.
This gives you a standard momentum.

Step two: Look down.
You can't rocket jump off air. Bit more advanced technique: flick to your back, bit to your side and bit to your back. In general you want to flick to your right.

Step three: press CTRL, SPACE and MOUSE1 (left click) at the exact same time.
CTRL and SPACE boosts your height tremendously and it's something you shouldn't skip. You can hold CTRL to make your hitbox smaller (will be useful at harder jumps).

Step four: look up and strafe if needed.
If you flicked back in step two, look back. Never hold W or S while mid-air (unless you want to slow down).



Sometimes you want to go more horizontally than vertically.
This can be solved by jumping off a wall.



The two main differences from rocket jumping off the ground is that you have to rocket jump from a wall and you have to press different keys as well.
You can't skip flicking this time, so that's something you need to practice if you don't know how to do that. The best way to start off the jump is by being next to it. Once that's done, flick behind (and next to you) you and shoot the wall (as shown on the gif).

If you go up by way too much, you aren't shooting the wall.
If you don't go far enough, you are aiming too far behind you.

You can use a strafe button the moment you jump to increase the length of your jump more.
A for left wall, D for right wall.

Once you are mid-air, you should press the opposite strafe key (of the wall) to go straight.
If you want to go more to the other side, you should use the strafe key accordingly and then curve back a bit to reach maximum length.

Rocket jumping takes 40-60 health on average, 10-20 if Gunboats is used.
None if you use the Rocket Jumper! Well, except fall damage. You can nullify that by pre-firing a rocket before you land (that hits you as well.)

Water boosts the rocket jump's height by a lot.
This is especially useful on maps like Freight.



Practice makes everything perfect. Don't be afraid to ask for help.
Asking for help is a sign of strength. It's not a weakness.

You can practice rocket jumping by hopping on a community server that runs jump maps.
Go to the community servers tab and type "jump_" in the map filter. You should only see jump maps now. Connect to them and try yourself out!

Practice map available!
You can download maps from here[cdn.jumpacademy.tf] for offline practice.
#SOLDIER - C-TAP Rocket jump
C-tap rocket jump uses the recovery state of uncrouching to elevate to greater heights.

Difficulty: 4
Performability: 2
Usefulness: 4
Rarity: 5





C-tap is not Soldier exclusive, but it is mostly used by Soldiers.
Pyros and Demomen can use C-tap as well for example.

Hold crouch for a tiny bit (don't go completely into crouching state) and release it a bit later. While you are going up, press M1 and SPACE at the same time.
Later you can hold CTRL again, but don't press it at the initial jump. Don't jump the moment you release. If you can't get the timing right, just crouch-uncrouch-jump repeatedly until you get used to the movement. The rocket should be in-between the standing and crouching state.

If you are using the stock rocket launcher, strafe to your right.
This way the rocket will land directly under you. Useful if using the Original is not an option.

The maximum height is 691 Hammer Units.
You can find the jump on the old jump_academy map.

Would you rather watch a video on this?
Watch pcakes' tutorial here.

Practice map available!
Download jump_academy here[gamebanana.com].

Examples available!
Example 1
#SOLDIER - Wallclimb
Wallclimbing is when the Soldier shoots rockets under his feet against a wall to climb it.

Difficulty: 3
Performability: 5
Usefulness: 4
Rarity: 3



Start off with a standard rocket jump towards a wall.
Make sure you are looking at it at a 90 degree angle. Hold CTRL and SPACE while jumping.

The most important part is to hold W while doing wallclimb.
Otherwise the rockets will knock you away from the wall.

Aiming your rockets are the key to success. Aim a bit below your feet.
Aiming too low won't make you jump very far and you will eventually start falling.
Aiming to high will eventually knock you against the wall.

Press A (left viewmodel) / D (right viewmodel) occasionally to go straight up.
If you skip this step, you won't go perfectly straight. If you are using the Original, your rockets come from the middle, that means you don't have to do this.

Would you rather watch a video?
Watch Afterglow's tutorial here.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]
#SOLDIER - Wallshot
Wallshot is a type of jump where the player jumps off a mid-air wall horizontally.

Difficulty: 4
Performability: 4
Usefulness: 3
Rarity: 3





Step one: do a standard rocket jump towards the wall.
It can be off a wall or off the ground.

Step two: Shoot sort of behind and next to you.
The closer you are to the wall, the better. (press the strafe key that represents the wall): After that, you can strafe wherever you want.

If you want, you can "bounce" between two walls as well.
Try not to mess up the strafe keys!



If you want to chain wallshots, aim lower than the usual and keep yourself to the wall.
When you shoot, press the key according to the wall, then strafe out and back and repeat. Chaining them gives a large speed and height boost. It is easy to mess up, so don't forget to practice!



Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]
#SOLDIER - Wall sync jump
A wall sync utilizes two rockets to jump off a wall.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 6



The first type consists of jumping away from the wall, shooting a rocket near the area of teleportation and synchronizing a second rocket with it.
This is the easier type. It's the first one on the gif.

The second type includes pre-firing a rocket to the wall you are travelling towards to and synchronizing the second rocket with that.
This is the harder type. You will need some speed to do this jump, which can be from a speedshot or jurf, doesn't really matter. Don't forget to calculate falling as well, you can easily overestimate the spot of the wall where you might land.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]
#SOLDIER - Roofshot
As the name suggests, a roofshot is when a Soldier rocket jumps off a ceiling.

Difficulty: 3
Performability: 5
Usefulness: 7
Rarity: 5



There are very few places where a roofshot could be useful.
It's better used as a "last resort" jump as shown on the gif for example.
#SOLDIER - Pogo
Pogo is an advantageous type of jump that includes the Soldier connecting multiple off-ground rocket jumps.

Difficulty: 4
Performability: 3
Usefulness: 3
Rarity: 4





Never press W.
This is the main rule of pogo. Use A and D, even when you want to go forward. Also if you don't have speed (this mainly applies to jump maps), hold M1 until you gain some.

Step one: jump off something.
Usually it's best to jump off a wall, but you could also jump off a ledge and start the pogo from the ground (the start will be a bit slower though).

Step two: look straight down and shoot when you are low on the ground.
Shooting too low might result in a speedshot, which is unideal at some jumps. You can keep chaining the pogos, just remember not to go too fast if you don't know how to do the speedy variant of pogo. Whenever you shoot, you should flick up, so you gain a bit more speed (plus you will be able to see where you're going.)

Most pogo jumps include ramps.
If you did your jumps correctly, you should be able to slide on them. Don't forget to hold CTRL and SPACE! Press A / D if needed.

Most competitive rollouts require this.
So if you want to get into competitive as Soldier, there's no escape from this.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]

Examples available!
Example 1 - Example 2
#SOLDIER - Speedpogo
Speedpogo is pogoing with a lot of speed.

