Quick Controls
- W → Jump. Read the fighter's next landing.
- Hold E → Aim. Wait for a useful weapon direction.
- Release E → Shoot. Commit when the moving opponent aligns.
High Score Tips
- Watch where the rival will land, not only where the jump began.
- Keep your own remaining rooftop space in view.
- Change the release timing deliberately after an early or late miss.
Jump into a changing firing angle and release a held shot to send the rival off the rooftop.
- Classification
- Stickman
About Rooftop Snipers
Rooftop Snipers is a physics duel decided by knocking the other fighter off a small roof. You jump and manage a held aim, releasing the shot at the moment the moving line becomes useful. A quick tap and a prepared hold are therefore different timing choices.
Both fighters' positions matter to the exchange. Moving toward a shot can leave your own character near an edge, while the rival's jump changes the target you are trying to align. Read the landing and remaining roof together before adding another jump. Solo and same-device two-player options let the same compact duel be played against the computer or another person.
How to Play Rooftop Snipers
Remain on the roof while forcing the rival over an edge.
- Choose solo or local two-player play and read the displayed side bindings.
- Use W to jump while monitoring your distance from the edge.
- Hold E until the weapon direction provides a useful line toward the rival.
- Release E to fire, then read both fighters' new positions before repeating the sequence.
Controls & Timing
Release commits the shot
Holding gives the aiming stage; releasing fires. Decide the moment from the visible line rather than treating E as an ordinary immediate shot.
Edge position changes the risk
A chance to hit the rival can coincide with a dangerous landing for your own fighter. Evaluate the outcome for both characters.
Controls
| Input | Action | When to use |
|---|---|---|
| W | Jump | Change the first side's position. |
| Hold E | Aim | Wait for a useful weapon direction. |
| Release E | Shoot | Commit the aligned attack. |
High Score Tips
- Read the rival's landing. A line aimed at the jump's starting point may no longer be useful when the shot leaves. Watch the movement that determines the next position.
- Keep a margin behind your fighter. Moving into a favorable angle is less useful if your own landing is already close to the edge.
- Correct release timing in one direction. Wait longer after an early miss or respond sooner after a late one. Random extra inputs make the result harder to diagnose.
- Avoid an automatic jump chain. Check the current motion before pressing W again. Another jump changes the shot you need to prepare.
Key Features
- Knock-off objective: Position on the roof determines survival.
- Hold-and-release trigger: Aiming and firing are separate stages.
- Physics-driven movement: Landings change the next useful line.
- Solo or local duel: The same device can support another player.
Frequently Asked Questions
Should I tap or hold E?
Hold E for the aiming stage, then release it to shoot. Use the visible weapon direction and moving opponent to choose the release moment.
Is the goal to empty a health bar?
The described objective is knocking the rival off the roof while staying on it yourself. Judge the exchange by displacement and remaining rooftop space.
Is two-player mode an online room?
Two players can share the same device for a local duel. Read the bindings displayed for each side before starting the shared duel.
Why check my own landing while aiming?
Your position can become unsafe during the same movement that creates a shot. A successful attack is less useful if your fighter also leaves the roof.