Fast Pillar strat with flint&steel (TAS)
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Info About This Video
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Fast Pillar strat with flint&steel (TAS) |
Video Uploader |
Video From Cynimal |
Upload Date |
This Video Uploaded At 23-03-2021 18:55:02 |
Video Discription |
The flint and steel can have other uses in a Tool Assisted Speedrun. Here I show a pillar strat that is 50% faster than the regular method. The strats are compared on a race to reach 64 blocks of height (1 stack).
Unedited footage: https://youtu.be/_2moLW5cLyQ (tickrate 1)
TAS performed with MPKmod (https://github.com/kurrycat2004/MpkMod)
This is a bit different from my usual parkour videos, but I figured I should expand my content to all sorts of movement in Minecraft, and this strat idea has been sitting in the back of my mind for a while.
COMPARISON (reminder: tick = 0.05s)
-Holding jump makes you go up by 1 block every 10 ticks (avg speed: 2b/s)
-Timing your jumps makes you go up by 1 block every 9 ticks (avg speed: 2.22b/s)
-This new strat makes you go up by 2 blocks every 12 ticks (avg speed: 3.33b/s)
INPUTS:
Fortunately this strat can be repeated with the same inputs, because the player's speed is cancelled against a block at the start of every cycle.
Initial movement:
Position yourself at the edge, facing forward. Move 1t backward.
The player has to start on an elevated block as shown in the video.
Repeated Cycle:
Sprint, jump, and hold forward for 3 ticks. All the while, place a block then light it on fire.
Wait a few ticks, place a block, move 3t backward before landing.
NOTES:
- Footage shown is in 1.8, but it should work up to 1.16 (there is a slight difference in 1.9+ as the player jump 0.003b higher).
- Not guaranteed to work 100% consistently (singleplayer uses an internal server which does some funky stuff) - this strat will work better with a low tickrate and low CPU usage. (I recorded it at 1tps)
- Probably doesn't work on servers (not reliably at least)
- Probably too precise for non-TAS (and even no-playback TAS)
- It may be possible to improve this strat to make the player go up 2 blocks every 10 ticks instead of 12 (fire damage cooldown is exactly 10 ticks, so that's the lower bound). Improving it by just one tick is useless for reasons that are a bit technical (in 1.8, this strat is supposed to be 11 ticks per cycle, and the first cycle may actually be that long, but the following cycles conform to the even ticks rule)
- There is a way to jump up 2 blocks in 9-10 ticks, but from my testing it is very inconsistent and cannot be used repeatedly. (jump and take fire damage at the same time, no need to move the player back and forth)
EXPLANATION
When the player jumps on the edge of a block, it causes the internal server to think the player hasn't jumped at all - in this state, taking damage causes a weird behavior, and can activate a jump remotely. I'm not gonna go on detail here because I don't fully understand how or why it works yet.
This glitch is related to the "slime glitch" which makes you bounce higher when taking damage (same causes) |
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