Difficulty: 5
Performability: 3
Usefulness: 3
Rarity: 5



The faster you shoot, the more forward you need to aim.
Not miles away, just tiny steps.

Move your cursor up to gain more speed.
This is already mentioned in regular pogo, but it's even more important here.

Examples available!
Example 1 - Example 2 - Example 3
#SOLDIER - Upwards wallpogo
Upwards Wallpogo is essentially a wallclimb without the base speed of a standard rocket jump.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 5



Just like at wallclimb, keep holding W and the usual keys.
The only exception here is that you don't have a base speed, therefore you won't jump extremely high per rocket.

Consistency is key.
Going a bit sideways can completely destroy your balance. Try to shoot at the same place (like at wallclimb) and try to go as evenly up as possible.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]
#SOLDIER - Sideways wallpogo
Sideways wallpogo means that you are climbing a wall sideways without any speed that would come from a standard rocket jump.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 6



Sideways wallpogo can be seen as wallshots without speed.
You need to hold W towards the wall so you won't fly away without control and you also need to press A / D occasionally (depends on where you are going, which viewmodel you are using).

This is one of the harder types of pogos, it will take a lot of time to get the hang of it.
Tune in some chill lofi music while you are at it. Hearing Soldier screaming all the time might not be the best thing to listen to.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]
#SOLDIER - Drop pogo
Drop pogo is basically slowly crawling down a wall.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 6



Go to a corner, jump down and start shooting below you while alternating between the walls.
One mistake will cost you the entire jump. Don't aim to the side, only down.

It is possible to do it on one wall, but it's way more inconsistent.
Do it in a corner instead.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]
#SOLDIER - Sync jump
A Sync jump is a powerful jump that is done by getting massive heights, shooting a rocket early and synchronizing the second shot with it.

Difficulty: 5
Performability: 5
Usefulness: 6
Rarity: 5





Step 1: Get great height.
No height means that the rocket will catch up faster than you will be able to shoot your second rocket.

Step 2: Shoot the rocket early to the place you will shoot the second rocket from.
Try to land as closely to the rocket's destination as possible.

Step 3: Time the second rocket.
This is by far the hardest part. You need to remember the speed of the rocket, the distance you just traveled and you need to shoot the second rocket correctly as well. Some people like to look back at their rocket and while it's useful at first, one rocket syncs can be remembered quite easily. Looking back is more useful at other types of syncs (except Wall sync).

Even at full health, this will likely get you killed if you don't use the Gunboats.
Use the Rocket Jumper or the Gunboats to neglect the damage of the 2 rockets. You still have to deal with the fall damage though.

Some jump maps have a command called "!syncr" that can help with timing your rocket.
It will show the area of the impact, plus the amount of time you have left until the rocket reaches the ground. Feel free to use it, but remember: it can't help you in a real match.

Every sync jump can be done via teleport systems.
There aren't many to be found on official maps though.

Would you rather watch a video?
Watch this tutorial here.

Practice map available!
Download jump_sync from here.[jumpacademy.tf] (This is the most sync-orientated map, there are others as well, such as the academy maps.)

Examples available!
Example 1 - Example 2 - Example 3
#SOLDIER - Triple sync
A triple sync is performed by shooting two rockets in a way that they will hit the ground at the same time and then doing a standard rocket jump while successfully synchronizing it with the other two rockets.

Difficulty: 5
Performability: 8
Usefulness: 8
Rarity: 5



Rocket jump, shoot a rocket before your velocity would be faster than the rocket, catch up to the rocket and shoot another one. After all of this, wait for them to come down.
It will take a lot of time to master this, let alone the rest of the syncs. Try looking at replays, ask for help, return to it if you can't do it first try.

From triple syncs and onward, you should look up to better synchronize your shots.
It will be hard to perform a quint sync simply by counting in your head.

Practice map available!
Download jump_sync from here.[jumpacademy.tf] (This is the most sync-orientated map, there are others as well, such as the academy maps.)

Examples available!
Example 1 - Example 2
#SOLDIER - Quint sync
A quint sync is essentially a triple sync, where the first two rockets were doubled via the usage of ledges.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 6



Pre-fire two rockets as seen at triple sync, get on the ledge, and do the same.
At the end, shoot another rocket just when the 4 rockets come down and fly across the horizon.

You can theoretically stack up syncs to infinity using ledges.
Well, theoretically means up to the limits of Hammer. Still, I won't list septenvigintuple syncs.

Practice map available!
Download jump_sync from here.[jumpacademy.tf] (This is the most sync-orientated map, there are others as well, such as the academy maps.)

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5
#SOLDIER - Jurfing
Jurfing is the combination of rocket jumping and slope surfing.

Difficulty: 3
Performability: 5
Usefulness: 7
Rarity: 4

The gif doesn't represent the surfing part well enough. Sorry, but I had to limit the filesize.

If you don't know how to slope surf, visit the appropriate section.
It's around the bottom of the guide.

Simply shoot under or behind you to gain speed on the slope.
Never shoot directly next to you.

While it may seem useless in real games, there are a couple places where this jump is doable.
They aren't very useful though. These jumps are mainly possible due to clipping.

Practice map available!
Download jump_jurf here.
#SOLDIER - Speedshot
Speedshot provides an immense amount of speed boost due to the combination of already existent velocity and a rocket jump that's very close to the ground.

Difficulty: 5
Performability: 3
Usefulness: 3
Rarity: 5



Get speed first.
No speed, no speedshot. Don't jump too low.

Just like when doing pogo, get close to the ground and do a rocket jump on it.
The difference this time is that you get really close to it. So close that the rocket gives way more knockback than a standard pogo should. The rocket jump must be done 90 degrees under you, therefore you should press W all the time.

Practice map available!
Download jump_academy2_rc7 here.[jumpacademy.tf]

Examples available!
Example 1 - Example 2 - Example 3 - Example 4
#SOLDIER - Edgeshot
An edgeshot combines an edgebug and a speedshot.

Difficulty: 8
Performability: 7
Usefulness: 7
Rarity: 7

I'm not good enough to perform one.

Get great speed and perform a speedshot at the very edge of the brush.
This should give you a great amount of speed if done correctly.
#SOLDIER - Bounce
Bouncing includes the Soldier pre-firing a rocket that will hit the ground when the player would land on it, resulting in bouncing off the ground.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 6



The timing is not pixel-perfect, but it's very strict.
If the server has a bot, you should check out the replay if you can't figure out when to shoot.

You usually need to shoot the rocket 1 (or a fraction of it) second prior to landing.
This is the time when you and your rocket's velocity match.

There are many variations of it.
Jump maps usually include a hint on what the player should do.

