NEOTOKYO°

NEOTOKYO°

132 ratings
Neotokyo and Movement
By Snilah
This is a complete guide on Bunnyhopping and all movement in Neotokyo. This game places a large emphasis on mobility and positioning. This guide will teach you how to go fast.
   
Award
Favorite
Favorited
Unfavorite
Bunnyhopping Philosophy

Neotokyo has a long history of Bunnyhopping dating back to even the very first release. Just before the current Steam release Bunnyhopping was mostly accepted and even commonplace within Neotokyo. I'd personally like to hope it stays this way.

However, this hasn't always been the case. There are players who are against Bunnyhopping and give valid arguments as to why they believe this. Always a point of discussion, Bunnyhopping has before caused tension within communities of Neotokyo. In the most recent Active Neotokyo Players era of Neotokyo there has been very little tension. Only a few interesting and well meaning discussions such as this one. In previous lives of the Neotokyo community the outlook was a little more grim. With servers even banning bunnyhopping players, or players they deemed were too fast. This capped the skill ceiling of Neotokyo, and the gameplay arguably became stale. The meta stayed very much the same over these years.

I believe now, with this Steam release and the hub tools it has with it, we should openly share our techniques for achieving the highest speeds possible. Although its not like this wasn't done before, we just now have the format to express this more eloquently and widely than before. Thanks to the Steam release.

Whatever your outlook on Neotokyo, I firmly believe bunnyhopping is here to stay.
Bunnyhopping Taboo
There are very few limits imposed, by players, on Bunnyhopping. With exception of two, enforced by players and maybe even admins due to the fact they have a huge impact on the balance of the game. While it can be argued that Bunnyhopping itself causes an impact, coupled with one of these two techniques its much worse. This section is a warning, I personally do not forbid the use of these techniques. However, I do not use them myself either.

  • Ghosthopping - This a technique used that maintains the speed and momentum of Bunnyhopping while posessing the capture objective, the Ghost. The Ghost is designed to hinder player movement on pickup, as well as remove their primary. Your sprint is removed while in posession of the Ghost and the focus is to use the Ghost's intel functions to relay to your team enemy positions. All the while slowly making your way to the friendly capture zone, signified by a blue or green arrow. While bunnyhopping and without a primary on your person you can pick up the ghost by jumping over it at speed. At this point its a matter of maintaining your hop until you have reached the capzone. This negates the constraints of picking up the Ghost, and removes the need to use its utility in order to win the round.

  • Support Hopping - As a class which sacrifices almost all mobility in return for toughness and firepower, Bunnyhopping can give this class the potential to become unstoppable. While its hops can never reach the potential of that of a Recon's, it can still maintain a speed that it really shouldn't through Bunnyhopping. Bunnyhopping with this class is extremely difficult and can only be really achieved fully with certain binds.

Bunnyhopping and Hitboxes
It is often said that a Recon in full swing of a Bunnyhop will have their hitbox lagging slightly behind them. The same is also said, but to a lesser degree, of those jumping and moving erratically in combat. I've played enough to be certain this is true, and while it is in no way a positive aspect, I'd like to persuade you to not be disheartened by this in the pursuit of fast.

The Recon's defensive capabilities are meek, to say the least, against Assault's with motion vision and automatic weapons with the capability to do 30+ damage per round on a Recon. Not only that, but the lighter and weaker weapons that the Recon's use are not hugely effective against the hulking masses that are Supports.

In the pursuit of fast, your only defense is to go faster.
Introduction to the Classes
This will set the groundworks for the rest of the guide. Some of this you may already be familar with.

