You can match a landing guide’s speed and still meet an opponent who already has a gun. The difference may be where you begin the final dive—or what you do after touching down. Landing first and being ready to fight first are separate goals.
The supplied demonstration uses an approach around 180–190 km/h, acceleration, then a dive timed to the target’s position. This guide explains that curved approach, what the numbers describe, and how to connect the landing to your first weapon.
Why Am I Still Late at 180–190 km/h?

Two players can show similar approach speeds yet start their dives in different places. Diving too early may leave you short; diving too late may take you past the roof and force a last-second correction.
Rather than memorizing ‘180 means a fast drop,’ identify where the approach ends and the final dive begins. Compare that transition against a consistent landing point.
| Factor | What Goes Wrong | What to Check |
|---|---|---|
| Approach speed | Watching the speed readout while losing track of the target | Are speed and building position being checked together? |
| Dive transition | Starting too early or too late | How much distance remains when the dive begins? |
| Landing accuracy | Touching down on the wrong part of the building | Did you reach the planned roof spot? |
| First weapon | A fast landing followed by a long walk to loot | Was the first-weapon route planned? |
First separate a late landing from slow gearing. They need different fixes.
A Three-Step Curved Approach
1. Choose an Exact Landing Spot
‘School’ or ‘the apartment block’ is too broad. Pick the building, the roof, and the side of that roof before jumping.
Include the next movement in the plan. Landing on an awkward roof edge can erase your lead if you must circle around to enter or reach loot.
Use one familiar building for your first comparisons. Changing destinations every attempt makes it harder to see what helped.
2. Approach Around 180–190 While Tracking the Target
That range describes the demonstration’s approach, not a requirement to hold an exact speed at every instant.
Watch how close the building is as well as your speed. A small speed increase is no advantage if it causes an overshoot and a correction.
Treat it as an approach reference. The following acceleration and dive are different parts of the sequence.
3. Connect the Acceleration to the Dive
Here, ‘curved approach’ means approach → accelerate → dive, carrying farther toward the destination before committing to the steeper descent.
The curve illustrates the sequence. The supplied material does not establish an exact mouse angle or a frame-perfect input schedule.
Judge the result by where you land and how much late correction you need, not how closely the flight path resembles a drawing.
900 m, 350, and 180–190 Describe Different Things
Do not combine distance, altitude, and speed readings into one interchangeable rule.
| Reference | Meaning in the Source | Limitation |
|---|---|---|
| About 900 m | Plane-to-target distance when jumping | An example route, not a mandatory jump distance |
| 180–190 | Approach speed | A comparison range for that approach |
| About 350 | An altitude readout discussed alongside a dive | Not a universal dive trigger |
| 200 | An older approach-speed comparison | Not proof of one speed being best |
The source describes initially trying roughly 1,000 m and then feeling that 900 m still seemed far. Those are observations from particular attempts, not a tested distance formula.
Do not turn ‘jump at 900, approach at 180, dive at 350’ into a universal recipe. The Sanhok example also needs its own context.
Roof Landings and Open Ground Need Separate Tests

Examples include a two-story Miramar building, gym and School roofs, and a U-shaped building roof. The observations mainly concern rooftops.
The source is less certain about flat-ground landings on Taego. It does not establish the fastest method for every surface or map.
Start with one roof you use often. Mixing roof and open-ground attempts can hide whether your change actually helped.
Landed First, Armed Second? Check the Loot Route
An opponent may grab a roof weapon and push while you are still running upstairs unarmed, despite nearly identical landing times.
Split the problem into two checks:
| Stage | Question | Review |
|---|---|---|
| Landing race | Did an opponent targeting the same area touch down earlier? | Approach and dive transition |
| Loot race | Who had a usable first gun sooner? | Landing point and immediate loot route |
A roof does not guarantee a weapon spawn. Plan a nearby fallback rather than depending on a single loot spot.
Review the attempt through the moment your first gun is ready, not only the touchdown frame.
Keep the Sanhok Body-Turn Example Separate

In the Sanhok example, the source describes turning the character around the 350 altitude reading and reports little perceived difference compared with another turning method.
That is a separate observation, not a required extra step in every curved approach.
Free Look camera movement is not the same as changing your character’s actual movement direction. Distinguish the two when copying a demonstration.
No verified turn angle or exact key combination is established here. First make the approach-to-dive transition repeatable.
Change One Variable at a Time
Keep the building, flight path, and approach conditions as similar as practical. Adjust one factor before deciding whether it helped.
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Choose one building and landing spot.Use comparable plane routes.
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Keep the approach speed similar.Try an earlier or later dive.
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Check the final correction.Record whether you fell short or overshot.
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Review the first-weapon route.Look for unnecessary walking after landing.
One early landing is not proof. Other players may have jumped from different positions; repeat the comparison under reasonably similar conditions.
FAQ
Is 180–190 Always Faster Than 200?
No matched-condition test establishes that here. The source offers impressions mainly from roof landings; speed alone does not decide the result.
Do I Have to Jump at 900 m?
No. That is an example distance. The plane route and destination matter.
What Is the Core of the Curved Approach?
A controlled approach, acceleration, a well-timed dive, and an accurate landing—not one magic number.
What Should a Beginner Practice First?
Pick a familiar landing spot, then adjust dive timing and the route to the first gun.
For your next drop, choose one roof and a first-weapon route. If you arrive late, review the dive transition and final correction before changing your target speed.
Regional and version notes
This analysis uses the supplied landing examples, not a controlled speed benchmark or a guaranteed fastest route. Approach speeds, altitude readings, jump distances, map terrain, and time to the first weapon are separate variables. Update 43.1 also changed parachute behavior in certain falling situations; do not transfer every observation to Emergency Pickup or respawn drops. Some illustrations are retained from the Korean edition and may include Korean labels. Use the English article text for instructions.
Localization sources checked October 22, 2026 (Korea time):