45° Strafe is a technique that grants more speed than regular movement.

It can be done by strafing and turning 45° degrees (hence the name).

45° Strafe can be performed by either:

- Turning 45° left and Strafing right.
- Turning 45° right and Strafing left.

The turning must be quick (< 1tick) and precise (±10°), so it's difficult to perform consistently.

Some jumps require the use of 45° strafe, such as 1bm 4.375b.

## Effect on Movement

On every tick, the Player gains some acceleration depending on inputs and other factors.

- When moving forward (without strafing), the acceleration gained is scaled by

- When strafing, the acceleration is scaled by

Therefore, 45° Strafe is up to the speed of regular movement (up to 2% faster).

Special case: **45° Sneak**

- When sneaking forward (without strafing), the acceleration gained is scaled by
- When strafing while sneaking, the acceleration gained is scaled by (≈ 1.386)

45° Sneak is used for no-momentum jumps (example). Outside of parkour, it's notably used for bridging.

## Explanation

The origin of the 45° strafe mechainic is hard to pinpoint in the game's code: It's the result of incoherent design, chaotic function calls, and nonsensical calculations. Below is a simplified version of the horizontal movement source code.

```
1 /*
2 * Code from Entity and EntityLivingBase
3 * Unnecessary or unrelated code is stripped out
4 */
5
6 public void onLivingUpdate()
7 {
8 /*
9 * moveStrafing and moveForward represent relative movement.
10 * moveStrafing = 1.0 if moving left, -1.0 if moving right, else 0.0
11 * moveForward = 1.0 if moving forward, -1.0 if moving backward, else 0.0
12 *
13 * Furthermore, moveStrafing and moveForward *= 0.3 if the player is sneaking.
14 */
15
16 this.moveStrafing *= 0.98F; /* why? */
17 this.moveForward *= 0.98F; /* why? */
18 this.moveEntityWithHeading(this.moveStrafing, this.moveForward);
19 }
20
21
22
23 public void moveEntityWithHeading(float strafe, float forward)
24 {
25 /* inertia determines how much speed is conserved on the next tick */
26 float inertia = 0.91F;
27 if (this.onGround)
28 {
29 inertia = this.worldObj.getBlockState(new BlockPos(MathHelper.floor(this.posX), MathHelper.floor(this.getEntityBoundingBox().minY) - 1, MathHelper.floor(this.posZ))).getBlock().slipperiness * 0.91F;
30 }
31
32 /* acceleration = (0.6*0.91)^3 / (slipperiness*0.91)^3) -> redundant calculations... */
33 float acceleration = 0.16277136F / (inertia * inertia * inertia);
34
35 float movementFactor;
36 if (this.onGround)
37 movementFactor = this.landMovementFactor * acceleration;
38 /* base: 0.1; x1.3 if sprinting, affected by potion effects. */
39
40 else
41 movementFactor = this.airMovementFactor;
42 /* base: 0.02; x1.3 if sprinting */
43
44 this.updateMotionXZ(strafe, forward, movementFactor); /* add relative movement to motion */
45 this.moveEntity(this.motionX, this.motionY, this.motionZ);
46
47 this.motionY -= 0.08D; /* gravity */
48 this.motionY *= 0.98D; /* drag */
49
50 this.motionX *= inertia;
51 this.motionZ *= inertia;
52 }
53
54
55
56 public void updateMotionXZ(float strafe, float forward, float movementFactor)
57 {
58 /*
59 * This function is extremely weird, and is solely responsible for the existence of 45° strafe
60 * Also note that:
61 * - Sprint boost is contained within "movementFactor"
62 * - Sneak slowdown is contained within "strafe" and "forward"
63 */
64 float distance = strafe * strafe + forward * forward;
65
66 if (distance >= 1.0E-4F)
67 {
68 distance = MathHelper.sqrt_float(distance);
69
70 if (distance < 1.0F)
71 distance = 1.0F;
72
73 distance = movementFactor / distance;
74 strafe = strafe * distance;
75 forward = forward * distance;
76 float sinYaw = MathHelper.sin(this.rotationYaw * Math.PI / 180.0F);
77 float cosYaw = MathHelper.cos(this.rotationYaw * Math.PI / 180.0F);
78 this.motionX += strafe * cosYaw - forward * sinYaw;
79 this.motionZ += forward * cosYaw + strafe * sinYaw;
80 }
81 }
```