Jump Cancel: Difference between revisions

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Jump Cancel is a mechanic that involves [[Jumping]] and [[Stepping]] to cancel a jump's vertical height
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'''Jump Cancel''' is a mechanic that allows the player to stay at ground level after jumping, by cancelling their initial jump speed.


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This can be useful to gain more momentum that normally possible, and makes jumps such as [https://youtu.be/c9VpOFuSW0U 1bm hh 5b] possible.
It's the consequence of [[Special:MyLanguage/Stepping|Stepping]] applied to jumping motion.




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'''Definitions:'''
Jump Cancelling is used to increase the efficiency of a momentum (by reducing the duration of each jump to just '''2 ticks''').


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* The '''jump motion (0.42m)''' is the height of the first tick of a jump.
There are two ways to cancel a jump:
* The '''step height (0.6m)''' is the highest step the Player can move onto without jumping.


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* With a '''slab''', '''stair''', or some other steppable blocks (0.42b < height < 0.6b).
* With a '''ceiling''' (1.8bc < ceiling < 2.22bc).


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Both values are hard-coded into the game, but they aren't always handled correctly by the game.
<br />


This makes it possible to use Jump Cancelling in unintended ways.


== Step Variant == <!--T:7-->
<br />


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== Slab Variant ==
[[File:Jump cancel step variant.png|thumb|360x360px|'''Slab-Boosting''': the player can maximize momentum on stairs by jumping every 2 ticks.]]
This variant is '''intended''', as it is the logical extension of [[Stepping]] mechanics applied to [[Jumping]].
This variant is '''intended''', as it is the logical extension of [[Special:MyLanguage/Stepping|Stepping]] mechanics applied to [[Special:MyLanguage/Jumping|Jumping]].


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When walking up a step, the game attempts to place the Player correctly by:
This technique is also called "Slab Boost" in the speedrun community.


# Setting their Y speed to 0.
# Setting their Y coordinate above the step.


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This variant only works if the step height difference '''Δ''' is between '''0.42m''' and '''0.6m'''.

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* If '''Δ < 0.42m''', the player jumps above the step before the collision can be detected.
* If '''Δ > 0.60m''', there is a collision, but the step is too tall to apply stepping mechanics.


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When walking up a step, the game attempts to place the player correctly by:

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# Setting the Y speed to 0.
# Setting the Y coordinate above the step.

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In the process, the jump's vertical speed is lost, but horizontal speed is conserved. This makes it possible to jump again 2 ticks later.
In the process, the jump's vertical speed is lost, but horizontal speed is conserved. This makes it possible to jump again 2 ticks later.




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This variant only works if the step height difference '''Δ''' is between '''0.42m''' and '''0.6m'''.
'''Note:''' It's possible to use the corner of a slab to jump-cancel without moving up the slab itself. To do this, the collision must be [[Special:MyLanguage/X/Z Facing|X-facing]]. [https://youtu.be/JHz6d-vXJ2M Example].





== Ceiling Variant == <!--T:16-->

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[[File:Jump cancel ceiling variant.png|thumb|360x360px|A simple setup to perform Ceiling Jump-Cancel.(perform a hh timing from the edge of the 1<sup>st</sup> block)]]
This variant is '''unintended''', and was patched in 1.14 when [[Special:MyLanguage/Stepping|Stepping]] was corrected.


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This variant only works if the ceiling height '''Δ''' is between '''1.8m''' and '''2.22m'''.

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* If '''Δ < 1.80m''', the ceiling is too low for the player to fit, and the collision is registered as a wall.
* If '''Δ > 2.22m''', there is no first-tick collision.


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Ceiling jump-cancel is performed by jumping "into" a ceiling:

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# The player must start on ground, with no ceiling directly above them.
# The player's next intended position must collide with the ceiling.


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It is possible to chain multiple jump-cancels under a ceiling by repeatedly jumping in and out of the ceiling.

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In that case, it's referred to as ''grinding'', and is virtually equivalent to "1.8bc" momentum, minus the negligible cost of speed for micro-turning.



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* If '''Δ < 0.42m''', the Player jumps above the step before the collision can be detected.
For example, a '''1bm hh 5b''' is possible by using grinding:
* If '''Δ > 0.60m''', there is a collision, but the step is too high to apply stepping mechanics.


