The strategy behind "Jumping"

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Vox

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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?

Don't block hit its Annyoing. I do a block during the initial hit just so I know that I am starting out with more hearts then the other guy no matter what.
 

iDufferz

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ew.
Block hitting has it's uses, even though I don't use it, but it's not something that's universally always good. In fact, it should almost never be used. Anyone at least decent at aiming will not have a harder time hitting you when you jump, and how slow block hitting makes you is not fast enough to circle an opponent. If anything, they'll be circling you. If there is any space for them to circle you, you'll have a fairly difficult time hitting them, whereas they have an extremely easy time hitting you, usually earning them twice the hits, which completely neutralizes the effect of block hitting. For people like myself, someone trying to block hit me is just a sitting duck waiting to be killed. I can very easily avoid damage from a predictable target moving less than half a block a second while doing a fair amount of damage back, I've done it before several times. You're better off being evasive and avoid any damage period, rather than trying to halve it. If you're good enough, you'll never need to block hit except in spaces where you would not be able to circle the opponent because of walls, such as a small cave.

One could argue that it's great when the opponent is hitting you and you can do nothing about that - but the thing is, you should never be in a situation where an opponent can get multiple hits on you so easily. Such situations are very dangerous, as whoever makes the first mistake and misses the opponent will get a significant disadvantage, and block hitting increases the chances of this tenfold, while simultaneously halving the damage when it does happen. Block hitting is better for people who "fail" frequently, allowing them to recover much more quickly, however if you want to be truly "good", you should focus more on preventing these disadvantages from happening rather than making them less deadly. It's true that only blocking when the opponent is getting hits on you would be the most effective method of "block hitting", however it's still not as effective as simply making a break for it. If the opponent is good at catching up and keeping you close, it can get you killed very easily, as you're likely to take many more hits than you would if you didn't block.


I can go more on to the main topic in a bit - I just wanted to discuss block hitting real quick. :p
lol whenever i see a thread, i always look forward to reading G33ke's 200 word essay on the topic XD
 

schnikes

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So from my experience jumping is best used to crit someone easily. I know that Reavezz uses it when he's getting close to killing someone, ( from personal experience D: ) but it's very hard to maintain concentration on the target when you use it.

It can be used to jump around someone quickly, jumping to the sides to get more hits, but this takes skill, and once the person gets a hit on you, you should probably stop jumping. I've seen several people do this, but the thing is that while they're circling you at the same time, you can generally maintain okay concentration, while the person jumping might not.

Lastly, jumping can be used to confuse the opponent when you are almost done with them. I know that on one of Blamph's videos he explained that if you can hit someone so that they get knocked back, you can jump to where they'll be, turn around, and get 3 or 4 hits before they can finally regain there sense of direction. This is really hard to do though, and you may be the one ending up confused.
 

Coolman912

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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.
ew.
Block hitting has it's uses, even though I don't use it, but it's not something that's universally always good. In fact, it should almost never be used. Anyone at least decent at aiming will not have a harder time hitting you when you jump, and how slow block hitting makes you is not fast enough to circle an opponent. If anything, they'll be circling you. If there is any space for them to circle you, you'll have a fairly difficult time hitting them, whereas they have an extremely easy time hitting you, usually earning them twice the hits, which completely neutralizes the effect of block hitting. For people like myself, someone trying to block hit me is just a sitting duck waiting to be killed. I can very easily avoid damage from a predictable target moving less than half a block a second while doing a fair amount of damage back, I've done it before several times. You're better off being evasive and avoid any damage period, rather than trying to halve it. If you're good enough, you'll never need to block hit except in spaces where you would not be able to circle the opponent because of walls, such as a small cave.

One could argue that it's great when the opponent is hitting you and you can do nothing about that - but the thing is, you should never be in a situation where an opponent can get multiple hits on you so easily. Such situations are very dangerous, as whoever makes the first mistake and misses the opponent will get a significant disadvantage, and block hitting increases the chances of this tenfold, while simultaneously halving the damage when it does happen. Block hitting is better for people who "fail" frequently, allowing them to recover much more quickly, however if you want to be truly "good", you should focus more on preventing these disadvantages from happening rather than making them less deadly. It's true that only blocking when the opponent is getting hits on you would be the most effective method of "block hitting", however it's still not as effective as simply making a break for it. If the opponent is good at catching up and keeping you close, it can get you killed very easily, as you're likely to take many more hits than you would if you didn't block.


I can go more on to the main topic in a bit - I just wanted to discuss block hitting real quick. :p
we have hit the jackpot two g33ke posts!!!! I think block hitting only works against noobs who don't circle round you.
 

Captain Dak

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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
This is very good advice. Train against your friends. Pvp for hours straight, have each person have both advantages and disadvantages, and you will both get better over a very short period of time. And it's also very fun :p
 

Coolman912

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This is very good advice. Train against your friends. Pvp for hours straight, have each person have both advantages and disadvantages, and you will both get better over a very short period of time. And it's also very fun :p
What friends?:(
 

RC_4777

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That was real quick alright.
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.
At least that guy tried to block hit, or even do something. I fought a guy who just hit in a straight line, standing still, while I went to the side and beat him up. I do appreciate his armor though.
 

Hystericallify

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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.

Seriously, this Forums need an achievement called:

"I FULLY READ G33k3's POST!!!"
 

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