How to Loop Killers in Forsaken: Pro Juking Techniques That Always Work

Learn professional looping techniques in Forsaken Roblox. Master window vaults, cover timing, and 360 jukes to survive longer against any killer.

Published October 3, 202513 min readBy Sukie
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Template Town map in Roblox Forsaken, used for practising loop routes

Template Town map in Roblox Forsaken, used for practising loop routes. Image: Forsaken (Roblox) © Forsaken Dev Group, via the Official Forsaken Wiki.

Transform from easy prey to uncatchable nightmare by mastering professional looping techniques that extend chases beyond 60 seconds. Looping isn't just running in circles - it's a precise art of distance management, mindgames, and resource optimization. This ultimate guide teaches window tech, cover spot efficiency, 360 jukes, and killer-specific strategies that frustrate even experienced players into abandoning chase.

Looping Fundamentals

  • Minimum Safe Distance: 2.5 meters from killer
  • Window Vault Speed: 0.5 seconds (fast vault)
  • Cover spot Stun Duration: 2.0 seconds
  • Bloodlust Tiers: 5/10/15 seconds of chase
  • Average Loop Duration: 15-20 seconds per cover spot
  • God Loop Duration: 45+ seconds
  • Pro Chase Length: 60-120 seconds
  • Resources Used: 2-3 cover spots per minute

Core Looping Mechanics

Understanding game mechanics is essential for optimal looping:

Distance Management

  • Always maintain 2.5+ meters from killer
  • Hug walls tighter than killer (smaller hitbox)
  • Cut corners sharper using survivor advantage
  • Use camera to watch killer while running
  • Never run in straight lines except to reach loops
  • Fake direction changes to gain distance
  • Use terrain elevation for speed boosts

Window Vault Tech

  • Fast Vault: Run straight for 2.5 meters before vault
  • Medium Vault: Approach at angle (0.6 seconds)
  • Slow Vault: Walk or bad angle (1.0 second)
  • Window Block: Entity blocks after 3 vaults
  • Vault Fake: Run at window then double back
  • Window Tech: Vault back immediately to confuse

Cover spot Loop Mastery

Maximize value from every cover spot:

Safe Cover spot Strategy

  • Loop 2-3 times before dropping
  • Drop when killer is 1.5 meters away
  • Never pre-drop safe cover spots
  • Force killer to break by staying close
  • Use stun time to reach next loop
  • Respect bloodlust at unsafe cover spots

Unsafe Cover spot Mindgames

  • Drop early for distance, not loops
  • Fake cover spot drop to gain time
  • Never greed unsafe cover spots
  • Use for stuns during killer animation
  • Combine with a burst-speed ability for value
  • Pre-drop if injured against instadown

Advanced Techniques

Pro-level techniques that separate good from great:

360 Juke Technique

  • Spin camera rapidly while turning
  • Use when killer swings or in open field
  • Combine with a burst-speed ability for guaranteed dodge
  • Works best against console killers
  • Practice in custom games first

Moonwalking

  • Run backward to hide red glow
  • Use at corners to confuse direction
  • Break line of sight then moonwalk
  • Combine with a stealth ability for vanishing
  • Essential for high-level mindgames

Pro Tip

The secret to infinite looping: Always be planning your next loop while running the current one. Look for cover spots and windows with your camera while maintaining the loop. Chain loops together seamlessly for 2+ minute chases.

Final Thoughts

Looping is 20% mechanical skill and 80% game knowledge. Master these techniques, learn every map's loop locations, and understand killer-specific counterplay. With practice, you'll extend chases long enough for your team to complete all generators.

  • Maintain optimal distance at all times
  • Chain loops together seamlessly
  • Use resources efficiently
  • Master both safe and unsafe cover spots
  • Learn killer-specific strategies
  • Practice advanced techniques daily

Start practicing these techniques and become the survivor killers fear!

Looping without pallets: what actually generates distance

A lot of looping advice circulating for Forsaken was written for games with pallets and vaults and simply does not apply. There are no pallets to drop and no exit gates to power. What you have is terrain, sightlines, and the stamina system. Killers only begin losing stamina from sprinting once they are within roughly 85 studs of a survivor, and after a sprint ends there is a brief pause before stamina regenerates at 20 per second for survivors and 21 per second for current killers. That regeneration asymmetry is small but real, and long loops are where it compounds.

