Cynimal | +1.3125b jump with flat momentum @Cynimal | Uploaded September 2022 | Updated October 2024, 2 hours ago.
I guess lagbacks are back in fashion now. Here's a cool "blip-like" jump that does not involve blips at all. What this does is use the "sneak glitch" (where the player lands on an edge while sneaking, but still falls off) with sufficient speed in order to trigger a lagback, which teleports the player to their previous position and allows them to jump higher.
There are various ways to trigger a lagback. In general, they require that the player has at least 0.25m/t of horizontal speed, and is not in creative mode. Some known triggers are:
- moving in a cobweb
- moving close to a wall
- sneaking while landing in such a way that the player is at least 1 block above the ground on the tick before landing.
- sneak glitch (this video)
Additionally, here are some triggers that don't have a speed or gamemode requirement:
- getting stuck inside a block
- colliding with a boat
The reason why lagbacks happen is due to the built-in anticheat verifying that the player’s expected movement matches their actual movement: in order to do that, it recalculates the player’s motion starting from their previous position. However, it forgets to reinitialize the side-effects of the original movement, notably the onGround and inWeb flags, which may cause a discrepancy.
See https://www.mcpk.wiki/wiki/Lagback for more detailed info. This glitch is still being looked into.
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Done with macro because I’m lazy and have skill issues. Actually not difficult at all. 6bm is for convenience and easy setup, less momentum is possible. Probably less consistent in multiplayer, tap jump instead of holding.
I guess lagbacks are back in fashion now. Here's a cool "blip-like" jump that does not involve blips at all. What this does is use the "sneak glitch" (where the player lands on an edge while sneaking, but still falls off) with sufficient speed in order to trigger a lagback, which teleports the player to their previous position and allows them to jump higher.
There are various ways to trigger a lagback. In general, they require that the player has at least 0.25m/t of horizontal speed, and is not in creative mode. Some known triggers are:
- moving in a cobweb
- moving close to a wall
- sneaking while landing in such a way that the player is at least 1 block above the ground on the tick before landing.
- sneak glitch (this video)
Additionally, here are some triggers that don't have a speed or gamemode requirement:
- getting stuck inside a block
- colliding with a boat
The reason why lagbacks happen is due to the built-in anticheat verifying that the player’s expected movement matches their actual movement: in order to do that, it recalculates the player’s motion starting from their previous position. However, it forgets to reinitialize the side-effects of the original movement, notably the onGround and inWeb flags, which may cause a discrepancy.
See https://www.mcpk.wiki/wiki/Lagback for more detailed info. This glitch is still being looked into.
-
Done with macro because I’m lazy and have skill issues. Actually not difficult at all. 6bm is for convenience and easy setup, less momentum is possible. Probably less consistent in multiplayer, tap jump instead of holding.