Assault
Neotokyo's all round class. A blend of mobility, functionality and firepower. A main class for veteran players and a class that I could not recommend more for a new player to pick up. It utilises all three core class functions of Neotokyo.
  • Motion Vision - Allows you to see all moving players on the field, whether they are cloaked or not. It does however make it harder to distinguish players who are unmoving, especially those that are cloaked.
  • Cloak - Assault's cloak lasts for 8 seconds and takes roughly 40 seconds to recharge fully. Its also a thermoptic cloak, so by extension hides the Assault from the Support's thermal vision as well as the naked eye. However, when moving the cloak loses its almost complete transparency. Cloak is optimally effective when still and against a background that will break up your silhouette.
  • Sprint - Sprinting will increase the Assault's speed until their AUX Power is exhausted. During sprinting weapons cannot be used.
  • Arsenal - Assault carbines, snipers, shotguns and grenades. Heavy weapons that slightly hinder movement but deal huge damage. Especially to Recons.

Recon
The fastest class of Neotokyo, trading off durability and firepower for speed and stealth. Difficult to master, but considered the most dangerous class of Neotokyo in the right hands.

  • Night Vision - A very situational vision mode. Neotokyo primarily consists of day time or indoor maps with lighting. However, within these maps there are dark corners that only the recon can lurk with ease. Vents and other unlit areas is where you'll get the most use out of this.
  • Cloak - Recon's cloak lasts for 13 seconds and recharges much quicker than the Assault's version. Indispensable for recons, especially as they can position themselves ahead of enemy attacks, lying in ambush.
  • Sprint - Recon's can sustain their sprint indefinately, and due to their generally lighter arsenal, they can sprint faster than the Assault.
  • Super Jumping - If a Recon initiates a jump while sprinting, they will be propelled ahead in a long and fast jump. This is instrumental in the Recon's bunnyhopping ability. As linked with another jump they will propel themselves even further on the second jump. More on that later. With the ability to jump higher than both other classes, Recon's can reach higher parts of the maps. This contributes to their ambushing ability. Each sprint jump costs 45 AUX Power.
  • Aresenal - SMGs, light snipers and detonation bombs. Predominantly light weaponry with a few heavy options.

Support
Neotokyo's heavy class. Sacrificing mobility and cloak for utility, toughness and the heaviest firepower. The tank of Neotokyo, a force to be reckoned with.

  • Thermal Vision - The ability to see all combatants, clearly highlighted on a dull purple background. However this doesn't work against cloaked players. Cloaked players are still somewhat visible though. It can also be used to see through the smoke deployed by the Support's smoke grenades.
  • Cloak - The support has no cloak.
  • Sprint - The support is too cumbersome to sprint at all.
  • Smoke Grenades - Instead of an offensive projectile, the Support instead has two smoke grenades. Its fantastic for blocking sightlines against snipers, making flanks difficult to traverse for Recons and extremely useful when beginning a room clearance. The smoke given off by these can be seen through using the Support's thermal vision. Be wary though, enemy Supports can also see through your smokes.

Advanced Movement Tutorials
There are three core components of mastering Advanced Movement in Neotokyo. Bunnyhopping, Wall Running and Wiggle Running. Learning and combining these will allow you to be more agile and effective in almost any situation, primarily as Recon and secondarily as Assault. In this section ANP's Rain has supplied me with four video supplements which will teach you how to accomplish these.

Bunnyhopping
The quickest and most renowned form of achieving high speeds in FPS' that facilitate it, and Neotokyo certainly facilitates it. After a Recon's super jump, the frames in which you are near-frictionless on the ground are more than most FPS' such as Counter-Strike. In fact, many games slow you down to a speed lower than that of walking to prevent Bunnyhopping. Assault too has a smaller, but no less manageable, amount of this near-frictionless time, meaning Assault can achieve Bunnyhopping. But in a way that is less effective.

Another vital component of Bunnyhopping is Strafe Jumping. As you can see; Rain pushes his A and D keys (or S and F keys for ESDF players) as he turns to face their respective directions using the mouse. Then, for a successive jump, he hits SPACE again immediately upon landing and swaps the direction of the strafe. Combined with the Recon's super jump it can allow you to reach blistering speeds. This technique can also be used to gain significant speed without the Recon's super jump, so can be used by Assault as well.

