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Strafing (video games)

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857:. In sequels it was decided to be kept intact, as it had become a standard technique used by players. The exploit relies on an oversight in acceleration and maximum speed calculation: when pressing a movement key, the game adds an acceleration vector in that direction to the player's current velocity. When the player has reached a maximum speed value, further acceleration is prevented. However, the movement speed limit is only applied in relation to the acceleration vector's direction and not the direction of the overall velocity, meaning that precisely manipulating the angle between overall velocity and this acceleration vector lets the player break the intended speed cap. 694: 633: 197: 135: 43: 84: 603:'s (and the player character's) focus on one particular target, guaranteeing that most of the player character's attacks will land a direct hit on the target. It enables the player character to concentrate on moving around the enemy to dodge their attacks while staying automatically focused on the enemy. This can be a crucial strategy against 786:. Thus, in games with such behavior, moving sideways while simultaneously moving forward will give an overall higher speed than just moving forward, although the player will move in a direction diagonal to the direction being faced. This feature is even more enhanced if moving along three axes (e.g. forward + left + up), providing 1086:
by exploiting how speed is calculated. The technique is executed by aligning yourself with a wall, turning away from the wall slightly, and walking both forward and toward the wall. This allows you to move faster than the default speed cap. While wallstrafing, increased frame rates result in an even
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game engines or their derivatives, bunny hopping is a technique which leverages strafe-jumping, allowing for a player to accelerate beyond the intended maximum movement speed and quickly change direction while in mid-air. Similarly, jumping on sloped surfaces while strafing into them to gain speed
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in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing. This may be done for a variety of reasons, depending on the type of game; for example, in a first-person shooter, strafing would allow one to continue tracking and
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Many shooters will allow players to aim down the sights of a gun or use a scope, usually exchanging movement speed and field of vision for greater accuracy. This can make a player more vulnerable to circle strafing, as targets will pass through their field of vision more quickly, they are less
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The games in which strafe-running can be employed treat forward motion independently of sideways (strafing) motion. If, for each update of the player's location, the game moves the player forward one unit and then moves the player to the side by one unit, the overall distance moved is
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The pre-strafe is an action performed by the player at the start of strafe-jumping, giving an initial burst of speed. It uses the same mechanics as strafe-jumping, but on the ground before the first jump, and requires faster mouse movement.
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negatively affects the players' ability to hit their target. When latency is high and the game does not have client-side hit detection, this can lead to two players circling each other, both missing all their attacks.
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series) is a technique that allows a player to run or fly faster through levels by zig-zagging (moving forwards and sideways at the same time). The game combines these actions and the player achieves roughly 1.4
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is the technique of moving around an opponent in a circle while facing them. Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in
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The blue player circle strafes counterclockwise around their red adversary, while firing continually. Red, unable to keep track of the moving blue player (and failing to lead the target), misses their shots.
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Bunny hopping is an advanced movement method used in some first-person shooter games which relies on exploiting movement mechanics by combining strafing and jumping. For instance, In games utilising the
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The player starts holding both the move forward key and the strafe key towards the desired direction, and also moves the mouse in the same direction. This turns and rapidly accelerates the player.
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While airborne, the player moves the mouse slowly in the direction they're strafing. This turns the character and directs the acceleration to an angle that lets the player break the speed cap.
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of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher and/or the enemy is required to
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Done correctly and continuously, this will gradually increase the player's speed. Mastering this technique requires much practice. Sustained strafe-jumping is mainly a matter of
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Strafe-jumping requires a precise combination of mouse and keyboard inputs. The exact technique involved depends on the game in question. In several games, there are entire
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Strafe-jumping this way will slowly curve the player's trajectory, so to compensate the player can switch the direction of strafing and mouse movement to the opposite side.
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and a few other first-person-shooter games. Overall, bunny hopping is a technical exploit allowing the player to move faster or more nimbly than normal.
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make it very easy for game developers to clamp the player's speed and acceleration to a uniform maximum when moving in any direction.
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Wallstrafe Jumping is the technique of using wallstrafing in combination with jumping and allows the user to gain speed in the
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was one of the first games to allow strafe-running. However, strafing was available as early as 1991 in
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is the military practice of attacking ground targets from low-flying aircraft using aircraft-mounted
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The earliest (and most advanced) method of bunny hopping that utilized strafing controls exists in
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The player stands facing 90-135 degrees away from the direction they desire to eventually move in.
