CS2 Bhop Commands: Console Commands and Binds for Bunny Hopping

On your own CS2 server, enter sv_enablebunnyhopping 1; sv_autobunnyhopping 1 and hold jump to keep hopping. Want a much faster practice session? Add sv_airaccelerate 2000; sv_maxvelocity 7000. Neither setup works in Premier or Competitive, where Valve controls those settings. You can still bind manual jump there with bind mwheeldown +jump. Each preset below resets movement values that an earlier config may have left behind.

Quick Copy-Paste Bhop Commands

Use these presets on a server you control. The bhop cvars are not cheat-flagged. sv_cheats 1 is added for practice tools like cl_showpos and noclip.

Preset A: Normal-Feel Auto Bhop

One-line copy:

sv_cheats 1; sv_airaccelerate 12; sv_maxvelocity 3500; sv_accelerate_use_weapon_speed 1; sv_bhop_time_window 0.007812; sv_jump_spam_penalty_time 0.015625; sv_legacy_jump 0; sv_enablebunnyhopping 1; sv_autobunnyhopping 1

Default air acceleration, max velocity, weapon-speed acceleration and modern jumping stay unchanged. This is not matchmaking: sv_enablebunnyhopping 1 removes the normal hop speed limit, and sv_autobunnyhopping 1 re-jumps while jump is held.

Gravity remains unchanged. This is for air-strafe practice, not a matchmaking success test.

// Reset boosted values
sv_airaccelerate 12
sv_maxvelocity 3500
sv_accelerate_use_weapon_speed 1

// Modern jump defaults
sv_bhop_time_window 0.007812
sv_jump_spam_penalty_time 0.015625
sv_legacy_jump 0

// Auto bhop
sv_cheats 1
sv_enablebunnyhopping 1
sv_autobunnyhopping 1

Preset B: Boosted / Fun Bhop

One-line copy:

sv_cheats 1; sv_accelerate_use_weapon_speed 1; sv_bhop_time_window 0.007812; sv_jump_spam_penalty_time 0.015625; sv_legacy_jump 0; sv_enablebunnyhopping 1; sv_autobunnyhopping 1; sv_airaccelerate 2000; sv_maxvelocity 7000

This extreme private-practice setup uses high air acceleration for direction changes and a higher velocity limit for more room to build speed.

// Modern jump model
sv_cheats 1
sv_accelerate_use_weapon_speed 1
sv_bhop_time_window 0.007812
sv_jump_spam_penalty_time 0.015625
sv_legacy_jump 0

// Auto bhop
sv_enablebunnyhopping 1
sv_autobunnyhopping 1

// Boosted values
sv_airaccelerate 2000
sv_maxvelocity 7000

Preset C: Legacy Jump Mode

One-line copy:

sv_cheats 1; sv_airaccelerate 12; sv_maxvelocity 3500; sv_accelerate_use_weapon_speed 1; sv_enablebunnyhopping 1; sv_autobunnyhopping 1; sv_legacy_jump 1

To compare against the jump behavior from before the 2026 update, use this preset. The first three settings undo the boosted setup above; sv_legacy_jump 1 then selects the older jump code.

// Reset boosted values
sv_airaccelerate 12
sv_maxvelocity 3500
sv_accelerate_use_weapon_speed 1

// Auto bhop plus legacy jump
sv_cheats 1
sv_enablebunnyhopping 1
sv_autobunnyhopping 1
sv_legacy_jump 1

If an older configuration file altered legacy stamina, restore the documented defaults before you compare legacy mode:

sv_staminajumpcost 0.08
sv_staminalandcost 0.05
sv_staminamax 80
sv_staminarecoveryrate 60

Full reset to documented defaults:

sv_enablebunnyhopping 0; sv_autobunnyhopping 0; sv_airaccelerate 12; sv_maxvelocity 3500; sv_accelerate_use_weapon_speed 1; sv_legacy_jump 0; sv_bhop_time_window 0.007812; sv_jump_spam_penalty_time 0.015625; sv_staminajumpcost 0.08; sv_staminalandcost 0.05; sv_staminamax 80; sv_staminarecoveryrate 60; cl_showpos 0; sv_cheats 0

Bhop Binds You Can Use in Matchmaking

Manual jump binds differ from host-only settings. After you enable the CS2 developer console, bind one input to normal jump:

bind mwheeldown +jump
bind mwheelup +jump
bind space +jump

Try Space and the wheel before choosing a bind. Scrolling sends repeated manual jump inputs, but it won’t guarantee a better chain than Space.

