Valorant 12: The Movement Gun
I realized recently that having really insane movement is better for certain types of guns. Specifically the phantom.
I tested this theory today, by playing phantom and I think the results speak for themselves.
A couple of notes:
- The Vandal will require a different mindset to play (the catch them on the crosshair, holding angles type of mindest)
- Movement is really good but need to peek tighter angles still
Overall, I need to pick the weapon best suiting my mood and the map. Vandal for slower smoother headshots, phantom for more energetic aggressive plays.
Valorant 9: The Last Bullet
I just warmed up with a pistol spike rush then tried to do a little exercise I call – the last bullet.
Immediate benefits:
- Warms up hand with all the spraying, next time should use to control spray pattern
- Spray warns enemies for harder fights
- Need to focus on switching weapons
- Need to often wait for them to enter your crosshair
- Started to feel the movement-based aiming a little more for some reason
I tried it again today with AMAZING results (no recording though). This really helps you take your time in a nice way. The easiest way to start is to try to “catch” them on your crosshair when you enter. Then you progress to “catching” people on my crosshair.
Valorant 11: Getting Back From Being Washed
I’m doing REALLY badly with Valorant. Some observations:
Good Things
- Movement is actually REALLY good
- Aim is not bad
- Gamesense OK
What I Need To Work On
- Stop having the bad habit of moving TOWARDS the enemy. Try to keep strafing. More so in game, but also in deathmatch.
- Movement is good, but move in the way to isolate angles, don’t try to peek too hard.
- When aiming, need to have a smoother crosshair, don’t let the movement throw off crosshair
- Need to work more on “catching the kills” and timing
- Catching kills is mostly trying to hold angles, need to feel the swing (either wide or close)
- Need to feel the timing of how soon and quickly to peek back out after missing
- Use movement to adjust aim
- Spray through and feel out the preaim (feel out where they are)
- Can improve movement by using the crouch/crouch peek more often
Overall, I think I’m not doing as badly as I think I am. Just need to slow down the frantic movement to have steadier crosshair movement. I need to hold angles more, and only peak when I feel like I can snap onto a head (catching the aim).
Like in my aiming exercise, I should only hold angles, until the aim comes alive for me.
The biggest downfall I see multiple times is using movement to get closer when I can just hold the angle from far away. My aim is actually really good, just don’t give it any room to shine.
Valorant 8: Incorporating the Pistol Into Movement
- Need to aim higher than you think to knife
- If you are close enough, you can look almost directly up and still hit them in the head
- Looking higher makes it hard to aim, since their head moves fast, try to look somewhere slightly higher than usual
- Feeling out the potential lost (what would have been the perfect scenario) is a REALLY strong way to deal with the feeling of dying
- Helps take off the shock and frustration
- Allows you to improve from every death since you imagine a better scenario
Valorant 10: Catching People On Your Crosshair
I just did it. I cracked the CODE on aim.
It’s not Miyagi do the method. It’s not movement-based aiming. Its not feeling out the timing. It’s not the last bullet method.
It’s a combination of EVERYTHING I’ve learned into a more simple mindset – catch them on your crosshair.
This method works if you are lagging, on low FPS, can’t hear anything and have a bad mental state.
Believe me, last night I was playing on my laptop with low FPS (sub 60) and terrible audio (laptop speakers) and not the best mental (unhappy, nervous and angry) and I still used it to drop tons of headshots.
I outlined the mentality in my earlier post about the “last bullet” exersise, but I’ll break it down again.
- Start out by holding a tight angle, and waiting for them to walk into your crosshair
- Get the feeling of “catching them” like you would catch a ball, adapt to their movement naturally, and try to click when you catch them on your crosshair
- After you feel comfortable with that, try to “catch” people while pushing them aggressively, this requires you to intuitively feel where they might be before swinging. Don’t swing until you are ready. This is an intuitive way to “pre-aim” as we like to say.
