Drill 2 — The Single Catch
Do not attempt a climb. Get one wall to give you one extra jump, twenty times in a row. This is the whole technique in its smallest form.
Pass criteria
Twenty consecutive catches on the left wall and twenty on the right, without attempting a climb.
Before you start
- Drill 1 completed — FPS capped, shift lock on, jump chaining confirmed
Setup
- Find the widest, most forgiving two-wall gap available. Wall Hop 1 - 100 Studs is ideal because you can pick a width deliberately.
- Stand in the gap, square the camera, and take your hand off the mouse.
The drill
- 1
Hold jump and press one direction
Hold Space. Press A only. Do not alternate. You are trying to make contact with one wall, once.
- 2
Watch for the height gain
You are looking for a single extra jump — a visible pop upward that a normal jump would not have given you. That is a catch. Nothing else matters yet.
- 3
Release and reset
Let go, land, and do it again. One direction, one catch, reset. Resist the urge to keep going.
- 4
Count twenty consecutive catches
Twenty in a row on the same side, with no misses. If you miss, the count restarts. This is deliberately strict.
- 5
Switch sides and repeat
Now do twenty on D. Most people are noticeably worse on one side, and finding out which is the point of doing them separately.
- 6
Vary your starting distance
Once both sides are reliable, deliberately start too close and too far. Feeling the failure modes teaches you what the correct distance feels like far faster than only ever succeeding does.
Troubleshooting
No height gain at all, ever.
Cause: You are not making contact with anything the game treats as standable.
Fix: Move closer to the wall before jumping. This is a positioning problem, not a timing one — no rhythm change will fix it.
Catches work maybe one in five times.
Cause: Your distance from the wall varies between attempts.
Fix: Fix your start position precisely. Stand against the wall, then step away a consistent amount every time.
Left works, right does not.
Cause: Usually camera yaw rather than an actual input asymmetry.
Fix: Re-square the camera. If both walls are not symmetric on screen, one side will always be harder.
Techniques this drill trains
The Wallhop
InsaneClimb a vertical shaft by alternating strafe inputs between two facing walls while holding jump. The technique the whole obby exists to teach.
Jump Chaining (Holding Space)
EasyHolding the jump key makes the character jump again the instant it registers a landing. This is the engine behaviour that every wall technique is built on top of.
Drill 2 — The Single Catch FAQ
Why not just try to climb?
Because a failed climb gives you no information — you cannot tell which hop failed or why. A single catch is a clean experiment with one variable, and it is the only part of the technique you actually need to learn.
Twenty in a row seems excessive.
It is deliberately strict, because the goal is not to prove you can do it once. It is to make the contact automatic so that in a real climb you are not spending attention on it.
Further reading
How to Build a Wallhop Practice Routine That Actually Works
Most people practise wallhopping by repeatedly failing the thing they cannot do. Here is a structure that produces measurable improvement instead.
Wallhop vs Wallclip vs Ladder Flick — Roblox Movement Terms Explained
These three get used interchangeably and are not the same thing. What separates them, which are safe to rely on, and how to tell which one a section is asking for.
Auto Wallhop Towers Explained — And Whether They Teach You Anything
Auto wallhop towers now hold most of the category's live players. What they are, why they exploded in mid-2026, and the one way they genuinely help you learn.
Why Higher FPS Makes Wallhopping Harder in Roblox
Unlocking your framerate makes most games feel better and wallhopping measurably worse. Here is who says so, what to set, and how to tell if it is your problem.
How to Wallhop in Roblox — A Complete Beginner's Guide
The wallhop explained properly: what the engine is actually doing, the exact inputs, the two setup changes that fix most failures, and a practice order that works.