Jump Cancel: Difference between revisions
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Jump Cancel is a mechanic that
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 other steppable blocks (height < 0.6b).
* With a '''ceiling'''.
<br />
==
[[File:Jump cancel step variant.png|thumb|350x350px|'''Slab-Boosting''': the player can
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.
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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
When walking up a step, the game attempts to place the player correctly by:
# Setting
# Setting
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
== Ceiling Variant ==
[[File:Jump cancel ceiling variant.png|thumb|
This variant is '''unintended''', and was patched in
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Ceiling jump-cancel is performed by jumping "into" a ceiling:
It is possible to chain multiple jump-cancels under a 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.
Unfortunately, it requires extremely precise mouse movement, but some players have been able to use it in real time.▼
For example, a '''1bm hh 5b''' is possible by using grinding:
<youtube>c9VpOFuSW0U</youtube>
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▲
== Version Differences: ==
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 prevents 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 [https://youtu.be/3aUqTmhn-50 glitch through the floor]. The game would indeed 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.
Before 1.8.1, grinding under a headhitter ceiling wasn't possible.
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Revision as of 14:15, 1 March 2021
Jump Cancel is a mechanic that allows the player to stay at ground level after jumping, by cancelling the 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 other steppable blocks (height < 0.6b).
- With a ceiling.
Step Variant
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:
- Setting the Y speed to 0.
- 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
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:
- The player must start on ground, with no ceiling directly above them.
- 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 some players have managed 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 prevents 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. The game would indeed 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.
Before 1.8.1, grinding under a headhitter ceiling wasn't possible.