Ladder Flick
Attach to a truss and immediately redirect off it with a fast camera turn, launching in a direction the ladder does not face. Pairs with wallhopping constantly.
Also known as: truss flick, flick, ladder flicking
Last updated
What it is
A ladder flick combines a truss attach, a fast camera rotation, and a jump into one motion. You make contact with a truss, and rather than climbing it or jumping straight off its face, you flick the camera to the direction you actually want to go and jump in the same beat. The result is a launch along an axis the ladder itself does not point at.
It matters because obby routes frequently place a truss where the useful exit is off to one side or behind you. Climbing to the top and then jumping wastes height and often puts you somewhere useless. Flicking lets you treat the truss as a pivot: you arrive, you redirect, you leave, all without settling into the climb.
Ladder flicking sits alongside wallhopping as the other half of the advanced obby movement vocabulary — the two are paired often enough that the community's best-known practice map, gelly8ean's Wall Hop and Ladder Flick Practice, trains them together. If you are working through wallhop towers seriously, you will hit flick sections, and they will not yield to wallhop instincts.
The inputs, step by step
- 1
Approach the truss with speed
Run at the truss rather than walking into it. You want momentum available at the moment of contact.
- 2
Make contact and enter the climb state
Touch the truss. Your character attaches and the climbing animation starts. This is the pivot point — do not start climbing.
- 3
Flick the camera to the exit direction
Rotate the camera sharply to face where you want to launch. This is the flick: a fast, deliberate turn, not a gradual pan.
- 4
Jump in the same motion
Press Space as the flick completes. Your launch follows your new facing, so the flick and the jump have to arrive together.
- 5
Steer through the arc
Add directional input during the flight to fine-tune the landing. You have normal air control once detached.
Timing notes
- The flick and the jump are one action. Flick then pause then jump gives you a launch along the flicked axis but from a lower height, because you have started sliding down the truss.
- Alignment keys (comma and period) can substitute for a mouse flick and give you a fixed rotation amount every time, which makes the flick repeatable at the cost of flexibility.
- Cap FPS at 60 here too. As with wallhopping, higher framerates make the timing window feel less forgiving.
Common mistakes and how to fix them
Climbing the truss before flicking.
The flick happens at the moment of contact. If you have started climbing you have already lost the momentum the flick was going to use.
Flicking and jumping as two separate actions.
Practise them as a single input. Most failed flicks are a correctly-aimed jump that arrived a beat too late.
Over-flicking past the intended exit.
Use the alignment keys instead of the mouse while learning. A fixed rotation increment removes the overshoot entirely.
Treating a flick like a wallhop and holding jump.
Held jump does not chain from the climbing state. The flick needs one deliberate press at the right moment.
Where to practise this
Real Roblox obbies that train this technique. Visit and favourite figures are read from the Roblox API.
Drills that train this
Ladder Flick FAQ
What is the difference between a truss hop and a ladder flick?
A truss hop launches you off the truss along the direction you were already facing. A ladder flick adds a fast camera rotation at the moment of contact so you launch along a different axis entirely.
Where can I practise ladder flicks?
gelly8ean's Wall Hop and Ladder Flick Practice is the community's long-standing map for exactly this pairing, with around 18 million visits. It trains flicks alongside wallhops rather than in isolation.
Should I use the mouse or the alignment keys to flick?
Alignment keys while learning, because the rotation amount is identical every time and you cannot overshoot. Move to the mouse once you need rotation amounts the fixed increments do not give you.
Related techniques
Truss Hop
HardJump off a truss or ladder to gain height faster than climbing it, or to cross to a surface the ladder does not reach.
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.
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.
Wraparound Wallhop
ExtremeWallhop while travelling around a corner or pillar, changing your strafe axis mid-climb without losing the jump chain.