>>718978045
The problem isn't movement itself, but the way its implemented: spastic animations. Instead of speed, mobility and map verticality, you get spastic, exploitable movement animations that are quintessentially changing your hitboxes -- they don't increase the player's conscious mobility and movement in synergetic relationship with map design etc, they simply increase the range of motion of the player model.
You don't need to know your way around the map or w/e, you just need to know which buttons to spam, again: spastically, and in which order to exploit hitreg and lag.