Subpixel manipulation

Start with horiztional: 

1f crouch jump into the wall from spawn. Hold crouch. Release direction before uncrouching. (x=0.5)

Do two failed neutrals (x=0.72) 

[A failed neutral is just a wallkick, but you strafe back towards the wall.
Remember to hold grab and start holding the direction towards the wall asap]

Now do vertical: 

Climbjump into the ceiling (y=0.5)

Climb down the wall (y=0.41)

So now you should have y=0.41 from the bottom and x=0.72 from the left.

The 6 tile overhang itself involves wallboosting off the same wall twice while keeping crouch. 
They are precise to 1/8 of a pixel vertically.

Inputs for each frame

1 crouch jump (keep holding jump until you climbjump)
2-7 you want to neutral climbjump on one of these frames (keep holding jump until the next climbjump). 
8 right (first wallboost)
9 left 
10 neutral climb jump (keep holding jump until you cornerkick or reverse cornerboost)
11-13 press right on any of these frames (second wallboost)
13+ Once you reach the corner you'll want to either do a neutral cornerkick or a reverse cornerboost.

Notes:[

Depending on your subpixels, the window for the second wallboost can vary from 1-3 frames. 
The subpixel manipulation I gave will always make it a 3 frame window.

With good subpixels the cornerkick can be a 3f window. 
A third frame wallboost will always give you a 2f ckick window instead. 

]

Almost everyone uses special keybinds for a six tile overhang. You'll want the following binds:[

- crouch jump button (down + jump) (optional)

- climb jump button (grab + jump)

Plus the following in row

- right 

- left

- another climb jump button

and optionally 

- another right button at the end of the row

]

The idea with having those binds in a row is that you're going to "roll" you fingers across them. 
The easiest way to do this is to run your finger across the keys. 
This may hurt your fingers, tho. 
Keep in mind that you don't want to be holding a direction for the climbjumps.