These binds change your controls, not the server. You cannot alter Valve’s host-side sv_ bhop settings from your client. Nor can you turn the timing window into a reliable success percentage: an input still has to meet the landing-time rules and avoid the jump-spam penalty.

Every Bhop Command Explained

The defaults below help you undo changes to these CS2 console commands. A community server may use other values. Check both permission columns: a command can require server control without needing cheats.

Command Effect Default Needs sv_cheats? Can change in Valve matchmaking?
sv_cheatsAllows cheat-protected commands on a server you control.0 / falseN/ANo
sv_enablebunnyhoppingAllows jump speed to exceed the normal 1.1x max-speed bhop limit.0 / falseNoNo
sv_autobunnyhoppingAutomatically re-jumps while the jump input is held.0 / falseNoNo
sv_airaccelerateControls air acceleration used while strafing in the air.12NoNo
sv_maxvelocitySets the maximum velocity allowed per axis by movement physics.3500NoNo
sv_accelerate_use_weapon_speedControls whether acceleration uses held-weapon speed scaling.1 / trueNoNo
sv_legacy_jumpSwitches private servers to the pre-2026 jump code.0 / falseNoNo
sv_bhop_time_windowModern mode only: time window around landing in which a jump press can count as a bhop attempt.0.007812 sNoNo
sv_jump_spam_penalty_timeFor subtick jumps, ignores a jump press if it arrives too soon after the previous jump press.0.015625 sNoNo
sv_staminajumpcostLegacy jump mode only for bhop behavior: stamina penalty for jumping.0.08NoNo
sv_staminalandcostLegacy jump mode only for bhop behavior: stamina penalty for landing.0.05NoNo
sv_staminamaxLegacy jump system reference: maximum stamina penalty.80NoNo
sv_staminarecoveryrateLegacy jump system reference: stamina recovery rate in units per second.60NoNo

The commandline_enforced flag sometimes causes confusion. It lets a startup value lock a setting; it does not restrict every use of that cvar to the command line. Whether a runtime change takes effect depends on how the host was started.

How Bunny Hopping Changed in 2026

CS2’s January movement update changed landing calculations to subtick precision. Jumping and landing no longer use the old stamina resource. A jump press inside sv_bhop_time_window, centered on landing time, can count as a bhop unless rejected by sv_jump_spam_penalty_time. This defines timing eligibility, not a guaranteed success percentage.

The first notes described the landing speed penalty based on landing time. Valve added on January 22 that vertical landing velocity also affects landing speed penalties, similar to how legacy stamina used to affect landings. That update matters because landing time alone does not explain the behavior.

If you host the server, sv_legacy_jump 1 lets you compare the older movement. The modern system remains the default. Old practice files deserve a look after movement-related CS2 updates, especially if they still change stamina values.

How to Bhop in CS2 (Technique)

Start by building running speed and jumping. As soon as you are in the air, let go of W. Forward input does not create the air-strafe arc. The key is syncing a strafe key with a smooth mouse turn.

Release W after takeoff. Pair each strafe key with a smooth mouse turn in the same direction.
  1. Jump, then release W after takeoff.
  2. Hold A while moving the mouse left in a controlled arc.
  3. On the next arc, hold D while moving the mouse right.
  4. Alternate left and right without jerking the mouse or holding both strafe keys together.
  5. Press or scroll jump around the landing so the next valid input falls inside the game’s bhop timing rules.

Don’t chase a wide arc by flicking harder. Turn with the strafe key, then watch whether you kept speed through the landing. Too much turning can cost forward momentum. Change one thing at a time, such as the turn or the jump timing, so you can tell what helped.

To watch your speed while practicing, enable cl_showpos 1 in a cheat-enabled private session. The position and velocity display is not available in ordinary matchmaking. For a course to practice on, try a KZ or community movement server, keeping in mind that its settings may differ from Valve’s.

