The strategy behind "Jumping"

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HalfSquirrel

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I just wanted to discuss block hitting real quick. :p
That was real quick alright.

My generraly PvP strategy - circle around the player while jumping and block hitting. That way you get Critical hits from jumping, add to your defence by block hitting, and evade hits by circling.

For those of you who dislike block hitting - deal with it.... if you were in an actuall sword fight wouldn't you try to block hits?

I just fought someone today who did that exact thing. I hit him like 5 times without moving while he didn't manage to hit me a single time. I killed him after only taking 1-2 hits.
 

G33ke

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Dammit G33ke, are you a teacher irl? :3

No. :3 This stuff just makes sense to me from experience. Most people don't think about it any farther than "it's bad" or "it's good", but I've been doing a lot of analyzing recently of different strategies and tactics. I'm about to go into the main topic of jumping in a bit, and it's advantages/disadvantages. Jumping, however, unlike block hitting, can go either way in being useful, depending on who you're against and when, and you'd probably be most effective if you switched quite often. I'll explain here in a bit, in a way I bet nobody would ever have analyzed:

Jumping is a tricky subject. When to do it in combat, when not to, it's advantages/disadvantages, etc. Mainly, we all know that jumping is what causes criticals - jumping in for the first hit on somebody can give you the critical advantage, however this will greatly limit your mobility and a opponent who's more evasive can get behind you if you aren't careful. This allows them to possibly get a hit or two before you turn around, unless you're really quick to react. This can even the fight or even give the opponent an advantage, and is thus, risky, unless you're really, really good.

Some other people try to always jump in a fight, and go on the "all out offense" side of things. Every hit will be a critical if timed right, and it can be extremely deadly if the opponent isn't able to counter well or get away quickly. The downside to this is that you are almost as much of a sitting duck as a block hitter. The difference is that you can accelerate much quicker than a block hitter would, as you still do have a fair amount of forward momentum, even though it's not taking you very far. Another downside is that an opponent who can get a hit or two on you can knock you back far enough that you can't easily reach them immediately, as well as all of your forward momentum will be lost. This is a position where the opponent can easily rush at you and go in for a critical of their own, which you can not avoid or counter much at all. This is a tactic that's much more useful against a foe who's in a bad position of their own, when they are having a hard time moving after hitting a wall, or being knocked back and losing all momentum. Also good for sneak attacks. After you complete about 2-3 hits, it's best to stop, as at that point, it won't be long before you get countered. 2-3 hits is plenty though, since they are criticals, they are the equivalent of 4-6 normal hits, which can easily do half or more of an opponents health with an average game's attacker's/defender's gear.

There is also simply not jumping at all and focusing solely on circling an opponent. Even though you are slower than you would be sprint jumping, you're much more easily able to change direction and fake out the opponent or avoid an attack all together. Noting that Minecraft lag causes an opponents sprint to break if they get really close to hitting you, you can purposely get close enough to break they're sprint, and go in for the hit, although difficult to pull off. Mainly, though, keeping yourself on the ground comes with the huge advantage of being able to instantly start a sprint. If you can hit an opponent once with this method, you're likely to send them flying since you hit them while sprinting. This means they cannot start their sprint until they hit the ground. You've got a lot of things you could do in this time, like pull something into your hotbar, eat, or even rush at them and go in for another hit with the instant sprint advantage. Rinse and repeat, really. If you're really good, you can avoid getting hit at all and slowly drain the opponents health, or just wait for the moment when you can use a more effective method for dealing damage, like jumping for criticals when the opponent is in a bad situation. (knocked into a tree/corner.)


You can compare the three in other ways as well: There is one where evasiveness and power are about balanced, one for pure power, and one for pure evasiveness. Seriously...who says Minecraft's combat sucks? I've got lots more I could discuss as well. :p These are all things I don't even switch between much myself, I mostly just stick to one and use it primarily, which is something I'm trying to break. The ability to adapt to an opponents strategy is one that can save your life many times, as rarely is there a universally good strategy.
 