Practice map available!
Download jump_bounce from here[jumpacademy.tf] or jump_academy_rc7 from here.[jumpacademy.tf]

Examples available!
Example 1
#SOLDIER - Powerbounce
Powerbounce combines bouncehopping and rocket jumping.

Difficulty: 7
Performability: 8
Usefulness: 8
Rarity: 6



Perform a bouncehop and rocket jump immediately after.
If bouncehops weren't inconsistent enough...

Practice map available!
Download jump_bouncehop here.[jump.tf]

Examples available!
Example 1
#SOLDIER - Overload jump
An overload jump means that the Soldier keeps loading his Beggar's Bazooka to receive knockback from the self-explosions that occur when more rockets are being loaded after there are 3 rockets in the clip already.

Difficulty: 4
Performability: 3
Usefulness: 4
Rarity: 5



Load 3 rockets and look back everytime another rocket would load.
The rocket explodes in front off you (more specifically at the position of your weapon).

Everytime you overload, you lose a rocket.
You can only chain 3 of these jumps at a time.

Would you rather watch a video on this jump?
Watch Nate Fox's video here.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5
#SOLDIER - Beggar's Bazooka walljump
The Bazooka walljump requires the player to shoot a rocket on the ground and rapidly flick to a wall where the user can gain immense height from.

Difficulty: 4
Performability: 3
Usefulness: 4
Rarity: 6



Load 2 rockets, perform a standard rocket jump and quickly shoot the wall.
Try to shoot the rocket under you if you want to gain more height than horizontal speed.

Would you rather watch a video on this jump?
Watch Nate Fox's video here.
#SOLDIER - Beggar's Bazooka pogo
The Beggar's Bazooka pogo is the opposite of a walljump: the Soldier starts off a wall and later releases the other rockets towards the ground, gaining great horizontal speed.

Difficulty: 5
Performability: 3
Usefulness: 4
Rarity: 6



You should do this on a ramp as there is not much point in doing it anywhere else.
Well, there is, you just won't gain a lot of speed on a flat surface.

You can start off with an overload jump or with a walljump as well.
Overload jump is more reliable.

Try to stay as low as possible, because you can't control your second rocket.
You will understand this once you try it.

Would you rather watch a video on this jump?
Watch Nate Fox's video here.
#SOLDIER - Beggar's Bazooka sync jump
The Beggar's Bazooka sync jump includes reloading two rockets while mid-air that are later released at the same time.

Difficulty: 5
Performability: 5
Usefulness: 5
Rarity: 6





Do a standard rocket jump and start reloading two rockets.
There is no point in reloading more rockets.

Release the two rockets ~0.7 seconds before you would hit the ground.
Depends on your velocity, but it should be the same if you start every jump the same way.

Would you rather watch a video on this jump?
Watch Nate Fox's video here.
#SOLDIER - Air Strike jump
The Air Strike can provide a massive speed boost due to it's fast firing speed while mid-air.

Difficulty: 4
Performability: 3
Usefulness: 3
Rarity: 5



Rocket jump towards a ramp and shoot multiple rockets in a short amount of time.
Under your feet, of course. Without previous knowledge of pogo, this jump will be near impossible to execute. Practice that before trying this.

Remember, you are using 3-4 rockets to rocket jump!
Use the Gunboats to make sure you won't kill yourself.

Examples available!
Example 1 - Example 2 - Example 3
#PYRO - Thermal Thruster jump
The Thermal Thruster jump can be performed by the Pyro's one and only jetpack made for the sole purpose of stomping on people and getting around the map.

Difficulty: 1
Performability: 1
Usefulness: 3
Rarity: 3



The angle you are aiming at highly affects the length of your jump.
The simplest most effective way of using the jetpack is to aim at a 45-75 degree angle upwards.

Try to switch to another weapon as soon as you can, because the weapon has a large holster speed and switching on the ground will cause some trouble to you.
If you are nearby enemies, of course.

The beginning of the jump can extinguish nearby teammates.
If you only want to do that, look down so you won't fly away.

Landing on people deals 3 times your fall damage (+10) if you are in the falling state.
If you hear a falling sound, you are good to go. Average damage: 70-120

Upon landing, nearby players will be knocked away.
You can knock people off cliffs!

The player receives 30% extra knockback while the jump is being performed.
This is an unlisted stat and it can be both beneficial and not.

If you want to learn high-level mechanics, there is a guide for it.
You can watch KanonArtulii's video here.
#PYRO - Detonator jump
A Detonator jump can be done by shooting under yourself to elevate to great heights.

Difficulty: 4
Performability: 2
Usefulness: 3
Rarity: 4





Ground-shot
Maximum achievable height: 246 HU, 254 HU with c-tap
This method is the simplest: it only requires you to shoot at your feet (CTRL + SPACE + MOUSE1).
It takes away 23-44 health, depending on how close you were to the projectile.
Just like rocket jump, you can do a c-tap as well. The distance isn't as negligible this time, but it's still considerably small.

Self-detonation
Maximum achievable height: 271 HU
This requires you to shoot the projectile right behind/below you and detonate (MOUSE2) it immediately after (CTRL + SPACE + MOUSE1 + MOUSE2).
This sends you further than the first method, but it's easier to mess up too.
You can't do a c-tap using this method.

You can use this jump to reach other enemies.
Using self-detonation, you can catch up to Scouts.

Practice map available!
Download jump_pyrokinesis from here.[tf2maps.net]

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5 - Example 6 - Example 7
#PYRO - Sync Detonator jump
A synchronized Detonator jump can be completed by firing a Detonator flare up in the sky, waiting for it to come down and self-detonating off the ground at the perfect moment.

Difficulty: 5
Performability: 8
Usefulness: 8
Rarity: 7



It cannot be performed in official matches as the skyboxes aren't 8000 HU tall.
For context, most skyboxes are 1000-3000 HU tall.

A perfect timing gives a boost of 500 Hammer units.
That's about the same height as a Rocket jump.

If you are curious, it takes about 15 seconds for the projectile to come down.
In case you want to try it out... for whatever reason.

Examples available!
Example 1
#PYRO - Scorch Shot jump
A Scorch Shot jump is a straight-forward jump that can be done by shooting a Scorch Shot flare on the ground.

Difficulty: 3
Performability: 3
Usefulness: 4
Rarity: 4



Simply shoot at your feet and fly away!
Don't forget the standard rocket jump keys (and moving if necessary).

Maximum achievable height: 170 HU
The jump can be done by doing the exact same as you would do in a normal rocket jump (or a Detonator jump), but the jump will be tinier (CTRL + SPACE + MOUSE1).
You can do a c-tap, but the height difference it gives is almost negligible.

You need to look at your surrounding.
Some jumps may seem impossible with the Scorch shot, but using some props can help you reach your destination.

Would you watch a video on the subject?
Watch VAVLIE's tutorial with examples here.