Now that you're in the full swing of a Bunnyhop, how are you going to round corners and dodge obstacles? Thats where another important component to Bunnyhopping comes in; Air Strafing. Like Strafe Jumping, Air Strafing relies on a player to smoothly move the mouse the same direction as they're strafing with A and D. It is important, however, to ensure that you're not pushing the forward W key while doing this. Using this strafe technique in the air will allow you to turn more sharply. Its best used at the peak of the jump as to not distract yourself from following your next hop. Crouching while Bunnyhopping will in fact help you avoid obstacles above and below you, however, this can slow you down if you're caught too long in moments when your feet are back on the ground.

Another advantageous feature to Bunnyhopping in Neotokyo is the ability to surpass regular sprinting speeds and still fire your weapon. Providing you're not pushing SHIFT to sprint while Bunnyhopping.

Wiggle Running
A widely useful technique which is extremely easy to pull off. While not as powerful as the bunnyhop it does not carry any of the same difficulties or constraints when it comes to class or situation.

There is little to say about this technique as Rain's video is fairly self explanatory. I will be coming back to it later, in conjunction with the next technique.

Wall Running
This technique is a little more situational than Wiggle Running, but useful nonetheless. Once again, Rain's simple and concise video renders this technique more self explanatory than Bunnyhopping. It has to mentioned that facing into a wall about 10 degrees will allow Wall Running to work optimally. Careful though, this will decrease your field of view on the walls opposing side.

Wiggle and Wall Running Combined
The previous two techniques I have gone over can potentially be combined to allow the Assault and Support surpass their fellow classmate's speed by a moderate margin. Even a Recon who has exhausted their AUX power through Bunnyhopping will find lots of use for this final technique.

Not only are you combining these techniques to achieve greater speed, it also causes you to move even more erratically, creating a more difficult to hit target. As you can see, the margin isn't huge between moving in a regular fashion and this. But a whole second is nothing to be sniffed at, and can be a useful gap closer against those who are not using these techniques. Not to mention it helps the Assault to chase Recon's that little more effectively.

Assault can also use Wall Running to initiate a more powerful jump with speed, which then can be linked into a Bunnyhop chain.

Classes and Advanced Movement
Assault
As the secondmost mobile class in Neotokyo, the Assault is capable of reaching somewhat high speeds through all three Advanced Movement techniques. It has to be mentioned though that Bunnyhopping as Assault will often be met with protest. I'd personally dissuade from using prolonged Bunnyhopping and instead stick to using double or triple jump chains to move around from cover to cover quickly. Given that Bunnyhopping as Assault is difficult to begin with, its rarely seen outside of highly competitive play.

This will not stop a good Assault player using Wiggle Running and Wall Running to their fullest though. As these are more situational than Bunnyhopping, when deployed correctly, they can give the player only a slight advantage. But an advantage nonetheless, as well as a decent gap closer when using the two shotguns at the Assault's disposal.

Recon
Being the most mobile but weakest class in Neotokyo the Recon only has two real forms of defense; concealing itself using the cloak or going fast. Bunnyhopping at maximum speed is a very tough target to track and hit.

Certain areas of a map will provide less obstacles and longer straights to allow Recon's to get from one end of the map to the other in the quickest time possible. But beware, these Recon routes, so to speak, sometimes coincide with the Chokepoints of a map. Meaning that you can be hugely exposed in these areas as you pass through them. In order to stay safe through these you can either practice reaching speeds that allow you to surpass the opposing teams ability to reach the chokepoints, or, feint certain chokepoints and switch to other Recon routes. The latter is safer but certainly slower and also requires the player to gauge the opposing teams numbers and movement amongst chokepoints with just passing glimpses. Map knowleadge is immensely important with Neotokyo.

