Jumping

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A frolicking Scout.
Hey, I can see my base from here!
The Scout

Jumping is a basic ability that every class is capable of. It moves the player 45 Hammer units vertically. Jumping can be used to reach elevated positions, shorten walking distance or avoid enemy fire. Jumping is performed by pressing the default Xbox Button A.png on the Xbox 360 version, Space on a PC, or PS Button X.png on the PlayStation 3.

Contents

Basic maneuvers

Crouch-jumping

At any point during a jump, the player may crouch by pressing the pre-assigned button. This will cause the class to bring their legs up in world view and move an additional Hammer unit up, as well as reduce their height by 27 Hammer units from the bottom of their hitbox. This can allow them to reach higher surfaces or shrink hitboxes to dodge enemy fire. By default, a player may only crouch and uncrouch two times while in the air to prevent several exploits.

Crouch-jumping is also used to boost the effect of explosive knock back. By design, any jump involving an explosive will go further with a crouch-jump than a regular jump.

Air strafing

Air strafing allows players to curve in mid-air to change their trajectory. While airborne, it can be performed by simultaneously strafing and turning smoothly in the same direction. Moving forward during the maneuver may cancel the strafe. See the Strafing page for more specifics.

Scout jumps

Using the Force-A-Nature to augment jumps.

The Scout is the only class with the innate ability to double jump. This can be augmented with the Force-A-Nature, Boston Basher, or Atomizer, thus creating a wide variety of jumping variations.

Double Jump

By pressing the jump key a second time at the peak of the initial jump, the Scout can perform a second jump in any direction. The extra height and distance this ability grants can be used to access areas which other classes cannot. This can be useful for avoiding enemy fire and ambushing incoming enemies. A careless double jump, however, has an easily trackable trajectory, allowing any other competent class to make a kill.

It is possible to perform the second jump at any time while in midair. This can be used to negate fall damage by performing the second jump just before hitting the ground.

Triple Jump

Equipping the Atomizer allows the Scout to perform a triple jump, which deals 10 damage to the Scout when executed. With this ability, the Scout can jump across larger gaps, that were previously inaccessible when double jumping. Scouts with this ability are distinct from other Scouts, as a second or third jump will emit a purple cloud beneath their feet.

Force Jump

With the Force-A-Nature equipped, the Scout can use the recoil from a shot to propel himself even higher into the air for an effective Triple Jump. The third "jump" produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double-jump. By jumping forwards and firing a Force-A-Nature shot downwards against the jump, the player will propel themselves higher than a double jump, but with the second jump available in reserve. This acts as a trade-off; horizontal momentum is negated in order to provide greater vertical distance.

Bonk! Jump

With the Bonk! Atomic Punch equipped, the Scout can use the recoil from an opposing Sentry Gun shooting at him (while he is invulnerable) to propel himself up in the air. The higher the sentry level is, the longer the jump will be.

Basher Jump

By hitting himself with the Boston Basher while in midair, the Scout can use the Basher's self-damaging properties to get to places previously inaccessible. Such a maneuver is risky, however, it will only take around four missed swings to bring a non-overhealed Scout with full HP to exactly one hitpoint. Extensive use of medkits is therefore required. Much like rocket jumping, crouching while in midair will greatly increase the distance a Basher-jumping Scout can travel. The Boston Basher can be used in conjunction with the Force-A-Nature to achieve maximum height or distance as the Scout.

Quad Jump

By combining the Atomizer's triple jump with the Force-A-Nature's knock back, you can perform four jumps in quick succession. This is for Scouts that are skilled with force jumps, and focus mainly on offense. This can be good for getting to an objective quickly while maintaining a height advantage. While this is a good offensive tactic, this can also help get into a hard to reach spot on defense.

Soldier jumps

Basic rocket jump

A demonstration of a basic rocket jump.

A rocket jump is any jump assisted by the explosive knock back of the Soldier's own rockets. A player can propel himself to great heights and distances, usually at the cost of some health. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has 40% damage resistance against any rocket he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knock back to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands.

To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the explosion will determine the velocity and height of the jump. Crouch-jumping before firing the rocket will launch the player significantly further. The sooner the explosion is made after jumping, the further and faster the Soldier will fly.

Advanced rocket jump

A demonstration of a "pogo'"rocket jump.

There are multiple variations on the basic rocket jump. Most are regularly used on jump maps, but they can also be used in a normal game to gain great speed or height.

Demoman jumps

Basic sticky jump

A demonstration of a basic sticky jump.

A sticky jump is any jump assisted by the explosive knock back of the Demoman's own stickies. Compared to the Soldier's rocket jump, the Demoman pays more health, but jumps much higher and further. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, the Demoman has 25% damage resistance against any sticky he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they will not propel him further. Any sticky jumping player will display burning, smoky boots until he lands.

To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius will determine height, velocity, and damage taken to a significant degree. Crouch-jumping will cause the explosion to launch you significantly further.

Advanced sticky jump

A demonstration of a "mid-air pogo" sticky jump.

Advanced sticky jumping techniques are similar to a Soldier's rocket jumping techniques, but the mechanics are somewhat different because of the sticky's arming period.

A demonstration of 'pogoing' techniques.

Grenade jump

A demonstration of a basic grenade jump.
A demonstration of a basic caber jump.

Much like rockets, stickies, and other explosives, a Demoman's Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but it's far more difficult to time and execute a good grenade jump. These are rarely used in actual play, but they have a niche for Demomen wielding the Chargin' Targe or Splendid Screen. This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere. The Ullapool Caber can also be used to grenade jump, performed by crouching and striking the ground or adjacent wall.