ARB1T3R

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I only jump in a battle if i sneak up on them (to deal extra damage), If im bellow them (like they are on a ledge or something) or if i jump off something that they are climbing to surprise and get under them (my signature).
Hope this helps
 

Jetscat1

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How the heck does one respond to:
"Are you a teacher irl?"

With this? G33ke, I love coming on here and just reading your posts. :3

No. :3 This stuff just makes sense to me from experience. Most people don't think about it any farther than "it's bad" or "it's good", but I've been doing a lot of analyzing recently of different strategies and tactics. I'm about to go into the main topic of jumping in a bit, and it's advantages/disadvantages. Jumping, however, unlike block hitting, can go either way in being useful, depending on who you're against and when, and you'd probably be most effective if you switched quite often. I'll explain here in a bit, in a way I bet nobody would ever have analyzed:

Jumping is a tricky subject. When to do it in combat, when not to, it's advantages/disadvantages, etc. Mainly, we all know that jumping is what causes criticals - jumping in for the first hit on somebody can give you the critical advantage, however this will greatly limit your mobility and a opponent who's more evasive can get behind you if you aren't careful. This allows them to possibly get a hit or two before you turn around, unless you're really quick to react. This can even the fight or even give the opponent an advantage, and is thus, risky, unless you're really, really good.

Some other people try to always jump in a fight, and go on the "all out offense" side of things. Every hit will be a critical if timed right, and it can be extremely deadly if the opponent isn't able to counter well or get away quickly. The downside to this is that you are almost as much of a sitting duck as a block hitter. The difference is that you can accelerate much quicker than a block hitter would, as you still do have a fair amount of forward momentum, even though it's not taking you very far. Another downside is that an opponent who can get a hit or two on you can knock you back far enough that you can't easily reach them immediately, as well as all of your forward momentum will be lost. This is a position where the opponent can easily rush at you and go in for a critical of their own, which you can not avoid or counter much at all. This is a tactic that's much more useful against a foe who's in a bad position of their own, when they are having a hard time moving after hitting a wall, or being knocked back and losing all momentum. Also good for sneak attacks. After you complete about 2-3 hits, it's best to stop, as at that point, it won't be long before you get countered. 2-3 hits is plenty though, since they are criticals, they are the equivalent of 4-6 normal hits, which can easily do half or more of an opponents health with an average game's attacker's/defender's gear.

There is also simply not jumping at all and focusing solely on circling an opponent. Even though you are slower than you would be sprint jumping, you're much more easily able to change direction and fake out the opponent or avoid an attack all together. Noting that Minecraft lag causes an opponents sprint to break if they get really close to hitting you, you can purposely get close enough to break they're sprint, and go in for the hit, although difficult to pull off. Mainly, though, keeping yourself on the ground comes with the huge advantage of being able to instantly start a sprint. If you can hit an opponent once with this method, you're likely to send them flying since you hit them while sprinting. This means they cannot start their sprint until they hit the ground. You've got a lot of things you could do in this time, like pull something into your hotbar, eat, or even rush at them and go in for another hit with the instant sprint advantage. Rinse and repeat, really. If you're really good, you can avoid getting hit at all and slowly drain the opponents health, or just wait for the moment when you can use a more effective method for dealing damage, like jumping for criticals when the opponent is in a bad situation. (knocked into a tree/corner.)


You can compare the three in other ways as well: There is one where evasiveness and power are about balanced, one for pure power, and one for pure evasiveness. Seriously...who says Minecraft's combat sucks? I've got lots more I could discuss as well. :p These are all things I don't even switch between much myself, I mostly just stick to one and use it primarily, which is something I'm trying to break. The ability to adapt to an opponents strategy is one that can save your life many times, as rarely is there a universally good strategy.
 

