Difference between revisions of "Crouch Toggle Glitch"

From P2SR Wiki

m (Added Zach research)
Line 11: Line 11:
 
==Usage==
 
==Usage==
 
Because jumping from/to different heights can give you seemingly random jump length, this glitch is mostly used on flat grounds.
 
Because jumping from/to different heights can give you seemingly random jump length, this glitch is mostly used on flat grounds.
 +
 +
===Zach's Research===
 +
====FLAT NON-MOVING GROUND====
 +
 +
Holding Crouch:
 +
*Lose ~<code>15 UPS</code> on every other hop
 +
*Jump <code>2 units</code> higher on hops where you don't lose speed
 +
 +
CTGing:
 +
*Don't lose speed on any hop
 +
*Don't jump <code>2 units</code> higher ever
 +
 +
====MOVING CONVEYORS====
 +
Holding Crouch:
 +
*Don't lose speed on any hop
 +
*Jump <code>2 units</code> higher every hop
 +
 +
CTGing:
 +
*Lose ~<code>15 UPS</code> on every other hop
 +
*Jump <code>2 units</code> higher on hops where you do lose speed
 +
  
 
==Execution==
 
==Execution==

Revision as of 01:32, 21 December 2020

Crouch Toggle Glitch

Overview

Crouch Toggle Glitch (CTG) is a movement activity involving alternating between holding and not holding crouch button every hop during bunnyhopping in order to avoid ground friction, allowing you to accelerate faster. This trick is present in singleplayer only.

Explanation

CTG is heavily related to alternate ticks mechanism, present only in singleplayer. The way it works is that the game simulates two ticks at the same time, which leads to the game intepreting one set of inputs for two ticks. This presents some interesting results with jump command bound to the scroll wheel, which sends +jump input, and then -jump immediately after. Because of alternate ticks, jump input is always pressed on first tick in pair and it's released on second tick in pair, which allows to spam jump button without locking it in the pressed state. This is why bunnyhopping seems to be easier in singleplayer than in coop, where alternate ticks are disabled.

Full jump on a flat surface lasts 45 ticks. This means that you land on the ground on second paired tick, being unable to jump and exposing yourself to one tick of ground friction, effectively losing velocity. This, however, can be prevented by holding crouch button, which gives you additional 5 UPS of upwards speed on jump, allowing you to land on first paired tick, which consequently allows you to jump right after you land, avoiding ground friction.

There is, however, another technical detail adding variety to the jump length. If you jump tick-perfectly, your jump position isn't the same as it would be if you jumped from the ground. This makes the jump "misaligned" again. You can avoid this by releasing the crouch button every other jump.

Usage

Because jumping from/to different heights can give you seemingly random jump length, this glitch is mostly used on flat grounds.

Zach's Research

FLAT NON-MOVING GROUND

Holding Crouch:

  • Lose ~15 UPS on every other hop
  • Jump 2 units higher on hops where you don't lose speed

CTGing:

  • Don't lose speed on any hop
  • Don't jump 2 units higher ever

MOVING CONVEYORS

Holding Crouch:

  • Don't lose speed on any hop
  • Jump 2 units higher every hop

CTGing:

  • Lose ~15 UPS on every other hop
  • Jump 2 units higher on hops where you do lose speed


Execution

Please note that CTG works only if you're able to hit the jump button as soon as you touch the ground, which means binding jump input to scroll wheel is necessary.

Press and hold crouch button during your first jump. Before performing second jump, release crouch button. Before the next jump, press and hold crouch button again. Repeat this process for the whole duration of your bunnyhop.

If you are jumping from a flat surface to another flat surface at a different height, it may be better to hold crouch or not hold crouch depending on the relative height of the surfaces. The best way to test this is to use sar_hud_velocity 2 and see what crouch pattern causes you to not lose speed.

Bad / good crouch pattern demonstration in Wakeup

This type of situation happens in the first hallway of Wakeup, when you redirect up the stairs. Here is a video example showing what the bad and good crouch patterns look like. Pay attention to which jumps hold crouch and how the player velocity changes when landing.