Practice map available!
You can try jump_pyrona here.
#PYRO - Sync Scorch Shot jump
A sync Scorch shot jump is done by hitting someone in the air, waiting for the projectile to fall down and sync up the second shot.

Difficulty: 6
Performability: 5
Usefulness: 7
Rarity: 7



As expected, it will be twice as strong than a regular Scorch Shot jump.
Better than a standard Scorch Shot jump! For reference, you can jump as high as the containers on Process (from the control point!).

Alternative method via large skybox.
Get a map with a large skybox (none of the official maps have this) that's atleast 6000-8000 HU high, shoot up a scorch shot projectile exactly 90 degree up. Wait about 10 seconds and sync up the shot. This is extremely impractical. For more details, visit sync detonator jump, which is done in the same style and manner.

Examples available!
Example 1
#PYRO - Triple Scorch Shot sync
A triple Scorch Shot sync is performed by pre-firing a flare into the sky, performing a Sync Scorch Shot jump at the perfect moment and shooting a third one onto the ground, successfully synchronizing all three of them.

Difficulty: 7
Performability: 8
Usefulness: 8
Rarity: 8

A gif version of this would be way too low quality if it was fit into 2 mb. 500x auto and 10 fps, no thanks.

It cannot be performed in official matches as the skyboxes aren't 8000 HU tall.
For context, most skyboxes are 1000-3000 HU tall.

As expected, it gives 3 times the strength of a standard Scorch Shot sync.
In case of a perfect timing (doable with TAS), it can launch you even further, but there's absolutely no reason why you should replicate it as this jump is probably the most useless one on this list along with the quint sync, which can be done as Soldier.
#PYRO - Flare jump
A Flare jump is an insanely inconsistent type of jump that can be performed with the Flare Gun or the Manmelter.

Difficulty: 7
Performability: 5
Usefulness: 4
Rarity: 6





Using the Flare gun, you can spawn the projectile inside the wall, which if you are close enough: will blow up.
It can only damage you, the shooter. If you kill yourself with this method, it will show the Detonator's kill icon.

It's only possible to do the jump on solid brushes or displacements which are parallel with the X and Y axis.
You can't pull it off on objects, enemies and any solid surface areas that are rotated. Some brushes have invisible walls in front off them for mostly decorative/gameplay enhancing purposes: you can't jump from those walls either.

If you found the correct wall, you need to line up in a certain direction with the wall.
This area is around the Pyro's pelvis and a bit above and below (if next to the wall).
Line up and press your crouch, jump and fire button at the same time.

Would you rather watch a video?
Watch sketchek's tutorial here.

Examples available!
Example 1
#PYRO - Reflect rocket jump
A reflect rocket jump is a difficult type of jump that can be done by reflecting a rocket to a spot where the Pyro can rocket jump from.

Difficulty: 5
Performability: 4
Usefulness: 5
Rarity: 5





An average rocket jump costs you 70-110 health, plus the fall damage.
Make sure you have at least 140 health.

In order to rocket jump, you need to do the same as you were a Soldier, but this time you use someone else's rocket.
You need to understand how to do a normal rocket jump as a Soldier first.
CTRL + SPACE + MOUSE1 + A/D.

As a Pyro, the only thing that changes is the fire button.
CTRL + SPACE + MOUSE2 + A/D.

You can achieve maximum height by going in front off the rocket and then quickly flicking to the position of the rocket and press the keys mentioned above.
If you don't flick, you won't be able to control yourself as much.

This type of rocket jump is way more powerful than a regular rocket jump.
It sends you approximately 2-2.5 times further.

This could be used to pick important targets, such as Medics and Snipers.
Medics wouldn't expect a flying Pyro coming towards them, so try to kill them quickly.
You can deal high burst damage with the Flare Gun in just a second, leaving the medic with around 40-50 health. After that, you can just use the Flame Thrower against him.

Practice map available!
You can try jump_pyrona here.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5
#PYRO - Sync reflect rocket jump
A sync reflect rocket jump can be done by reflecting two rockets simultaneously to perform a boosted reflect rocket jump.

Difficulty: 5
Performability: 7
Usefulness: 6
Rarity: 7



You need a bit of overheal to survive everything.
Or if you are lucky, you may survive with a bit of health.

This is an extremely rare jump, solely because of the Soldier's timings have to match.
In my experience, it takes approximetely ~200 hours in Pyro for the jump to occur once.

Since the knockback force is insane, get ready to jump across the sky.
If the skybox is too low, you won't get very far though.
#PYRO - Triple sync reflect rocket jump
The triple sync reflect rocket jump is an insanely rare type of jump, where three Soldiers need to sync up their rockets so the Pyro can pull off an extremely powerful jump.

Difficulty: 6
Performability: 7
Usefulness: 7
Rarity: 7

The gif was reused from my Pyro guide to avoid the hassle of making an entirely new dedicated server.

The jump is only possible if the player is completely overhealed and one rocket isn't reflected.
Three reflected rockets are lethal, two reflected and one that is only being surfed isn't.

This jump is more powerful than a sticky jump with 2 stickies.
That's a lot of knockback.
#PYRO - Reflect grenade jump
A reflect grenade jump is performed when a Pyro reflects a Grenade and uses it's knockback to fly across the map.

Difficulty: 5
Performability: 4
Usefulness: 5
Rarity: 5





An average Grenade Jump costs you 100-140 health, plus the fall damage.
Make sure you have maximum health.

In order to Grenade Jump, you need to do the same as you were a Demoman but this time you use someone else's grenade.
You need to understand how to do a normal grenade jump as a Demoman first.
CTRL + SPACE + A/D.

The hardest part in grenade jumping is the timing.
First, you need to determine whether the grenade is safe to reflect. It may explode right in your face, which is unfortunate. The fuse time of the grenade is 2.3 seconds (1.4 seconds for the Iron Bomber), so if it's coming from far, you may not be able to surf it. Unlike rocket jumping, it doesn't require you to flick all the time (it depends on the remaining fuse time). After the reflect, the grenade will start to roll. It depends on the Demoman's choice of weapon, whether you need to predict the grenade's movement or not.

This type of grenade jump is way more powerful than a regular grenade jump.
It sends you approximately 2-3.5 times further.

Practice map available!
You can try jump_pyrona here.
#PYRO - Sync reflect grenade jump
A sync reflect grenade jump can be done by reflecting two grenades simultaneously to perform a highly boosted reflect grenade jump.

Difficulty: 6
Performability: 7
Usefulness: 6
Rarity: 7



You will need overheal to survive this jump.
Grenades already deal ~120 damage to you when used for a jump, using two without overheal is just calling for death.

This jump is even rarer than the sync reflect rocket jump, since it requires two Demoman to use their grenade launchers (they have to match as well) at the same time.
If this doesn't happen, the grenades will detonate in different times, making the jump impossible.