Drybear1998

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Everytime i fight a guy i fishingrod him just before we meet eachother, he will slowdown and he will be surprised. After that it's easy to strafe him :)
 
L

Lululioness

Guest
No. :3 This stuff just makes sense to me from experience. Most people don't think about it any farther than "it's bad" or "it's good", but I've been doing a lot of analyzing recently of different strategies and tactics. I'm about to go into the main topic of jumping in a bit, and it's advantages/disadvantages. Jumping, however, unlike block hitting, can go either way in being useful, depending on who you're against and when, and you'd probably be most effective if you switched quite often. I'll explain here in a bit, in a way I bet nobody would ever have analyzed:

Jumping is a tricky subject. When to do it in combat, when not to, it's advantages/disadvantages, etc. Mainly, we all know that jumping is what causes criticals - jumping in for the first hit on somebody can give you the critical advantage, however this will greatly limit your mobility and a opponent who's more evasive can get behind you if you aren't careful. This allows them to possibly get a hit or two before you turn around, unless you're really quick to react. This can even the fight or even give the opponent an advantage, and is thus, risky, unless you're really, really good.

Some other people try to always jump in a fight, and go on the "all out offense" side of things. Every hit will be a critical if timed right, and it can be extremely deadly if the opponent isn't able to counter well or get away quickly. The downside to this is that you are almost as much of a sitting duck as a block hitter. The difference is that you can accelerate much quicker than a block hitter would, as you still do have a fair amount of forward momentum, even though it's not taking you very far. Another downside is that an opponent who can get a hit or two on you can knock you back far enough that you can't easily reach them immediately, as well as all of your forward momentum will be lost. This is a position where the opponent can easily rush at you and go in for a critical of their own, which you can not avoid or counter much at all. This is a tactic that's much more useful against a foe who's in a bad position of their own, when they are having a hard time moving after hitting a wall, or being knocked back and losing all momentum. Also good for sneak attacks. After you complete about 2-3 hits, it's best to stop, as at that point, it won't be long before you get countered. 2-3 hits is plenty though, since they are criticals, they are the equivalent of 4-6 normal hits, which can easily do half or more of an opponents health with an average game's attacker's/defender's gear.

There is also simply not jumping at all and focusing solely on circling an opponent. Even though you are slower than you would be sprint jumping, you're much more easily able to change direction and fake out the opponent or avoid an attack all together. Noting that Minecraft lag causes an opponents sprint to break if they get really close to hitting you, you can purposely get close enough to break they're sprint, and go in for the hit, although difficult to pull off. Mainly, though, keeping yourself on the ground comes with the huge advantage of being able to instantly start a sprint. If you can hit an opponent once with this method, you're likely to send them flying since you hit them while sprinting. This means they cannot start their sprint until they hit the ground. You've got a lot of things you could do in this time, like pull something into your hotbar, eat, or even rush at them and go in for another hit with the instant sprint advantage. Rinse and repeat, really. If you're really good, you can avoid getting hit at all and slowly drain the opponents health, or just wait for the moment when you can use a more effective method for dealing damage, like jumping for criticals when the opponent is in a bad situation. (knocked into a tree/corner.)


You can compare the three in other ways as well: There is one where evasiveness and power are about balanced, one for pure power, and one for pure evasiveness. Seriously...who says Minecraft's combat sucks? I've got lots more I could discuss as well. :p These are all things I don't even switch between much myself, I mostly just stick to one and use it primarily, which is something I'm trying to break. The ability to adapt to an opponents strategy is one that can save your life many times, as rarely is there a universally good strategy.
OMG I READ IT ALL!!!
 

Zwyk_Sceptacus

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Um... i think you should train with a friend and experiment when it fits you to jump and not in a battle
 

soggypickle

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Anytime I have a choice between making an iron sword and a flint and steel, I choose flint and steel. I then light the opponent on fire when I have the chance, which makes it much easier to strafe. However, if we're charging at each other and I'm 'fire-less', I'll jump on the first hit for a critical then begin strafing.

Drinking Pepsi before games helps too.
 

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