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MC-259487

Jumping just as you're attacked allows you to take little to no horizontal knockback

While sprinting forward, when you press your jump key at the same time when you get attacked, you will take reduced/no horizontal knockback depending on how accurately you time it. This works on attacks from mobs and players, in both singleplayer and multiplayer Minecraft.

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Also a ping dependent issue, on higher ping you have to jump later for the bug to take effect

Some hacked clients utilize this bug and will automatically make your character jump when you get attacked while in PvP, and there is nothing that servers are able to do about it. Just thought I'd also through that out there!

this really needs to be fixed!

This mechanic is known within the PvP community as "jump resetting". It's been in the game for years but whether this is intentional or not is Mojang's call to make.

Although the ticket was marked as a "community consensus", I still need to explain more about the impact of the bug on the game

Why should this bug be fixed?:

  1.  [In Survival] With the addition of wind charge, players can now jump higher by using the wind charge. And they can jump much more higher by jumping when they use wind charge. But this bug is unintuitive and will confuse players. They will find that sometimes wind charge doesn't boost them at all.

  2.  [In Combat] This bug has become a pvp mechanic called "Jump Reset" which allows players take less knock back than they should. Similar to the wind charge , this bug also makes knock back unintuitive. It also allows cheaters to take no knock back, and they can't be detected by anti cheat.

  3. [Others] This bug disables some custom features that depend on speed changes. For example, if you want to make a jump pad which allows players to jump boost when they jump on it, this bug will reset the velocity change from the jump pad.

In PVP, when you hit a player with a sprint hit when they are on hit cooldown, or if they miss a hit, you get what’s called a stun, where they are moving backwards fast enough that the server’s location of the player is close enough for you to hit but they are far enough away on their screen such that they cannot hit you.

When you chain together multiple stuns, you get what is called a combo, where you can hit the opponent over and over again without them being able to touch you. The only ways to get out of this is by holding s or jump resetting. The thing about holding s is that, while you escape the combo, you never get into range to hit.

so p1 hits (stun), p2 holds s, p1 hits p2 out of combo, both are out of range

or p1 hits (stun), p2 holds w, p1 hits again, p2 jump resets, p2 hits p1, both are out of range.

It adds a layer of complexity and decision-making to PVP, as jump resets are generally a riskier and easier to counter way of defending a combo, but offer greater reward.

Even if PVP were somehow better without jump resets, it would still make a very big impact on a relatively small community, while the vast majority of players would never even notice, so I don’t think it’s worth it to fix this, but I understand if Mojang disagrees.

Anyway, here’s a Discord link to see how jump resets are integrated, just scroll down to the “sword” category https://discord.gg/8kvTD9At (jump resets are in the intermediate techniques, but you kinda have to read most other stuff to know when to use them)

Eli Winslow

(Unassigned)

Community Consensus

Combat

1.19.3, 23w04a, 1.20.6, 24w44a

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