Every landing is a jump
As long as jump is held, the mod jumps for you the instant you touch the ground. You never lose a hop to a press that came a frame late.
Hold jump and you take off again the moment you land, while air strafes keep adding speed.


BunnyHop is a Counter-Strike 2 mod by xplay.gg that turns on auto bunny hop: hold jump and the jump repeats on every landing. Strafing in the air builds speed from hop to hop, and air acceleration decides how fast, from stock CS2 to something close to surf. The lobby picks the air acceleration and who gets the auto bunny hop.
The lobby owner changes these in the lobby's Mods tab before the match.
As long as jump is held, the mod jumps for you the instant you touch the ground. You never lose a hop to a press that came a frame late.
Strafe left and right in the air and every hop adds speed, so rotations, retakes and rushes all get quicker.
Air acceleration goes from 12, the way CS2 plays as is, through 100 for classic bunny hop, up to 1000, which feels like surf. One value applies to everyone in the match.
Give auto bunny hop to everyone, one side, a lobby team, random players each round or players you pick. The rest time their jumps themselves.
Sign in with Steam if you haven't yet. It takes a few seconds and happens only once.
xplay.gg creates a personal lobby with BunnyHop already enabled and picks the region with your lowest ping. Already in your own lobby? The mod is turned on there.
Send friends the lobby link, press “Start match” and connect from CS2. Nothing to install: the mod runs on our server.

Fire, then fly with the bullet and steer it with your mouse.

Silent aim: your crosshair stays put, but every bullet flies to the enemy.

The map goes pitch black and every player gets a flashlight on F.

Hold jump in the air to fly, then land to refuel.

Every enemy is on your radar all the time, spotted or not.

A chicken carries the planted bomb around the site: catch it to defuse.

Left click to throw your knife. A few throws per life, or unlimited.

Plant laser tripmines on walls with E: the beam burns whoever crosses it.

Grenades stick to whatever they hit first. An HE on a player hits harder.

A random spot after freeze time, a teleport on every hit, swaps with enemies.

Hide and seek on any map: hiders become props, hunters bring a shotgun.

Kills and hits heal you; a teamkill costs health or your life.

Every grenade, your rules: one-touch kills, endless throws, rubber bounces and cluster HE.

One lethal bullet and a knife: miss, and you go knife hunting.

CTs and Ts swap spawns while the bombsites stay put: every route runs backwards.

Bullets fly instead of hitting instantly: lead your shots and dodge incoming fire.

Hiders shrink and scatter; hunters must spot them before the round runs out.

Play the round as a real CS2 chicken: shoot, plant the bomb, glide and get hit where you stand.

Giant or tiny heads with a hitbox to match: a big head is easy to hit, a small one tests your aim.

The Zeus strikes across the whole map: through walls, in a chain from enemy to enemy, with no recharge.

Low gravity, only Zeus, giant models or ice skates: every round the lobby plays by new rules.

Scouts, AWP rounds, infinite grenades, half gravity: the rules change almost every round.

A wallhack built into the match: the other side glows through any wall.

Walls stop nobody: type !noclip and fly anywhere on the map.

From half speed to double, for the whole lobby, one side or one player.

A giant is twice the size and hard to miss; a half-size player is a small target.

Invisible while silent or all the time, and missing from the enemy radar.

From 1 to 1000 HP, armor or none, or no damage at all for the players you pick.

Take every gun away, hand everyone an AWP or ban the rifles: what players spawn with is up to the lobby.

Forget spray control: every bullet goes exactly where you aim.

Never count bullets again: the reserve refills, or the magazine never empties.

Only the head counts: a body shot does no damage, so keep your crosshair at head level.

Spray at a wall and you pay for it: every missed bullet takes HP from the shooter.

Every gun hit rolls the dice: by default only half of them deal damage.
No. BunnyHop runs on the xplay.gg game server. You only need CS2 and a Steam account: connect to the match and the mod is already working.
Any lobby from 1v1 to 5v5 works. In a 5v5, give auto bunny hop to one side only, or set air acceleration to 1000 and let everyone fly around the map like on surf.
Yes. In the lobby's Mods tab the owner sets the air acceleration, from 12 to 1000, and who gets auto bunny hop: everyone, one side, a lobby team, random players each round or players picked from the list.
Yes. Turn on more mods in the lobby's Mods tab. If two mods can't run together, the lobby tells you before the match starts.
No. Personal matches on xplay.gg are separate from Valve matchmaking and don't change your Premier or Competitive rank.
One click: the lobby opens with the mod on. Invite friends and start the match.
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