Blitz Hit
Put a ready click and sprint-jump takeoff into the last instant before melee range.
The last instant, not a long jump in.
Blitz Hit times a sprint jump roughly within 20 milliseconds of entering normal melee range, with your aim and click already ready. At that instant you have barely left the ground. You are using the takeoff burst right where the hit becomes possible.
Jumping from four blocks away and waiting to reach three blocks is not this technique.
If you jump too early, you will probably miss the hit, get hit, and take more knockback because you are already in the air.
Zoom in on the instant of contact.
First, the last-instant takeoff. Then, compare the hit and the trade in slow motion.
Click here to use keys · Space: play / pause · → or .: step
Why that tiny moment matters.
Movement updates and hits travel between clients and the server. A last-instant burst can affect the positions used around a close hit, sometimes giving a small first-hit edge. It does not change the normal three-block reach setting. The exact result depends on the server and connection; 20 ms is a timing cue, not a guaranteed bonus.
You are both one hit from losing.
Line up your aim, run into the edge of range, and put your jump and click together at that final moment. You care most about this next hit; a jump that loses the follow-up matters less if the fight ends now.
TRY THIS IN GAME: Use one-hit practice rounds. Compare grounded entries, last-instant jumps and jumps from too far out. Swap roles and count misses and trades too.
Mechanics & sources
Take this into your next fight.
Try the technique in-game, then come back when you’re ready.