- When you are warmed up, go into a real match. Go on intuition on whether it is easier to catch them walking into your crosshair or if you need to catch them while peeking out at them. There is usually an option that helps you isolate more kills.
Valorant 7: Embracing Death (and Improving Movement)
I’ve been thinking about what small exercise I can do right now to level up my gameplay and progress in Valorant since I haven’t had much time to play or practice recently.
After meditating on it a little bit, I settled on something that I know has held me back in Valorant since I first started playing the game – the fear of death.
The fear of dying in the game:
- Makes me stressed out, and not think clearly
- Makes me shoot too fast without aiming
- Makes me frustrated when I lose
- Makes me exhausted after playing for a few games
I’ve decided to learn how to accept death in the game, and to understand it better overall.
For example, understanding the “time to death” from an intuitive sense (and knowing how to extend that time) could be a GAMECHANGER.
It will intuitively let me know:
- When to peek
- If I whiff, whether I should peek back, crouch down, or keep spraying
- How much time do I have to aim before I get killed by the enemy
- Stay focused even after dying a frustrating number of times
So I hopped into a couple of deathmatches and gave it a shot!
I started out just trying to predict when I would die, but dying stresses me out too much to tap into my intuition (you need to be relatively clear-headed to feel things intuitively). I focused then on saying “die” aloud every time I died or predicting when I died. This is taken from a sports exercise of intentionality (you vocalize what will happen, for example, if you are playing badminton, you say “hit” when you hit the birdie, and “miss” if you miss). This exercise is supposed to train your intuition and powers of prediction and anticipation.
Some takeaways:
- Crouching can make most people miss if they are shooting at you.
- The direction you run and bunny hop is very important, need to figure out the most evasive ways. Sometimes running directly at them has zero chance of success. I need to work on sometimes facing the side not just forward to be more evasive.
- The timing of peeking is important, how they have been spraying bullets is important.
- When you are running behind a wall, before you peek, you don’t need to bunnyhop, just run normally, feel out intuitively, the moment you should peek out
- I should start just by shouting out dead, every time I actually die, then try to predict
- I need to aim higher to knife to the head, I keep knifing the body.
- What I should try next is to stay alive for as long as I can.
- I should also focus on letting the shock and frustration from dying play out before going again so quickly.
My intuition also tells me that I should focus on what I’m missing or losing when I’m dying and focus on those feelings right after dying.
Valorant 6: Feeling Out Aiming
I realized something today. While deathmatch and the practice range are a time to focus on hand-mouse-crosshair connection (basically pure aim), that doesn’t work in competitive game practice.
When I practice Valorant in a comp game, I should be feeling out everything including game sense, movement, and ability usage. See, aim in a real game only matters if the other aspects are set up correctly. It matters which agent you play. It matters how your enter, what your ability usage and game sense tell you. I was able to get so many more headshots when I was starting feeling out the entire game not just my aim.
The one area I realized I need the most practice with is game sense – feeling out where the enemies are hiding and being ready for multiple to peak out at once. I either don’t check corners, keep my crosshair super low or lower my guard after killing just one enemy.
I was able to ace with just game sense, ability usage and a little aim.
In the clutch clip, the one area I can clearly see room for improvement is the use of my ult. It was good for the first shot, but the next two shots should have been very intentionally trying to clear out the enemy hiding spots.
Also, in the clip below for the last round, I can see my decision-making skills need work.
- I need to do something with phoenix and reyna inevitably who were going to rush me. I also had my ult.
- I could have jiggled the wall, then try to make my way to long.
- I could have dodged the phoenix flash by hiding in the corner and facing the left.
- Or I could have peeked hard and try to make my way to long.
Here are the full game clips.
Valorant 5: Trying to Do Movement Based Aiming
I’m back from two weeks of traveling and I finally tried it. Movement-based aiming.
It was quite a challenge let me tell you!