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<youtube>c9VpOFuSW0U</youtube>


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Jump Cancel can be used to build momentum on stairs, amongst other blocks.
This technique requires extremely quick and precise mouse movement, but it's possible to [https://youtu.be/0yvfIkeoY_8 use it in real time].


This is why experienced players spam space when moving up stairs.




== Version Differences: == <!--T:27-->
'''Note:''' It is possible to use the corner of a slab to jump-cancel without moving up the step itself. To do this, the collision must be [[X/Z Facing|X-facing]].


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Cancelling a jump under a ceiling was made possible in 1.8 when Mojang fixed a bug which [https://bugs.mojang.com/browse/MC-3337 prevented entities from walking through a gap].


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== Ceiling Variant ==
However, it wasn't until version 1.8.1 that the ceiling variant became practical, as the player would often [https://youtu.be/3aUqTmhn-50 glitch through the floor]. <br> Indeed, in 1.8.0, The game would force the player to be set 2.4m under the ceiling (1.8m player height + 0.6m step height), even if a block was present. <br>
This variant is '''unintended''', and was patched in recent versions of the game.
As of 1.8.1, the stepping method never goes below the player's position, so the player can no longer get glitched into the floor.


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[...]
Before 1.8.1, grinding under a headhitter ceiling wasn't possible.
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Latest revision as of 02:33, 30 January 2022

Other languages:

Jump Cancel is a mechanic that allows the player to stay at ground level after jumping, by cancelling their initial jump speed.

It's the consequence of Stepping applied to jumping motion.


Jump Cancelling is used to increase the efficiency of a momentum (by reducing the duration of each jump to just 2 ticks).

There are two ways to cancel a jump:

  • With a slab, stair, or some other steppable blocks (0.42b < height < 0.6b).
  • With a ceiling (1.8bc < ceiling < 2.22bc).



Step Variant

Slab-Boosting: the player can maximize momentum on stairs by jumping every 2 ticks.

This variant is intended, as it is the logical extension of Stepping mechanics applied to Jumping.

This technique is also called "Slab Boost" in the speedrun community.


This variant only works if the step height difference Δ is between 0.42m and 0.6m.

  • If Δ < 0.42m, the player jumps above the step before the collision can be detected.
  • If Δ > 0.60m, there is a collision, but the step is too tall to apply stepping mechanics.


When walking up a step, the game attempts to place the player correctly by:

  1. Setting the Y speed to 0.
  2. Setting the Y coordinate above the step.

In the process, the jump's vertical speed is lost, but horizontal speed is conserved. This makes it possible to jump again 2 ticks later.


Note: It's possible to use the corner of a slab to jump-cancel without moving up the slab itself. To do this, the collision must be X-facing. Example.




Ceiling Variant

A simple setup to perform Ceiling Jump-Cancel.(perform a hh timing from the edge of the 1st block)

This variant is unintended, and was patched in 1.14 when Stepping was corrected.


This variant only works if the ceiling height Δ is between 1.8m and 2.22m.

  • If Δ < 1.80m, the ceiling is too low for the player to fit, and the collision is registered as a wall.
  • If Δ > 2.22m, there is no first-tick collision.


Ceiling jump-cancel is performed by jumping "into" a ceiling:

  1. The player must start on ground, with no ceiling directly above them.
  2. The player's next intended position must collide with the ceiling.


It is possible to chain multiple jump-cancels under a ceiling by repeatedly jumping in and out of the ceiling.

In that case, it's referred to as grinding, and is virtually equivalent to "1.8bc" momentum, minus the negligible cost of speed for micro-turning.


For example, a 1bm hh 5b is possible by using grinding:

This technique requires extremely quick and precise mouse movement, but it's possible to use it in real time.


Version Differences:

Cancelling a jump under a ceiling was made possible in 1.8 when Mojang fixed a bug which prevented entities from walking through a gap.

However, it wasn't until version 1.8.1 that the ceiling variant became practical, as the player would often glitch through the floor.
Indeed, in 1.8.0, The game would force the player to be set 2.4m under the ceiling (1.8m player height + 0.6m step height), even if a block was present.
As of 1.8.1, the stepping method never goes below the player's position, so the player can no longer get glitched into the floor.

Before 1.8.1, grinding under a headhitter ceiling wasn't possible.