Keep your practice setup consistent, including whether you have a knife out or another weapon. Movement values can vary depending on the equipped weapon. Stable frame rates and comfortable sensitivity are also useful parts of your CS2 settings.

Make a Bhop Practice Config

You can save these commands instead of pasting them every session. In Steam, open CS2’s installed files, then create game/csgo/cfg/practice.cfg with the text below. Notepad may append .txt when saving, so check that the final extension is .cfg. This file is for your own local or private practice server, not a way to override another server’s rules.

// Practice access
sv_cheats 1

// Reset movement, then enable modern auto bhop
sv_airaccelerate 12
sv_maxvelocity 3500
sv_accelerate_use_weapon_speed 1
sv_bhop_time_window 0.007812
sv_jump_spam_penalty_time 0.015625
sv_legacy_jump 0
sv_enablebunnyhopping 1
sv_autobunnyhopping 1

// Clear the map and extend the round
bot_kick
mp_roundtime 60
mp_roundtime_defuse 60
mp_restartgame 1

// Optional cheat-protected practice aids
cl_showpos 1
bind mouse4 noclip

Load a map, open the console, and run exec practice. The command is bot_kick, without a leading slash. Include both mp_roundtime and mp_roundtime_defuse to avoid the common issue where a bomb-defusal mode keeps its own round timer. mp_restartgame 1 applies the round settings after a short restart.

Both noclip and cl_showpos require cheats, which is why this practice config enables sv_cheats 1. If you turned on noclip, make sure to turn it off before running the full reset. The config also replaces your Mouse 4 bind; remove that line if you want to keep its existing action.

Are Bhop Scripts Allowed?

Manual console binds that map one input to one normal action, such as bind mwheeldown +jump, are not the same thing as external automation. Valve’s input automation policy says official servers may kick players suspected of automating multiple player actions from a single input, whether the automation comes from scripting or hardware.

A kick and a VAC ban are different outcomes; the absence of one does not make a macro allowed. Keep the jump timing and strafing in your hands. Avoid software or keyboard features that coordinate those actions for you, and never use a movement tool that interferes with game memory.

FAQ

What is the bhop console command in CS2?

For private practice, use sv_enablebunnyhopping 1 and sv_autobunnyhopping 1. The first removes the normal bhop speed limit and the second re-jumps while jump is held. You need server control to change these host cvars.

Can you use bhop commands in Premier or Competitive?

You can use manual binds such as bind mwheeldown +jump, bind mwheelup +jump, or bind space +jump. An ordinary Premier or Competitive client cannot change Valve’s host-side bhop cvars, so private auto-bhop presets do not carry into those matches.

Why does bunny hopping feel different in CS2 now?

CS2’s modern jump system uses subtick landing time, an eligibility window around the landing, and a jump-spam penalty. Jumping and landing no longer use the old stamina system, while vertical landing velocity also contributes to the landing speed penalty after Valve’s follow-up adjustment.

Is binding jump to the mouse wheel still better?

Try both. Some players find a scroll easier to time than repeated Space presses, but it cannot bypass the landing window or jump-spam penalty. Pick the control you can use comfortably; neither guarantees a chain.

How do I turn bhop commands off?

Set sv_enablebunnyhopping 0 and sv_autobunnyhopping 0, then restore sv_airaccelerate 12, sv_maxvelocity 3500, sv_accelerate_use_weapon_speed 1, and sv_legacy_jump 0. If you enabled practice aids, set cl_showpos 0 before switching sv_cheats back off.

Can you get banned for bunny hopping in CS2?

Manual bunny hopping is a normal movement technique. The risk comes from prohibited automation, not from jumping and strafing yourself. Valve says official servers may kick suspected automation of multiple player actions from a single input, so avoid external or hardware-assisted automation.

author avatar
William Westerlund
William brings 7 years of experience writing for multiple gaming blogs. He has more than 10,000 hours played in CS:GO (CS2) and have played around in other games such as TF2 and Rust. Through his experience playing the game at a high level and dealing with skins for many years, he provides first-hand insight into the topics covered on the Tradeit.gg blog.
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