The recon can also utilise the Wall Running and Wiggle Running techniques when their jumping has left them exhausted of AUX Power. Don't forget that choosing an SMG such as the MPN, Jitte or SRM variants you'll be able to sprint faster, unhindered by the weight of your weapon, and use these techniques more effectively. A good Recon will also be able to maintain their hops long enough for their AUX Power to recharge back to 45, facilitating another super jump. This class is for fast.

Support
There isn't much to say about the Support's capabilities in Advanced Movement. While they cannot sprint they can in fact Wall Walk. Pushing their bodies against a wall while progressing forward. This will in no way give a significant speed boost but is worth noting anyway. Just to remind you, Bunnyhopping as this class is taboo amongst players. However, the Support is an excellent counter to Recons in full flight. As a well placed smoke can hinder their progress if they cannot see. You can essentially use smokes to set traps for the faster Recon.
NT Class and Weapon Speeds Table
This table displays every classes movement speeds with individual weapons, only the weapon equipped in the player's hand will affect movement speed. Table courtesy of ANP's Afr0

NT Class speeds
I was curious so I took the time to compile the speeds of various classes and weapons.
Here are the results.

Mirror provided by Jinrai-Sluts: http://al.ly/Jz6
Text dump

RESULTS Base Speed table - This is how fast the classes move at normal run speed Recon Assault Support Nothing 200 160 160 Knife 170 136 136 Movement modifiers table - Gives how much different movement types affects speed. Recon Assault Support Walking 0.6 0.6 0.6 Running 1.0 1.0 1.0 Sprinting 1.35 1.6 - Backwards 0.75 0.75 0.75 Weapon Slowdown Factors - Shows how much different weapons affect movement speed Actual Relative to knife speed Nothing 1.00 1.1764 Knife 0.85 1.00 Ghost 0.85 1.00 Milso 0.85 1.00 Tachi 0.85 1.00 Kyla 0.85 1.00 MPN 0.85 1.00 SRM 0.85 1.00 SRM-S 0.85 1.00 Jitte 0.80 0.941 Jitte-S 0.80 0.941 ZR68C 0.80 0.941 ZR68S 0.775 0.912 ZR68L 0.725 0.853 MX 0.725 0.853 MX-S 0.725 0.853 SUPA7 0.70 0.824 SRS 0.725 0.853 PZ 0.675 0.794 AA13 0.725 0.853 Frag 0.85 1.00 Smoke 0.85 1.00 Detpack 0.85 1.00 Slowdown factors have been provided in two forms, one is the actual value compared to being empty-handed and one is how much slower you are than running with a knife. In general the info that is useful in practical applications will be the factor relative to knife speed The data shows that the factors only depends on what weapon you are using, not what class. Other: Movement speed by direction - not exactly right but an okay estimation Define the angle a as the absolute value angle between your facing and the direction you're moving. Define v as what fraction of max speed you're moving at. at angle 0 < a < 90 you move at full speed v = 1.00 (anything between strafing and moving forward) at angle 90 <= a <= 180 you approximately move at speed v = 1.00 + 0.25*cos(a) ------------------------------------------------------------------------------- ------------- DATA SET - not relevant if you just want the info --------------- ------------------------------------------------------------------------------- This is the data set, provided for other people to check my conclusions and compare to their own data. Data formatted as 225/175 means forward/backward top speed. Measured using cl_showpos 1. cl_showpos has some rounding issues sometimes, so some decimal inaccuracy is present. Recon Recon Assault Assault Support Run Sprint Run Sprint Run Nothing - - - - 160/120 Knife 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 Ghost 170/127.5 - 136/102 - 136/102 Milso 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 Tachi 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 Kyla 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 MPN 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 SRM 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 SRM-S 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 Jitte 160/120 216/162 128/96 205/153.75 128/96 Jitte-S 160/120 216/162 128/96 205/153.75 128/96 ZR68C 160/120 216/162 128/96 205/153.75 128/96 ZR68S 155/116.25 209/157 124/93 198.5/149 128/96 ZR68L 145/108.75 196/147 116/87 185.5/139 116/87 MX 145/108.75 196/147 116/87 185.5/139 116/87 MX-S 145/108.75 196/147 116/87 185.5/139 116/87 SUPA7 140/105 189/141.75 112/84 179/134 112/84 SRS 145/108.75 196/147 116/87 185.5/139 116/87 PZ - - 108/81 173/129.5 108/81 AA13 145/108.75 196/147 116/87 185.5/139 116/87 Frag 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 Smoke 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 Detpack 170/127.5 229.5/172.25 136/102 217.5/163.75 136/102 WALKING Recon Assault Support Nothing - - 120 Knife 127.5/95.62 102/76.5 102/76.5 AIMING Recon Assault Support Jitte 96 77 77
Credits
ACTIVE NEOTOKYO PLAYERS
I'd just like to give a huge "Thank You!" in this guide to ANP. I really do believe the game would've never reached this stage if it weren't for all those that participated in this group since its creation in 2010. I've had the pleasure of talking with and getting to know many of you, and have sunk God knows how many hidden hours (thanks to Source SDK Base 2006) into this gem of a game because of this unofficial group.