Unfortunately, without Übercharge, you can't do a triple reflect grenade jump.
Even if I did include it, you would hit the skybox instantly anyway.
#PYRO - Reflect cannonball jump
A cannonball jump can be done by surfing a reflected Loose Cannon projectile.

Difficulty: 5
Performability: 4
Usefulness: 6
Rarity: 5





An average cannonball jump costs you 80-120 health, plus the fall damage.
Make sure you have at least 150 health.

In order to rocket jump, you need to do the same as you were a Demoman, but this time you use someone else's cannonball.
You need to understand how to do a normal cannonball jump as a Demoman first.

The cannonball jumps requires extreme knowledge of the Loose Cannon or the jump's execution will be based on luck
The standard fuse time is 1 second, but it can be changed by the Demoman. If you want to do this jump, you may only do it if the Demoman isn't a direct threat to you. If he sees you, he may shorten the fuse time and the projectile will do increased damage to you when you reflect it.

This type of cannonball jump is way more powerful than a regular cannonball jump.
It can send you approximately 2 times further.
#PYRO - Sync reflect cannonball jump
A sync reflect cannonball jump can be done by reflecting two cannonballs simultaneously to perform a insanely powerful reflect cannonball jump.

Difficulty: 5
Performability: 7
Usefulness: 6
Rarity: 7



You need a bit of overheal to survive.
Prepare for trouble, fly about double.

This jump is probably the rarest out of every reflect sync jumps.
Simply because there aren't a lot of people using the Loose Cannon.
#PYRO - Reflect Short Circuit jump
A reflect Short Circuit jump can be done by reflecting an energy orb towards an enemy player, which makes the Pyro jump upwards if he's close enough.

Difficulty: 6
Performability: 7
Usefulness: 7
Rarity: 7



Reflect between the ground and the enemy player's foot.
The jump should be a bit bigger than a Detonator jump.

If the standard jump wouldn't be inconsistent already, this is even worse.
It's already extremely rare for the jump to occur, let alone perform it well enough to get even a slight advantage from it. You never know though.
#PYRO - Reflect Detonator jump
A reflect Detonator jump is performed when a Detonator's projectile is reflected behind the player and the enemy explodes it. If done at the right time, it will lead to a massive speed boost.

Difficulty: 5
Performability: 4
Usefulness: 4
Rarity: 7



The enemy needs to detonate it.
You will look dumb if he doesn't.

Pixel-perfect detonation gives the target so much velocity that it exceeds the power of a stickyjump with two stickies.
Make sure you won't fly into a map hazard!

Examples available!
Example 1
#PYRO - Airblast jump
The airblast jump is the hardest, most inconsistent type of jump available for Pyro.

Difficulty: 7
Performability: 7
Usefulness: 7
Rarity: 7





Not to be confused with reflect jumps.
This jump doesn't require any projectiles.

You need an enemy for this jump.
You need to jump off something and land on a player. The moment you land, you need to airblast 90 degrees down on the enemy (similarly to a speedshot) using the standard rocket jump keys (CTRL + SPACE). If it's done correctly, you should gain momentum towards your desired destination.



Your previous velocity matters a lot.
Simply jumping gives quite a bit of velocity, Scorch Shot gives more and Detonator gives the most out of the reliable sources. Remember, horizontal speed matters the most.





You can jump perfectly vertically as well.
There's not much reason to do so, but it's good to know.



The jump can be further boosted via other sources of knockback.
An airblast from an enemy or an additional Detonator detonation can do the trick.



Here comes the sad part. Most enemies are moving somewhere.
This jump is inconsistent already on stand-still enemies, let alone on moving ones. It is undoubtedly way more difficult to do it on moving targets, even with practice. It is possible though.

My slaves friends couldn't pull it off, not atleast the way I wanted to. This gif is the result of 20 minutes of pain and Engineer bullying.

You can chain airblast jumps indefinitely, as long as your sanity is above average.
And you don't run out of ammo.

The gif was reused from my Pyro guide because I don't want to lose my mind retrying these jumps.

Examples available!
Example 1 - Example 2
#DEMOMAN - Grenade jump
The grenade jump is a quite powerful jump that's performed by shooting a grenade on the ground, waiting for it's fuse time and surfing it.

Difficulty: 3
Performability: 3
Usefulness: 4
Rarity: 4



The jump is easier to do with the Iron Bomber.
The pills don't roll around and therefore you don't need to predict it's movement.

If you are using the standard Grenade Launcher, shoot the pill 90 degrees down on the ground.
The pill won't roll around as much.

The standard detonation time is 2.3 seconds.
Wait that much and jump off the ground using the standard keys. The Iron Bomber's fuse time is 1.4 seconds, bit less than the Grenade Launcher's.
#DEMOMAN - Grenade pogo
Grenade pogo is an unnecessary type of jump that includes making a pogo with pre-fired grenades.

Difficulty: 5
Performability: 3
Usefulness: 6
Rarity: 6



Like when doing sticky pogo, shoot one grenade on the ground and another one in the air while timing and "placing" them correctly.
You can't shoot it too far away as you won't reach it in time. If done correctly, the second grenade should boost your speed further more.
#DEMOMAN - Sticky jump
Sticky jumping is a common method used by Demomen to traverse the sky by detonating the stickies under themself to gain great speed and height.

Difficulty: 2
Performability: 2
Usefulness: 2
Rarity: 2





Set up your stickybomb, walk into it and press CTRL & SPACE at the same time.
After doing so, you can use your strafe keys to move left and right. This will give you some extra air-time, which you wouldn't be able to get if you used only W. Remember to keep crouching!

An average stickyjump takes away 50-80 health.
Try not to use it excessively.

Would you rather watch a video?
Watch Nate Fox's tutorial here.

Practice map available!
Download Demoman jump maps from here.[cdn.jumpacademy.tf]

Examples available!
Example 1 - Example 2 - Example 3
#DEMOMAN - Double sticky jump
Double sticky jump is essentially the same as sticky jumping with the only exception that you use two stickybombs instead of just one.

Difficulty: 2
Performability: 3
Usefulness: 3
Rarity: 2



Try not to kill yourself.
It takes away approximately 110-140 health, not including fall damage.

Practice map available!
Download Demoman jump maps from here.[cdn.jumpacademy.tf]

Examples available!
Example 1 - Example 2
#DEMOMAN - Sticky wallclimb
Sticky wallclimb is essentially vertically moving upwards a wall using stickybombs.

Difficulty: 5
Performability: 8
Usefulness: 8
Rarity: 5





The first method is way easier.
One sticky on the ground, shoot one up, jump off the first one, jump off the second one. If you want to chain these, you need to start charging them sooner or later.

The second method is more useful at longer wallclimbs.
Jump towards a wall with one sticky and start shooting stickies below you, generally before you would detonate the other ones.

