Wraparound Wallhop
Wallhop while travelling around a corner or pillar, changing your strafe axis mid-climb without losing the jump chain.
Also known as: wrap hop, around-the-corner wallhop, pillar hop
Last updated
What it is
A wraparound asks you to change direction of travel partway up a climb. You start wallhopping on one axis, and somewhere in the middle the geometry turns — a pillar you are circling, a shaft that bends, a corner you have to get around to reach the exit. The chain must survive the transition, which means you have to rotate your inputs without dropping a catch.
There are two ways to handle the turn, and which one is available depends on whether the game allows shift lock. With shift lock on, you keep the camera fixed and rotate your input pattern instead: what was A-then-D becomes W-then-S as you come around the corner, passing through diagonal combinations in between. With shift lock off, you can instead rotate the camera through the turn and keep pressing the same keys, letting the character's facing carry you around. The second approach is easier to conceptualise and much harder to execute cleanly, because camera motion during a wallhop is exactly what you have spent every other technique learning not to do.
Wraparounds are the technique where most players discover that their wallhop was pattern memory rather than understanding. If you can only wallhop with A and D, a corner that requires W and S will stop you. The fix is to drill the base wallhop on all four axes separately before attempting to transition between them under pressure.
The inputs, step by step
- 1
Plan the turn before you start
Identify where in the climb the geometry changes and which inputs you will need on the far side. Deciding this mid-climb does not work.
- 2
Begin as a standard wallhop
Hold jump, alternate on the first axis, and get two or three clean catches before you attempt the transition. Entering the turn from an unstable chain fails.
- 3
Rotate through the diagonal
As you reach the corner, shift from A/D toward A+W / D+S style diagonals, then on to W/S. Move through the intermediate diagonal rather than jumping straight to the new axis.
- 4
Keep the catch rhythm across the turn
The switch-on-catch rule does not change. You are changing which keys you alternate, not when you alternate them.
- 5
Finish on the new axis
Complete the climb with the new pair of keys, then release everything for the final jump onto the ledge.
Timing notes
- The transition costs you height if you hesitate. A missed catch during the turn usually means restarting the whole climb.
- Rotating the camera instead of the inputs is viable without shift lock but introduces exactly the instability every other technique tells you to avoid. Prefer rotating inputs where you can.
- The corner may change the effective gap width as you come around it, so the hop interval on the far side may differ from the near side.
Common mistakes and how to fix them
Jumping straight from A/D to W/S with no diagonal in between.
Pass through the diagonals. A hard switch between perpendicular axes drops a catch almost every time.
Attempting the turn from an already-shaky chain.
Get three consecutive clean catches on the entry axis before you start rotating. If the entry is unstable, restart rather than pushing on.
Rotating the camera and the inputs at the same time.
Pick one. Doing both means two moving reference frames and no way to diagnose what went wrong.
Only ever practising wallhops on the A/D axis.
Drill the base wallhop on W/S too. A wraparound is unlearnable if half of its input space is unfamiliar.
Where to practise this
Real Roblox obbies that train this technique. Visit and favourite figures are read from the Roblox API.
Wraparound Wallhop FAQ
Is it better to turn the camera or turn the inputs?
Turn the inputs, with shift lock on. Camera rotation during a wallhop is unstable and hard to reproduce. Input rotation is drillable.
Why do I always fail at the exact moment of the corner?
Usually because the switch between axes is too abrupt. Insert the diagonal step — A/D, then A+W, then W/S — instead of swapping directly.
Do I need to be able to wallhop backwards?
For most wraparounds, yes. If the corner turns toward the camera you will be pressing S at some point, and that input feels alien until you have drilled it deliberately.
Related techniques
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.
Zigzag Wallhop
ExtremeA wallhop where the two walls are offset rather than directly facing, so each hop has to travel forward as well as sideways.
Corner Hop
HardClimb the corner where two walls meet at right angles by alternating between faces. Easier than a pure wallhop because corners give clearer contact.
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.