Zigzag Wallhop
A wallhop where the two walls are offset rather than directly facing, so each hop has to travel forward as well as sideways.
Also known as: offset wallhop, staggered wallhop, diagonal wallhop
Last updated
What it is
In a standard wallhop the two walls face each other squarely, so your only horizontal input is left and right. A zigzag wallhop offsets the walls along the depth axis: the left wall is slightly forward of the right one, or they step progressively away from you as you climb. Now each hop has to cover sideways distance and forward distance at the same time, which means you are pressing two keys per hop instead of one.
The practical difference is that your inputs become diagonal. Instead of A then D, you are pressing A+W then D+W, or A+W then D+S depending on how the geometry steps. This roughly doubles the number of things that can go wrong per hop, which is why the technique sits well above a standard wallhop in difficulty even for players with a solid wallhop rhythm.
Zigzag sections are also where camera discipline stops being optional. In a square shaft you can survive a slightly crooked camera because the left and right walls are symmetric. In an offset shaft, a crooked camera means your diagonal inputs point at the wrong parts of the geometry, and there is no rhythm that recovers from that. Square the camera to the axis you are climbing, not to either wall individually.
The inputs, step by step
- 1
Read the offset before you start
Look up the shaft and identify which way each wall is displaced. You need to know whether you are pressing forward, backward, or both at different points in the climb.
- 2
Square the camera to the climb axis
Point the camera up the centre line of the shaft rather than at either wall. With offset walls, aligning to one wall guarantees misalignment with the other.
- 3
Hold jump
Same as always. Hold Space for the entire climb.
- 4
Press the first diagonal
Press the two keys that point at the first wall — typically A+W or A+S. Both go down together, not one after the other.
- 5
Switch both keys on the catch
When the jump returns, release both keys and press the opposite diagonal in one motion. This is the hard part: you are swapping two inputs simultaneously rather than one.
- 6
Release into the exit
As with any wallhop, release all directional input on the final jump so it carries straight up onto the ledge.
Timing notes
- Because each hop travels further, the interval between catches is longer than in a square shaft. Do not carry over the rhythm from a standard wallhop.
- If the offset increases as you climb, your diagonal has to become more pronounced with each hop rather than staying constant.
- Some zigzag shafts are more forgiving if you use a shallower diagonal early and steepen it near the top. Test rather than assuming a fixed input for the whole climb.
Common mistakes and how to fix them
Pressing the two keys of a diagonal sequentially rather than together.
Both keys must be held at the same time. A quick A then W is not a diagonal — it is two separate direction changes and it wastes the hop.
Reusing the timing from a square wallhop.
The hops are longer here. Wait for the catch rather than switching on the interval you learned elsewhere.
Aligning the camera to one wall.
Align to the centre line of the shaft. Offset walls cannot both be square to the camera, so pick the axis between them.
Attempting zigzags before a square wallhop is reliable.
The zigzag is a wallhop with an extra variable. If the base rhythm is not automatic, adding a second axis will not go well.
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
Zigzag Wallhop FAQ
Is a zigzag wallhop just a harder wallhop?
Essentially, yes — same mechanism, one extra axis of input. If your standard wallhop is reliable, the zigzag is a matter of practice rather than a new skill.
Why do my diagonal inputs feel unresponsive?
Check whether your keyboard registers three simultaneous keys — A, W, and Space together. Some membrane keyboards silently drop the third input, which makes diagonal wall techniques feel broken through no fault of your timing.
Should I use shift lock on zigzags?
Yes, and it matters more here than anywhere else. Without it, your diagonals rotate as the character turns and the geometry stops matching your inputs.
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.
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.
Wraparound Wallhop
ExtremeWallhop while travelling around a corner or pillar, changing your strafe axis mid-climb without losing the jump chain.