In a sense it could be argued that, if this release maintains its success, that this group will become less relevant. I'm okay with that, knowing that I've made some great friends in my time in the group. Despite this, I will no less encourage new players to join this group and delve into the surprising abundance of discussion and commentary for, at the time, a dedgame.

Rain
Thanks to the illusive, unofficial community manager of Active Neotokyo Players for the videos in this guide and all his hard work over the past two years. As well as the help he's given me in and out of Neotokyo and putting up with how horrendously un-tech-savvy I am. Actually the first player I came across when opening up the game on back... About July 2011? I cannot remember. Its been a good few years. We did it, much love man.

Here's to a little more of Neotokyo until we've completely burned ourselves on it.


Big up to
  • Afr0 - For the great work on the NT Science of Movement Speeds and Weapon Damage. As well as all the games over the past few years. As well as the big one soon to come.
  • Gecko - Once again, great work on the NT Science side. As well as the patience shown to me when it comes to tech incapabilities.

Last but certainly not least
A big thank you to the fastest player this game has ever seen, or will ever see, Snob. When I first started playing this game it was this guy who inspired me to become fast. Crushed by him over and over again I decided I wanted to play like him. I feel now that I've pretty much achieved that, and now have the confidence that I'm knowledgeable enough for this guide to be useful. I might tease you a lot, but its only because I know I'll never be as fast as you I love you.

Here's to another year or two of one-sided competition with you until I get tired of it.
27 Comments
RepkaPepka Jan 28 @ 10:23am 
still big in 2025
neri2[ri[5 Aug 5, 2022 @ 3:56pm 
dead ass game
lenn Jul 26, 2016 @ 12:03pm 
can u bind mwheeldown to jump to bhop?

Judge Dredd The Techno Viking Sep 27, 2015 @ 1:01pm 
:v
Judge Dredd The Techno Viking Sep 27, 2015 @ 1:01pm 
goldsrc players are scrubs any fool can bhop nowadays nobody has faith in the new breed
Snilah  [author] Jun 19, 2015 @ 1:32am 
and i never really played goldsrc until after Neotokyo
Snilah  [author] Jun 19, 2015 @ 1:31am 
this isnt supposed to be a guide for newbies
The Spartan<TWM> Jun 18, 2015 @ 3:25pm 
honestly, I don't know why Bunnyhopping is the header when this is supposed to be a guide for newbies. If anything I would put it at the very end, esp. since goldsrc players are the only ones really familiar with bhopping.
Shinra Feb 15, 2015 @ 10:02am 
Huh, I never knew the wiggle run had a speed bonus. I always did it thinking it would make me a harder target to hit.
c r a b Sep 18, 2014 @ 7:07am 
Well. I've practiced. And now I can kidnda do it. I can't do the whole alternating arrow keys while alternating mouse direction thing though.