Wiki Catalog for Types of Platforming Jumps

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Isn’t that just an extended head hitter?


Also @JDAT_Is_Cool, yes, we are so close to fully restoring this guide. Anyone else have pictures?

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I’ll get footage for the projectile jumps, one second.

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Is this what the Projectile Jump looks like?
Screenrecording2025-09-028.48.48AM-ezgif.com-optimize

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That’s double projectile probably

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Oh, so I’m just that awesome, I see…

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Has this jump been mentioned yet?

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This is just a long jump but a bit harder.

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Interesting, it looks like a slightly more complicated drop jump maybe, you can add it possibly. I’ll add it when I’m free.

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I dunno, it looks like a drop-jump except harder. Like I said, drop-jump but harder.

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It’s a wierd technique that I randomly discovered. Basically you need to jump with no momentum on the edge of the barrier. it’s not a drop jump.
The players jump height it 4 blocks (single jump) which would hit the laser and you can’t drop down because you also hit the laser. Also, it’s not jumping over it, you have to go through.

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I mean you could just drop-jump it though. And if you’re just jumping off the edge, it’s quite literally just a normal jump, it’s not like you’ve invented anything new.

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A normal jump is 4 blocks high and the second jump is 4 blocks high. The laser is placed 4 blocks high to stop a normal jump. You also cant drop down because there is a laser. It’s too high to let the player do a 2nd jump.

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Regarding steep slope jumps.

I had discovered steep slope jumps independently from yhmft. And a lot of other rules of slope jumps over a year ago.

Steep slope jumps are in: yhmft, todc, the eternal abyss, and some of my testing maps.

Todc and the eternal abyss have the same main creator (Mathew/valerie/leslie/whatshouldicallthem) so I think they know how slope jumps work.

How slope jumps work:
There is a reason you have to stay on a slope for a while before jumping. You need to have a high enough falling velocity compared to the slope going outwards. If you aren’t falling fast enough, you can simply walk off the slope faster than the slope can catch up. Which means that steeper slopes require you to fall faster before slope jumping and less steep slopes need you to have a lower fall speed. You need to slope jump on the ā€œcritical pointā€ when you barely are able to move off the slope. If you do it to early you just float off, and if too late the slope is faster than you.

Now something strange happens when you reach a certain steepness. All the rules are gone and there is a new kind of slope jump. There is slight variation depending on just how steep, you have to be more ā€œgentleā€ with steeper steep slope jumps. It’s kinda weird.

Also, very very gentle (45) degree slope jumps… you have to NOT be falling at all to slope jump off of them! It can make incredibly difficult parkour, if you use it correctly.

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That is not a complex thing.
The player hitbox is NOT a rectangle. So if you go off to the edge a platform, you can be lower.

Also, there is another way you can jump lower called coyote time.
When you run off a slope, there is a VERY small amount of time you are still allowed to jump (without using the second jump). Jumping in coyote time gives you a lower jump with the trade off of distance

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Sorry, but that is not the coyote jump. That is an entirely separate thing, speedboosting (I don’t think a standard term was ever really chosen). Speed boosts were when you kept your momentum after leaving a slope. So you could go very very fast by landing on corners. It was nerfed in the creative update, but still able to be done. Then, when knockback was added, it was nerfed again. Note, not removed, just nerfed again. Now when you speedboost your momentum is reset to normal after a split second. You can still make jumps that require that little small extra speedboost.

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bump

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Has anyone noticed that if you walk off a platform and time the jump in midair somewhere around 0.3 seconds after walking off, the second jump will be higher than usual?

Oh wait I didn’t notice (I didn’t read through the whole wiki yet)

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I think that has been noticed before, it is called coyote jumping

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That’s just a coyote jump;
Gimkit has about 0.5s of coyote time where if you walk off a platform you still keep both jumps, so things don’t feel as slippery and you don’t fall off as much

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