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)
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)