There are three rules of thumb for executing a good grenade jump.

To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulse increasingly faster as it nears detonation.

Rampsliding

A demonstration of "rampsliding".

Rampsliding uses the charging ability of either the Chargin' Targe or Splendid Screen to propel the player off inclined surfaces.

Other jumps

Sentry rocket jump

A demonstration of a sentry rocket jump.

There are two ways to Sentry Gun rocket jump;

Scripting can automate the hard method, but the technique can be learned manually. While looking at your Sentry Gun, tap the following keys in rapid succession: Crouch-jump and fire rockets simultaneously, switch to your last weapon, and then pack-up the Sentry Gun. If you want to avoid crouch-jumping, you can cut out that step by standing on your Sentry instead.

Using the hard method, you can rapidly relocate and redeploy your Level 3 Sentry in unusual or aggressive locations.

Sentry bullet jump

Bullet jumps are more difficult than Sentry rocket jumps, but they can be performed with any Sentry and often do less damage to the Engineer. The Gunslinger's Mini-Sentry is especially useful for bullet jumping. It deals even less damage and fires faster, giving more knock back for the jump.

The technique is deceptively simple. Stand on top of your Sentry Gun, aim in the direction you want to go, crouch-jump and fire. Your bullets should propel you high into the air. Most bullet jumps fail because you aim too low and fire the gun beneath you, or because the angle of the Sentry Gun's fire isn't pushing you up fast enough to overcome gravity.

If you have difficulty bullet jumping at angles, a simpler technique is deploy your Sentry beside the location you want to reach, stand on it, and fire almost straight up. Once you are nearly at the height you desire, aim a touch in the direction you wish to go, and the last few bullets will nudge you horizontally at your target.

Pyro rocket jump

A demonstration of a Pyro rocket jumping.

The Pyro can take advantage of the knock back effect of reflected projectiles. By aiming the compression blast at his feet, the Pyro can redirect the Soldier's or Sentry Gun's rocket into a powerful rocket jump. Because the Pyro has no self-damage resistance, this jump generally sends the Pyro further and higher than a Soldier could manage, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very unlikely to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets will launch the Pyro higher into the air than the Soldier's rockets, but also do considerably more damage.

Detonator jump

A demonstration of a Detonator jump.

The Pyro can use the explosive flares shot by the Detonator to gain additional jump height and distance. It can be used to clear large gaps or jump to higher areas. You can increase the effectiveness with the Gas Jockey set. The 10% increase in move speed adds to distance, while the increased bullet vulnerability adds to the height. A Detonator jump will consume a small part of your health.

Enemy-assisted jump

While unlikely, it is possible to use opposing attacks to make jumps. For example, Bonk! Atomic Punch Scouts can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. That said, attempting to make enemy-assisted jumps will often deal high damage and may result in being juggled.

Pumpkin jump

A demonstration of "Pumpkin jumping".

A Pumpkin jump uses Pumpkin bombs to launch the player into the air.

G.R.U. jump

The G.R.U.'s -6 hp per second flaw provides mild knockback while in midair, and can allow a well-timed Heavy to make slightly higher & farther jumps when the player jumps as soon as he or she takes damage. While this is not as useful as some of the other jumps in this list, it can allow the player to get to places that they are normally unable to reach, such as on top of boxes or control point E on Steel.

Inability to jump

There are certain states a player can be in that prevent them from jumping;

Jump exploits

These jump exploits have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.

Needle boosting

Prior to the December 31, 2007 Patch, Syringe Gun needles pushed friendly players a small amount. With enough Medics using needle boosting, the player could be launched very high on a wave of needles.

Bunny hopping

Prior to the October 31, 2007 Patch, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from bunny hopping, allowing players to move far faster than intended. Note: bunny hopping still exists, it just increases movement speed slightly when strafing.

Related achievements

Leaderboard class scout.png Scout

Batter Up
Batter Up
Perform 1000 double jumps.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.
The Cycle
The Cycle
In a single life, kill an enemy while you are on the ground, in the air, and in the water.

Leaderboard class soldier.png Soldier

Death from Above
Death from Above
Rocket jump and kill 2 enemies before you land.


Death From Below
Death From Below
Kill 10 opponents who are airborne with the Direct Hit.


Duty Bound
Duty Bound
While rocket jumping kill an enemy with the Equalizer before you land or just after landing.
Where Eagles Dare
Where Eagles Dare
Get the highest possible rocket jump using jump and crouch.


Wings of Glory
Wings of Glory
Kill an enemy soldier while both you and the target are airborne.

Leaderboard class pyro.png Pyro

Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.

Leaderboard class demoman.png Demoman

Double Mauled Scotch
Double Mauled Scotch
Kill 2 people in a single sticky jump.


Highland Fling
Highland Fling
Sticky jump a really long way...
The High Road
The High Road
Sticky jump onto a cap point and capture it.


The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.

Leaderboard class heavy.png Heavy

Marxman
Marxman
Kill 10 enemies in mid-air with the minigun.

Leaderboard class sniper.png Sniper

Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.
Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.

Update history

October 31, 2007 Patch
  • Added anti-bunny hopping code

November 20, 2007 Patch

  • Fixed jump/taunt exploit

December 31, 2007 Patch

  • Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations

April 1, 2008 Patch

  • Fixed crouch-jump exploit that allowed players to get outside of the world

December 11, 2008 Patch

June 3, 2011 Patch

  • Added new community contributed response rules for Scout's double jump.

December 15, 2011 Patch (Australian Christmas 2011)

  • [Undocumented] Jumps made with the Detonator are now higher

See also

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