Drill 3 — The Two-Hop Climb
Chain exactly two catches — one on each wall — and stop. The first drill where you actually alternate, and the point where most people land their first real wallhop.
Pass criteria
Ten consecutive two-catch climbs starting from each side.
Before you start
- Drill 2 passed on both sides
Setup
- Same forgiving gap you used for Drill 2. Do not narrow it yet.
- Camera squared, hand off the mouse, jump held before you begin.
The drill
- 1
Catch on the left
Hold Space, press A, get the catch you drilled twenty times. Nothing new so far.
- 2
Switch in one motion
The instant the catch registers, release A and press D together — one motion, no overlap, no pause at neutral. This single transition is the entire content of this drill.
- 3
Take the second catch
The right wall gives you a second jump. You are now higher than any single jump could have taken you. Stop here.
- 4
Release and reset
Let go of everything, land, reset. Two catches only, then stop, every time.
- 5
Repeat ten consecutive times
Ten clean two-hop climbs in a row. Restart the count on any miss.
- 6
Mirror it
Now start on D and switch to A. The mirrored version is often noticeably harder, and drilling it now prevents a wraparound from stopping you later.
Troubleshooting
The first catch works, the second never does.
Cause: Almost always key overlap — A and D held together for a moment, cancelling your horizontal travel.
Fix: Practise the swap on flat ground with no jumping. Release-and-press should be one motion your fingers do without thought.
You drop straight down between the walls.
Cause: You passed through neutral, so you had no horizontal velocity when the jump came.
Fix: The keys must hand over directly. Any gap between them is a moment spent falling.
You switch too early and miss the first catch entirely.
Cause: Switching on a mental count instead of on the catch.
Fix: React to the pop. Watch your height rather than listening to an internal rhythm.
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.
Shift Lock and Camera Control
EasyLock your character's facing to the camera so strafe inputs stay predictable. Almost every failed wallhop starts as a camera problem.
Drill 3 — The Two-Hop Climb FAQ
This is my first real wallhop, isn't it?
Yes. Two chained catches is the technique. Everything above this is the same thing repeated, which is why the two-hop is worth over-drilling before you try to climb anything tall.
Why stop at two?
So that when it fails you know exactly which transition failed. A ten-hop attempt that dies somewhere in the middle tells you almost nothing.
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.
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.
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.