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The player jumps and simultaneously starts holding either the strafe left or the strafe right key.
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Strafe-jumping was a result of a bug in the code base of the 1997 first-person shooter video game
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When the player is facing the desired movement direction, they jump to preserve the gained speed.
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combat. Circle strafing in melee combat can be made easier with a lock-on system that snaps the
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when firing. The effectiveness of circle strafing is mitigated when the opponent's weapon fires
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capable of keeping up with a target, and their slow movement makes dodging more difficult.
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Specifically, it focuses on multiplayer first-person shooter video game movement techniques
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To prevent speed loss from ground friction, the player immediately jumps again on landing.
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is a technique used to increase a player's movement speed in computer games based on the
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Circle strafing has also spread to some 3D action and adventure video games that involve
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The player holds the move forward key, accelerating to the maximum walking speed.
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The player can now start strafe-jumping and continue accelerating.
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Wallstrafing is a movement technique used to gain speed in
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firing at an opponent while moving in another direction.
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and powerful enemies, and is notably employed in many
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This technique is not possible in all games; modern
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Unsourced material may be challenged and 71:Learn how and when to remove these messages 1703: 1689: 1681: 441: 427: 310: 1400: 1124: 793: 791: 769: 767: 681:Learn how and when to remove this message 521:(May God punish England), dating back to 299:Learn how and when to remove this message 281:Learn how and when to remove this message 179:Learn how and when to remove this message 754:and became even more popular in 1992 in 538: 1108: 872:The controls are typically as follows: 396: 343: 325: 318: 1925:Turns, rounds and time-keeping systems 1304:Old, Vintage is The New (2023-11-08). 1246:. "O'Reilly Media, Inc.". p. 94. 1582: 1580: 1210:. Fragging Fundamentals. p. 58. 494: 7: 1519:"F3quake - Article: Strafing Theory" 1306:"Is controller tap strafe bannable?" 1235: 1233: 659:adding citations to reliable sources 219:adding citations to reliable sources 1425:"Unity Scripting API Documentation" 1660:How to Wallstrafe by CS:GO Veteran 1375:Warburton, Matthew (August 2023). 1169:, July 2007, airforce-magazine.com 25: 1451:"Unreal Engine 5.3 Documentation" 52:This article has multiple issues. 1525:from the original on 2015-05-08. 1204:Lancheres, Eric (21 July 2013). 998:, and their derivatives such as 631: 476:This section is an excerpt from 195: 133: 82: 41: 1635:"FPS Effects - SourceRuns Wiki" 1279:. Charles River Media. p.  1143:. askoxford.com. Archived from 1049:Dark Messiah of Might and Magic 206:needs additional citations for 60:or discuss these issues on the 112:and remove irrelevant content. 1: 937:The controls are as follows: 483:The word is an adaptation of 110:relocate relevant information 27:Video game movement technique 1722:Glossary of video game terms 1276:"AI Game Engine Programming" 918:Wolfenstein: Enemy Territory 101:on an aspect of the subject. 803:{\displaystyle {\sqrt {3}}} 779:{\displaystyle {\sqrt {2}}} 230:"Strafing" video games 159:the claims made and adding 2174: 475: 29: 1719: 1393:10.1093/pnasnexus/pgad249 1953:Destructible environment 1469:"Strafe Jumping Madness" 972:The Elder Scrolls Online 905:and some games based on 591:Strafing in melee combat 30:For the video game, see 1329:. O'Reilly Media, Inc. 1325:Carless, SImon (2004). 1240:Carless, Simon (2004). 1126:10.7554/elife.12559.011 995:Challenge ProMode Arena 2158:Video game terminology 1561:"What is a Bunny Hop?" 1180:"Definition of STRAFE" 1055:Kingpin: Life of Crime 804: 780: 747:Pathways into Darkness 701:Particularly in early 698: 613:titles, starting with 544: 1995:Procedural generation 1355:Green Man Gaming Blog 1273:Brian Schwab (2004). 1207:Fragging Fundamentals 1019:Team Fortress Classic 805: 781: 729:among players of the 703:first-person shooters 696: 553:close-quarters combat 542: 320:First-person shooters 1782:Non-player character 1565:www.computerhope.com 1455:Epic Games Developer 1431:. Unity Technologies 1165:Richard B.H. 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Index

Strafing (gaming)
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First-person shooters
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