Game 1-3: Competitive Games on My Smurf (Comps)
Comp 1: Horrible, terrible no good very bad game. Practiced clutching since the Cypher was completely being annoying, toxic, and throwing (trying to sabotage our team). Was fuming by the end.
Comp 2: Much better team, still missing everything and being horrible.
Comp 3: Finally got a nice team and was able to focus on movement-based aiming.
Comp 4: Bad aiming. Focused on Sova utility. Hit someone with the ult using pure gamesense.
Main Takeaways
- I need to follow my previous concept of feeling out the unknown parts of aiming in a controlled setting (deathmatch or shooting range)
- I’m much worse than before break, probably Bronze 1-2 level.
Game 1-3: Deathmatch Practice (DM)
DM 1: After practicing in the range, I realize that moving only the movement keys to aim is too hard. I need to do a little micro-adjusting with my mouse. I feel like I need to be looser about my mouse movement, when I intuitively move it in the opposite of my movement, I get some nasty headshots. Mostly I get destroyed.
DM 2: Still getting destroyed. I start to understand that movement-based aiming is basically what the Miyagi Do method is teaching.
DM 3: I realized that I need to make sure it’s not just about the movement and feeling that out. Aiming is about TIMING. I spend the entire deathmatch feeling out timing and it starts to be more clear. I am successfully about to “feel out” the aiming on a deep intuitive level like art or dance.
Main Takeaways
- I need to constantly move. Movement is something I will also need to practice getting a feeling for.
- The movement of the crosshair should be with movement, smooth and intuitive.
- You need to feel the mouse-hand connection, your posture, and your sensitivity. Shift to what feels good, shift to what feels clear and controlled.
- Timing is absolutely key. Dying is not a problem. Waiting for the right moment is much more important. If you are getting killed first, that’s to be expected for good timing. Your timing will naturally tighten and your time to kill will go down without feeling rushed, out of control, or unclear.
I’m soooo happy!!!
I’m starting to “feel out” aiming just like I feel out drawings, dance and sales processes.
Here are the main takeways:
- The main goal of practice sound is able to “Feel Out” and play with the mouse to crosshair connection, how to smoothly track, strafe your crosshair while moving, and shooting moving things. Play around with it, feel it out.
- The Miyagi Do method is the main method you use to practice. However, you don’t just feel out the movement. You also feel out the timing. This is key.
- I tend to rush and even if I get a kill, it doesn’t feel natural, in control, and comfortable. Dying is always preferable to bad timing. Since timing will get tighter, spamming will make sure you never improve.
- The next things I need to feel out are:
- Gun spray control
- Gamesense
- watching the minimap
- understanding timing
- guessing what they will do next
- Isolating 1v1s, only peeking as much as needed
- Switching between primary and sidearms
- Movement
- How to jiggle and peek safety
- How to get on top of things
- When to pull out your knife
- Agent movement abilities
- Ability usage
- Lineups
- Timing and combos
I’m extremely confident that this method will NOT ONLY make you a monster after warming up, but every warmup will make you internally better at aiming (to the point that you will need to warm up less and less to have insane aim).
Valorant 4: Thoughts While I’m On Break
I’ve been traveling for the past two weeks and haven’t been able to play any Valorant, but today I was thinking about some of the things I wanna try.
I saw this amazing video by scream (a professional EU valorant player known for his aim).
Some major takeaways:
- Warm up wrists
- Practice jett knives in practice range
- Practice not only one tapping but also burst spraying
- Should take longer with Vandal, spray burst with phantom
- Crosshair placement is key for getting kills, be ready for a wide swing or a small jiggle depending on the situation
- Always look to play off of your team, solo carrying is VERY hard even for pros, Valorant is a combo game
Other things I’ve been thinking to try:
- I need to get used to all sorts of movement, play around with it like I do with dance
- I should aim with movement a lot more
In general, I feel like I need to apply what I learned from dance – keep feeling out the things that feel uncomfortable. Try different ways to do the same thing. Look for something that feels good. Understand my body as well as just the ingame mechanics.