Would you rather watch a video?
Watch Nate Fox's tutorial here.
#DEMOMAN - Sticky pogo
Sticky pogo is basically connecting stickyjumps on the ground.

Difficulty: 5
Performability: 4
Usefulness: 3
Rarity: 5





Shoot the sticky ahead of you and try to not jump too far away from it.
You should aim around ~60 degrees vertically.

If you want to chain, you will need to eventually charge your shots.
This is because you'll gain so much speed that you will fly away from your stickies, no matter what.

Examples available!
Example 1
#DEMOMAN - Sticky airpogo
Sticky airpogo is a difficult type of jump that includes jumping off mid-air stickybombs.

Difficulty: 6
Performability: 4
Usefulness: 3
Rarity: 5



The jump requires the player to know the movement of stickybombs.
If you haven't played much Demoman, then this will be hard to pull off.

Shoot one on the ground, shoot one ahead and keep chaining your shots.
There is no easy way of explaining this. Start the jump a bit late than usual. When you are at the top of your jump, shoot (generally a bit upwards) and detonate when you are falling.

There are many ways on how to start an airpogo.
You can view some of them here.

You can infinitely chain airpogo.
Well, not in a real match, but on jump maps, you can.

Would you rather watch a video?
Watch Nate Fox's tutorial here.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4
#DEMOMAN - Sticky sync
Sticky sync is usually performed from air-pogo, which is then followed by shooting 2 stickies that will be detonated at the same time.

Difficulty: 6
Performability: 3
Usefulness: 3
Rarity: 6

The gif doesn't show the raw power received from the stickies well enough.

Don't jump too far away from your first sticky.
By first sticky, I mean the one on the ground.

After jumping, try to aim one higher and one a bit lower.
This should connect the two stickies together. After this, just detonate. If you detonate too early, only one will set off.

You can sync more than 2 stickies at once.
The most I've seen was 4, shown in Example 1.

Examples available!
Example 1 - Example 2
#DEMOMAN - Sticky / Grenade pogo
The combined stylish type of jump consists of launching off a stickybomb and then using a mid-air grenade's knockback for an even further boost.

Difficulty: 5
Performability: 4
Usefulness: 4
Rarity: 8

The gif had to be cut short so that it fits the file size limit. You can see the stickybomb at the beginning.

The jump is more stylish than useful.
But I guess you could argue that half of the guide's jumps are like this.

Aim high and make sure it travels horizontally as well.
There is no easy way of learning this other than trial and error. Try grenade pogo first if you can't learn this, it's easier and more consistent.
#DEMOMAN - Cannon jump
The Loose Cannon jump is done by exploding the cannonball right next to you, earning you a lot of knockback.

Difficulty: 4
Performability: 3
Usefulness: 3
Rarity: 4



Hold left click, turn back and don't release.
This will knock you in the opposite direction. You can release as well (near the end), but the explosion's knockback force won't be as powerful.

Alternatively, shoot the cannonball somewhere and just surf it.
It won't give you as much power. However, you can use this method to escape after the cannonball bounces off an enemy.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4
#DEMOMAN - Double cannon jump
A double cannonball jump means that the player executes another cannonball jump mid-air after performing one on the ground.

Difficulty: 4
Performability: 3
Usefulness: 5
Rarity: 5



Remember to have max health!
Demoman has no Gunboats, so keep track of your health.

Look back to perform the jump mid-air, similarly to overload jump.
The cannonball explodes in front off you, that's why.
#DEMOMAN - Caber jump
The Caber jump is a non-repeatable (per life, unless resupply cabinet was used) jump that can be done with the Ullapool Caber. It is performed on walls, rarely on other people.

Difficulty: 2
Performability: 4
Usefulness: 4
Rarity: 4

For some reason, this gif is missing? Sigh. It used to be here. I mean... the jump itself shouldn't be too hard to imagine, right? Hopefully. ~ MOATRIX

Simply aim at a wall, gently touch it and you'll be sent upwards.
You can also touch a ceiling to be sent downwards. You'll receive some fall damage though.

The jump can be combined with the Sticky jump or with trimping to boost the speed even more.
Best used when sliding on ramps.

It causes costs 52-56 health to do one.
You'll decide whether it's worth it.

You can perform the jump on enemies as well.
Maybe on a stand-still Sniper. Maybe.
#DEMOMAN - Trimping
Trimping is a method of flying that is executed by charging up on ramps to accelerate rapidly using any shield from Demoman's arsenal.

Difficulty: 4
Performability: 4
Usefulness: 3
Rarity: 5





The Tide Turner gives way better results when trimping, but that doesn't mean that all the other shields don't work.
They do, simply put: they just aren't that good at it. You can enhance other shields' trimping abilities by using either of the boots.

Setup: You need to be facing the side of the ramp.
You can stand on it if it's wide, but it's not necessary. Don't stand too far, nor too close (if it's narrow). See the gif above and look at the examples as well to understand what I mean by that.

First step: jump while moving.
You can skip this step at a couple jumps (DeGroot Keep for example). Otherwise, it is required to gain standard speed and acceleration.

Second step: Pre-charge strafe and charge.
Only necessary for high speed jumps. You need to strafe in the opposite direction of where the ramp is to gain more speed. After doing so, charge, and then evenly strafe towards the ramp. Don't look straight. You should have completed a 90-180 degree turn. Don't forget, mouse movement is extremely important when you are strafing.
If the ramp is to your left: D, Charge and A.
If the ramp is to your right: A, Charge and then D.
This is oversimplified and there are way more tricks to this than just these. This only shows the basics.

Third step: Mid-air.
Your strafe keys don't matter as much now. Your mouse has all the control. Elaborate and long strafes: more speed. Short strafes result in speed loss. You can land on additional ramps to move extra lengths, but you also won't be able to charge off them. Make sure you land safely!

Non-Tide Turner trimp is way simpler to pull off.
Jump, aim towards a ramp and charge. Turning left and right may help you to gain some extra momentum, but it won't be as extreme as in the case of the Tide Turner. Still, you can trimp with the other shields.



There are spots that can redirect you into other directions, not just straight forward.
Here's an example on Hightower.

You'd rather watch watch a video?
You can watch Nate's video on the subject here.

Practice map available!
Download trimp_hops here and trimp_wavy here.[gamebanana.com]

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5 - Example 6 - Example 7
#HEAVY - Empty
No jumps exist for the Heavy that don't exist for other classes already.
#ENGINEER - Sentry rocket jump
Sentry jump is performed by using the Wrangler to shoot controlled rockets and using them to do a powerful rocket jump.

Difficulty: 3
Performability: 3
Usefulness: 4
Rarity: 3



You need a Wrangler for this jump.
You can shoot rockets by pressing right click.