Breaking line of sight alone accomplishes little if you keep running the same bearing, because the killer simply continues along your last known heading and re-acquires. The break has to be followed by a direction change the killer cannot see. That is the entire trick, and it is why corners around solid geometry beat open ground even when the open ground is larger.

Time spent in a chase is only valuable if someone converts it. A chase dragged into an empty corner of the map buys the team nothing. Dragged past a generator a teammate is working, the same chase is defensive pressure. Each puzzle layer removes three seconds from the clock and a completed generator removes twelve, so the chase you survive is directly funding the clock reduction that wins the round.

When to stop looping

Looping is not free. The killer adds time to the round clock by eliminating survivors, so a chase you eventually lose has cost the team twice: once in the time you were not on a generator, and again in the time your elimination adds. If you are being chased and no teammate is making progress, the chase is not buying anything and you are better off breaking away toward an objective than extending an elegant loop for its own sake. Skilled survivors treat looping as a tool for protecting progress, not as a scoreboard.

Reading which killer you are looping

Loops are not killer-agnostic, because the abilities that close distance differ sharply. c00lkidd runs Walkspeed Override and Pizza Delivery, which are about cutting off options rather than raw speed, so long open loops are comparatively safe and tight corridors are not. Slasher, the other free starter, is an ambush killer built around Raging Pace, which punishes predictable routes far more than it punishes distance. Noli, at 1,100 Player Points, brings Void Rush and Nova and genuinely can close a gap you thought was safe. John Doe plays the opposite way, using Corrupt Energy and Digital Footprint to cut you off rather than run you down.

Against divide-and-conquer kits the mistake is looping into a space with one exit, because limiting your options is exactly what those abilities do. Against mobility kits the mistake is trusting raw distance. Against ambush kits the mistake is repeating a route. In every case the fix is the same shape: change something about the loop before the killer has enough information to predict it.

Looping inside the round economy

A loop is a purchase: you spend risk to buy seconds. Knowing what those seconds convert into is what separates a useful loop from a decorative one.

A round is four minutes long. Survivors win by outlasting it and killers extend it by eliminating people, so the only lever survivors control is the generators. On most maps there are five, each a Numberlink wire puzzle four layers deep. A completed layer removes three seconds from the clock and pays 5 Player Points and 15 EXP; a finished generator removes twelve seconds; clearing all five removes a full minute. Crucially the puzzle regenerates if you are interrupted, so unbanked layers are lost entirely rather than paused. Two maps, SFOTH and Generator Hell, have no generators at all, which removes the lever completely and turns those rounds into pure survival against the clock.

The roster is fixed-ability rather than build-based. Survivors come in three classes: Survivalists Noob (free) and 007n7 (500 Player Points) look after themselves; Sentinels Shedletsky (free), Two Time and Guest 1337 (500 each) and Chance (777) interfere with the killer directly; and Elliot (free) is the only Support. Killers are c00lkidd and Slasher (both free), John Doe (1,000) and Noli (1,100). Because there are no perks and no loadouts, picking a character is picking your role for the entire round, and nothing you unlock later changes how an existing character plays.

Last Man Standing is the phase most guides skip. When one survivor remains the timer resets to 1 minute 14 seconds, the music changes, and both the survivor and the killer are highlighted to each other for six seconds. Every plan that depended on concealment stops working at that moment, on every map. If you have been holding an ability for a dramatic finish, that is the wrong plan: spend it during the contested middle of the round, when the killer still has choices to get wrong.

Common questions

Questions that come up repeatedly about this topic, answered against how the game actually works rather than how similar games work.

Because the abilities differ rather than the movement. c00lkidd uses Walkspeed Override and Pizza Delivery to cut off options, so enclosed loops are dangerous. Slasher ambushes with Raging Pace, so repeated routes are dangerous. Noli closes distance with Void Rush and Nova, so raw separation is unreliable. John Doe divides with Corrupt Energy and Digital Footprint, so being isolated is the risk.

No. The killer extends the round clock by eliminating survivors, so a long chase that ends in your death has cost the team twice. A loop is only worth running while somebody is converting it into generator layers at three seconds each.

There is a threshold worth knowing. Killers only begin losing sprint stamina once they are within roughly 85 studs of a survivor, and after a sprint ends stamina regenerates at 21 per second for current killers against 20 for survivors. Forcing long approaches costs a killer nothing; keeping them in close pursuit costs them a great deal.

Related Forsaken Guides

Back to the ForsakenHub homepage for the full Forsaken Roblox guide hub, or browse all guides. You can also play the game directly on Forsaken on Roblox.

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