Video summary
Diagonal Tracking Technique of Hizku - Unraveling the Secrets of Aim Ep. 5
Main summary
Key takeaways
Storyline (Context)
The video doesn’t follow a narrative storyline. It uses an “Aim Secrets” style breakdown explaining how top FPS players build high scores in ground tracking, and it introduces a technique used by Hisu.
Core Gameplay Idea Being Taught
The episode focuses on Diagonal Maxing—a specialized way to track ground-moving targets (aim trainer “pills”). It leverages:
- Edge tracking (with intentional under-aiming to maximize time on target during direction changes)
- Very smooth, reactive pivots, with controlled tension (especially at the wrist/forearm)
- Natural wrist drift/geometry, so corrections “diagonalize” naturally instead of forcing perfectly horizontal movement
Gameplay Highlights & Key Concepts Explained
1) What Makes Top Ground Trackers Succeed
Top performers in ground tracking (cited: Clover, demori, Hisu) are described as sharing:
- Fast reactions
- Low tension
- Minimal/no prediction
- Smooth tracking without stutter or lag
A key emphasis is that Hisu’s smoothness makes direction-change tracking (edge/ground) easier.
2) Edge Tracking (The Foundation)
The video revisits Edge tracking as essential for higher scores in reactive scenarios:
- Place your crosshair on the following edge of a moving target.
- When the target changes direction, the target passes through your crosshair, giving you extra time to react.
- Proper edge tracking requires withholding tension so your pivots don’t become over-flicks or over-crossing.
3) Diagonal Maxing (The Main Technique)
Diagonal maxing is presented as working for ground tracking only, such as:
- Strafe track
- Pill track
- Ground Plaza-type aim trainer scenarios (mentions AIM Labs / KovaaK’s “ground” equivalents)
Prerequisite described:
- The target must move horizontally at the same ground level (not vertical movement).
How it’s executed (conceptually):
- Instead of forcing perfectly horizontal wrist motion, you allow the crosshair to “maximize” along a diagonal path that matches the wrist’s natural motion.
Why it helps (as argued in the video):
- Over-flicking costs time on target and disrupts perception/movement correction.
- By diagonalizing the correction, the “potential error” after the direction switch becomes closer to the target, reducing the risk of losing score.
4) Forearm vs Wrist (Mechanical Reasoning)
The video compares movement roles:
- Forearm/arm: better for wide, explosive motions and stabilization over larger distances
- Wrist: better for narrow micro-adjustments, especially in smooth tracking sequences
Anatomical claim used to justify diagonal maxing:
- If you rely only on wrist tension, your cursor/wrist motion tends to drift upward/downward rather than staying perfectly horizontal.
- Diagonal maxing uses this natural drift instead of fighting it, making the technique feel more natural and controllable.
5) Addressing Counter-Arguments
- Some players track opposite directions (example mentioned: Oka, reversing up/down behavior).
- The video claims the exact diagonal direction matters less than:
- letting the wrist do the work naturally
- moving diagonally in a way that supports pivot control
- If it feels unnatural, the video warns not to force it—this is presented as personal preference.
- The video claims the exact diagonal direction matters less than:
Strategies / Key Tips
- Master edge tracking first: under-aim slightly so the target passes through your crosshair during direction changes.
- Keep tension low and pivots smooth to avoid over-flicking.
- On ground tracking direction changes, use micro pivots rather than large arm flicks.
- Use wrist corrections for narrow moments; use the arm only when you truly need wide coverage.
- When applying diagonal maxing:
- Don’t force perfectly horizontal wrist motion.
- Let the crosshair follow your wrist’s natural diagonal drift.
- Don’t copy the technique if it feels wrong—diagonal maxing is framed as most effective when it matches your personal motion mechanics.
In-Game vs Aim Trainer Claim
- The host tests/mentions that diagonal maxing may be score-farming in aim trainers (where targets are pills with simplified hitboxes).
- However, the video argues transfer still happens because:
- humans adapt,
- under-tension control and natural wrist motion still matter,
- you can learn to track despite hitbox/head-placement differences.
Featured Gamers / Sources Mentioned
- Hisu (main focus)
- Clover (example top ground tracker)
- demori (example top ground tracker)
- sko (used as a comparison for smoothness)
- ISU (credited with an early usage reference via a channel video/VOD)
- Pat (referenced in “A VOD of Pat strafe Advanced”)
- Oka (example of opposite vertical tracking behavior)
- Verer track (mentioned in context of testing/early adoption)
- Video/channel host (implied by “my streams at twitch.tv/…”, but no specific name provided in subtitles due to formatting/omissions)
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