The rockets come from your sentry.
If you are far from it, prepare yourself to time the jump. If you are directly next to it, you just need to do the standard keys. Walk for horizontal speed, CTRL, SPACE, A/D if needed.

If you are fast enough, you can sentry jump and pick up your sentry at the same time.
You should look at your sentry in case you want to bring your sentry with you. Alternatively, use the Rescue Ranger. Don't forget to keep 100 metal at you.

Would you rather watch a video on sentry jumping?
Watch Nate's video here.

Examples available!
Example 1 - Example 2 -Example 3
#ENGINEER - Sentry bullet jump
Sentry bullet jump means that the Engineer uses the Wrangler to shoot bullets at himself to get knockbacked far away from it's sentry.

Difficulty: 4
Performability: 4
Usefulness: 5
Rarity: 5



This can take way more damage from you than the rocket version.
You control your sentry and you can easily kill yourself if you aren't careful enough.

Simply line up yourself with your sentry, jump and shoot yourself.
It's way easier to make a vertical jump than a horizontal jump. A vertical jump only requires you to be standing on top off it.

A horizontal jump requires more thought.
Usually standing on top of it and aiming at about a 60-75 degree angle should do the trick. There is more to it than just this, but this is the basic theory.

Use a mini-sentry to ease this jump.
It is easier to build, you don't have to worry about picking it up and it deals low damage.

Would you rather watch a video on sentry jumping?
Watch Nate's video here.

Examples available!
Example 1 - Example 2 - Example 3
#ENGINEER - Building step-up
Building step-up means that the Engineer uses his buildings to get to higher grounds otherwise he wouldn't be able to reach.

Difficulty: 1
Performability: 3
Usefulness: 2
Rarity: 3



Teleporters are the cheapest and smallest, dispensers offer a great height for 100 metal and level 3 sentries are the most expensive, but also the tallest.
For some places, even a teleporter will be enough.

Building height
Sentry gun (level 3) - 87 HU
Dispenser - 83 HU
Teleporter - 12 HU (?)

Vertical jump distances (including crouch jump)
Sentry gun (level 3) - 138 HU
Dispenser - 127 HU
Teleporter - 84 HU

Examples available!
Example 1
#ENGINEER - Energy orb jump
The energy orb jump is a jump that can be performed by jumping off the enemy's body using the Short Circuit.

Difficulty: 6
Performability: 6
Usefulness: 7
Rarity: 6



The Short Circuit jump has the power of a weak rocket jump and one can do it in the same way.
The only difference being is that you need to shoot an enemy with an energy orb, while also being close enough to him. The best spot is between his feet and the ground, as that gives you the largest vertical boost. The rest works out the same as a regular rocket jump.

The jump is way harder to perform on moving enemies.
Just like in the case of the airblast jump (except it's much easier than that, but still very difficult), it's harder to perform the jump on a moving enemy.
#MEDIC - Quick-fix jump
Quick-fix allows you to jump along with your healed target, which results in a way further jump as well.

Difficulty: 1
Performability: 4
Usefulness: 4
Rarity: 3



It's like rocket jumping without the need of a rocket under your feet.
All the work is done by your teammate. Don't forget to use strafe keys while mid-air.

You will receive fall damage and you can also be made to jump off cliffs.
You can't control whether you will make the jump or not. It's on your teammate. One can jump towards the cliff, quickly strafe back and leave you fall off the cliff of Upward.

Don't fly too far away.
It's not good to fly into the enemy team's sentry nests.
#SNIPER - Empty
No jumps exist for the Sniper that doesn't exist for other classes already.
#SPY - Empty
No jumps exist for the Spy that doesn't exist for other classes already.
#MISC - Pumpkin jump
A pumpkin jump can be done by using a halloween pumpkin's explosion force to fly.

Difficulty: 3
Performability: 3
Usefulness: 5
Rarity: 3



Only available during Halloween.
Usually between October 1 and November 10.

It will take a lot of health from you.
Approximetely 100-150. Keep distance if you are a light class or get a Medic to heal you. Gunboats reduces the damage as well if you are a Soldier.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5
#MISC. - Bunnyhopping
Bunnyhopping is fooling the game into thinking that you are mid-air, essentially giving yourself free acceleration and therefore faster class speed.

Difficulty: 6
Performability: 2
Usefulness: 3
Rarity: 5



Crouch and jump at the exact same moment you land on the ground and the game will regard you as air-borne. You will still receive fall-damage.
One missed jump and you are out. You need to retry. Simply jumping won't increase your speed, you need to strafe as well.

There is a limit on how fast you can jump.
The limit is 525 Hammer Units, but classes differ, so it's usually 120% of each class's speed.

You can use this to catch up on enemies.
This especially pairs well with the Spy, as he can catch up to enemies he can't backstab otherwise. Powerjack is powerful as well when combined with bunnyhopping.

You can also reach places you otherwise wouldn't be able to reach.
One common example is Dustbowl's third stage stair to Blu spawn jump.

You can bind your mousewheel to jump, making bunnyhopping easier (to some extent).
You won't be able to switch weapons with your mousewheel after doing so. It will also be harder to keep up speed. Enter the following command into console to use this method:
bind mwheelup +jump; bind mwheeldown +jump

The difference is more noticeable on slopes.
This video demonstrates it well. It's not an insanely high difference, but it's definitely faster than bunnyhopping on flat ground.

You can deal critical damage with the Market Gardener after you land by bunnyhopping.
It is hard to do so, especially without a bind, but it is one of the best ways of utilizing this trick.



You can practice bunnyhopping (without speed restriction) on community servers.
Search for "bhop_" and you should see a couple servers running. This gamemode is more common in games like CS:GO, but there should always be some servers in other Source games as well.

Examples available!
Example 1 - Example 2 - Example 3 - Example 4 - Example 5 - Example 6 - Example 7
#MISC. - Bouncehop
Bouncehops are essentially bunnyhops, where the player jumps the exact moment the player would get teleported away, effectively skipping the teleportation.

Difficulty: 6
Performability: 8
Usefulness: 8
Rarity: 6



It is extremely difficult to get consistent at it.
It's pretty useless as well.

This is only possible to do if the teleport brush is max 2 HU high.
Fractions work, more won't.

Practice map available!
Download jump_bouncehop here.[jump.tf]

Examples available!
Example 1 - Example 2 - Example 3 - Example 4
#MISC. - Edgebug
Edgebug is a strange phenomenal that occurs when a player hits the edge of a brush, effectively nullifying the fall damage while still keeping the falling state.

Difficulty: 7
Performability: 7
Usefulness: 3
Rarity: 5

Notice how there aren't any blood particles. We made sure that we receive fall damage otherwise.

"The engine applies the fall damage if the check if the player is on ground succeeds. Such checks are done at the end of movement frames. When you perform an edgebug, you start in mid-air and end in mid-air in one movement frame, while sliding off of an edge happens in-between. The game never knows if you were on the ground or not, never applying the falldamage." - SourceRuns[wiki.sourceruns.org]

Even with practice, this is extremely inconsistent and it cannot be reproduced easily.
It's something everyone will experience, but no one will be able to get a consistent advantage from it.

If you perfectly hit the edge of the brush, you will slide off it.
It's the last couple units that do this, some sources say it's 8, but it could be just 1 or 2.

You keep your falling state.
This means that you can market garden after performing an edgebug.

Practice map available!
Download jump_edgebug from here.[jumpacademy.tf]

Examples available!
Example 1 - Example 2 - Example 3 - Example 4
#MISC. - Blast jump (Magic spell)
The Blast jump is a standard spell that imitates a rocket jump. Use H to use the spell.

Difficulty: 1
Performability: 2
Usefulness: 3
Rarity: 2



Unlike rocket jump, you can cast the spell mid-air.
Useful if you otherwise wouldn't be able to reach your destination.

It also heals you and it deals small amounts of damage to nearby enemies.
If you don't have any other options, you might as well use the spell to heal 25 health. Damage is between 4 and 12 that is dealt in a very small radius.
#MISC. - Power up (Magic spell)
The Power up is a rare spell that makes the player small, have a large head and increased movement, but most importantly it grants the player infinite jumps.

Difficulty: 2
Performability: 1
Usefulness: 2
Rarity: 2



It heals the player 100 health as well.
In case of an emergency.

If you turn back into normal size and you are nearby a wall (or stairs), you will die instantly.
Always calculate that in.

You can enter into mouse holes around the map (Helltower for example) and teleport to the other side of the map while the spell is active.
Most people don't know about this, but it's actually pretty useful.
#MISC. - Hammer jump (Carnival of Carnage)
The Hammer jump can be done of Carnival of Carnage by abusing the hammer's knockback abilities.

Difficulty: 2
Performability: 5
Usefulness: 5
Rarity: 4



Step on the button, go away from it and soon you will be sent up.
There aren't many places you can jump onto, so you might as well try to market garden or something.
#MISC. - Grappling Hook jump
A grappling hook jump is a Mannpower-exclusive jump that can be done by pressing space while using the grappling hook.

Difficulty: 2
Performability: 2
Usefulness: 2
Rarity: 3



Once equipped (via pop-up or via the backpack - action slot), you can press 6 to use it.
Hold to launch it. If you hit a player with it, he will get damaged.
#MISC. - Agility jump
An agility jump is a more powerful jump that can be performed in Mannpower by picking up the Agility powerup.

Difficulty: 1
Performability: 3
Usefulness: 3
Rarity: 3



The jump height is increased by 80%.
You can combine this with rocket jumping or double jumping to gain even more height.
#MISC. - Slope surfing
Slope surfing is an otherwise rare type of traversing the map. It can be done on a couple objects which have clipping that supports surfing.

Difficulty: 5
Performability: 5
Usefulness: 6
Rarity: 5



In general, slope surfing is done outside official servers.
People mostly do this on community servers that run surf maps (some solely for practice, some for combat as well). There are very few official maps where you can efficiently pull this off, one notable example is Granary as seen on the gif.

Press strafe keys against the slope to surf them.
For right ramp, use D. For left ramp, use A.

Your mouse movement matters a lot.
Going down on a slope gives you speed, going up removes a bit, and so on. Turning fast loses speed, smooth turns don't make you slow down as much.

If you want to learn more about slope surfing, visit Kvathe's guide.
You can read it here.

You can practice surfing on maps with the prefix "surf_".
Community servers, map filter and all the awesome community servers are there for you.

Examples available!
Example 1 - Example 2
#MISC. - Sewer surfing
Sewer surfing is essentially slope surfing, with the only exception that it's done in the sewers of 2Fort.

Difficulty: 4
Performability: 5
Usefulness: 4
Rarity: 5



Pulling this off requires some knowledge of slope surfing.
Go to the previous section if you don't know how to do that.

You can jump on the sewer via any jump technique.
Regular jump is by far the worst. Detonator / Rocket jumping should be the most common practice.

If the sewer has water, you can use the Neon Annihilator as a Pyro to get guaranteed critical hits on enemies that are wet.
This makes the jump a bit more useful and practical.

You can also market garden while you are surfing.
You need a small rocket jump and a willing-to-die enemy.

If you did it perfectly, you will be faster than a Scout.
Jumping perfectly is hard, but it's rewarding, since you can always catch up to enemies.

Examples available!
Example 1 - Example 2
#MISC. - Pixelwalk
Pixelwalk is a phenomenal where the player walks on literal pixels. This usually happens near elements for decorating purposes.

Difficulty: 4
Performability: 5
Usefulness: 6
Rarity: 7





It occurs when a clip brush meets a solid brush.
Basically a clip brush is an invisible slope. Those are intended to prevent players from getting up on random places that are meant for decoration purposes.

The player needs to get closer to the wall than it is allowed.
You could say, wiggle / shake yourself into the wall as seen on the gif.

You can stay on the tiny ledge as long as you don't move away from it.
Press W against the wall and you are out.

Pixelwalking doesn't necessarily mean jumping onto something.
There are places where you can just walk by looking towards the wall (as seen on the example), typically between a brush and a stair (or slopes). In this case, you can perform the wiggling into the wall earlier.



Would you rather watch a video?
Watch sketchek's guide here. Contains examples.
44 Comments
Helios Apr 1 @ 12:47pm 
This is brilliant, especially with the example gifs and clear writing. Great work!
Король_обжоров2028 Sep 26, 2024 @ 3:30pm 
bro was spending his whole life to detect and write all these jumps.
car Apr 28, 2024 @ 8:42am 
detonator speedshot please
Gretchen Goes To Nebraska Jul 1, 2023 @ 2:45pm 
I learned pogo on demo before I learned pogo on solja
M Nov 28, 2021 @ 6:28am 
this is a fucking book
Baaa Nov 7, 2020 @ 9:23am 
Edit: checked it and 45 is ok, but like 30 will make the jump more vertical.
Baaa Nov 7, 2020 @ 9:03am 
I'm pretty sure, the force-a-nature, weridly enough, actually gives you more height when you aim it like 20 degees down, not 45 (so nearly forward)
Reidapedia Nov 5, 2020 @ 10:26am 
yeah shogun you made the "how to make bots for tf2" i think
delectablesoup Nov 4, 2020 @ 5:57pm 
Hope everybody got the same dedication as he did, bud.
🕷️ iMuffet 🕷️ 24/7⚡ Nov 3, 2020 @ 10:17pm 
Oh? So you play on Jump Academy in Team Fortress 2? Name every jump.