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Strafing (video games)
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Strafing 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 firing at an opponent while moving in another direction.[1]
Etymology
[edit]Strafing is the military practice of attacking ground targets from low-flying aircraft using aircraft-mounted automatic weapons.
The word is an adaptation of German strafen (pronounced [ˈʃtʁaːfn̩] ⓘ), to punish, specifically from the humorous adaptation of the German anti-British slogan Gott strafe England (May God punish England), dating back to World War I.[2][3][4]
Techniques
[edit]Circle strafing
[edit]
Circle strafing is the technique of moving around an opponent in a circle while facing them.[5] Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in close-quarters combat where the apparent motion 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[6] and/or the enemy is required to lead the target when firing. The effectiveness of circle strafing is mitigated when the opponent's weapon fires projectiles that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g. with a machine gun.[7]
Circle strafing is especially effective when lag 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.[8]
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 capable of keeping up with a target, and their slow movement makes dodging more difficult.[9]
Strafing in melee combat
[edit]Circle strafing has also spread to some 3D action and adventure video games that involve melee combat. Circle strafing in melee combat can be made easier with a lock-on system that snaps the camera'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 bosses and powerful enemies, and is notably employed in many The Legend of Zelda titles, starting with Ocarina of Time.
Strafe-running
[edit]
Particularly in early first-person shooters, strafe-running (known as speed-strafing among players of GoldenEye 007 and Perfect Dark, and as trichording among players of the Descent 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).[6] The game combines these actions and the player achieves roughly 1.4 (square root of 2) times the speed they would moving in a single direction. The method used by the game can be demonstrated using vector addition. Pathways into Darkness was one of the first games to allow strafe-running. However, strafing was available as early as 1991 in Catacomb 3D and became even more popular in 1992 in Wolfenstein 3D.[10]
The games in which strafe-running can be employed treat forward motion independently of sideways (strafing) motion.[11] 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 . 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 (roughly 1.73) times greater speed, in games such as Descent.
This technique is not possible in all games; modern game engines make it very easy for game developers to clamp the player's speed and acceleration to a uniform maximum when moving in any direction.[12][13]
Strafe-jumping
[edit]Strafe-jumping is a technique used to increase a player's movement speed in computer games based on the Quake engine and its successors, most of which are first-person shooters, by jumping and turning one direction or the other with the mouse and using the strafe keys.[14]
History
[edit]Strafe-jumping was a result of a bug in the code base of the 1997 first-person shooter video game Quake II. In sequels it was decided to be kept intact,[15] 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.[16]
Method
[edit]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 maps devoted to this, much like obstacle courses.
The controls are typically as follows:
- The player holds the move forward key, accelerating to the maximum walking speed.
- The player jumps and simultaneously starts holding either the strafe left or the strafe right key.
- 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.
- To prevent speed loss from ground friction, the player immediately jumps again on landing.
- 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.
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 muscle memory, as both the required range and precision of mouse movements increase as the player builds up speed.[citation needed]
In Quake III Arena and some games based on its engine, such as Call of Duty and Wolfenstein: Enemy Territory, slight increases in jump height can be achieved by playing the game at specific frame rates.[17]
Pre-strafe
[edit]The pre-strafe (also known as circle jumping) 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.
The controls are as follows:
- The player stands facing 90-135 degrees away from the direction they desire to eventually move in.
- 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.
- When the player is facing the desired movement direction, they jump to preserve the gained speed.
- The player can now start strafe-jumping and continue accelerating.
Bunnyhopping
[edit]Bunnyhopping 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 Quake or GoldSrc game engines or their derivatives, bunnyhopping 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 can also be called bunnyhopping in games such as The Elder Scrolls Online, Portal 2 and a few other first-person-shooter games. Overall, bunnyhopping is a technical exploit allowing the player to move faster or more nimbly than normal.[18]
The earliest (and most advanced) method of bunnyhopping that utilized strafing controls exists in Quake, the Quake III Arena mod Challenge ProMode Arena, and their derivatives such as Warsow and Xonotic; Half-Life (version 1.1.0.8, released in 2001, introduced a speed cap limiting the effectiveness of bunnyhopping[19]) and many of its mods and sibling games such as Team Fortress Classic, Team Fortress 2, Dystopia, the Counter-Strike series, Natural Selection, Painkiller, Dark Messiah of Might and Magic, Kingpin: Life of Crime, Titanfall 2, and Apex Legends.[19]
Wallstrafing
[edit]Wallstrafing is a movement technique used to gain speed in GoldSrc engine and its successors 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.[20] This allows you to move faster than the default speed cap. While wallstrafing, increased frame rates result in an even higher speed.[21]
Wallstrafe Jumping
[edit]Wallstrafe Jumping is the technique of using wallstrafing in combination with jumping and allows the user to gain speed[22] in the Source engine, where ground wallstrafing has been removed.
References
[edit]- ^ "Figure 4—figure supplement 4. Effects of running speed on activity and wall distance tuning". 23 December 2015. doi:10.7554/elife.12559.011.
- ^ "Oxford Dictionaries – Dictionary, Thesaurus, & Grammar – "Gott strafe England" as origin of "to strafe"". askoxford.com. Archived from the original on March 12, 2007. Retrieved 4 September 2015.
- ^ Lewis, Richard B. H. (July 2007). "The Art of Strafing". Air & Space Forces Magazine. Vol. 90, no. 7. Archived from the original on 21 April 2025. Retrieved 25 April 2008.
- ^ "Definition of STRAFE". Merriam-Webster. 2023-10-10. Retrieved 2023-10-12.
- ^ Lancheres, Eric (21 July 2013). Fragging Fundamentals. Fragging Fundamentals. p. 58. ISBN 978-0-9812104-0-7. Retrieved 2014-11-24.
- ^ a b Carless, Simon (2004). Gaming Hacks. "O'Reilly Media, Inc.". p. 94. ISBN 0-596-00714-0. Retrieved 2014-11-24.
- ^ Brian Schwab (2004). "AI Game Engine Programming". Charles River Media. p. 30. ISBN 1-58450-344-0.
- ^ Old, Vintage is The New (2023-11-08). "Is controller tap strafe bannable?". Retrieved 2023-11-23.
- ^ Carless, SImon (2004). Gaming Hacks. O'Reilly Media, Inc. ISBN 978-0-596-00714-0.
- ^ "STRAFE: The Best Old School First Person Shooters". Green Man Gaming Blog. 2017-05-09. Retrieved 2023-11-23.
- ^ Warburton, Matthew (August 2023). "Kinematic markers of skill in first-person shooter video games". PNAS Nexus. 2 (8) pgad249. doi:10.1093/pnasnexus/pgad249. PMC 10411933. PMID 37564360.
- ^ "Unity Scripting API Documentation". Unity Documentation. Unity Technologies. Retrieved 4 April 2024.
- ^ "Unreal Engine 5.3 Documentation". Epic Games Developer. Epic Games.
- ^ "Strafe Jumping Madness". dk.toastednet.org. Retrieved 2023-11-23.
- ^ Id Software Inc. "Github Repository - Mentions in Code (No references to ID's opinion in Q2)". Github. Retrieved 4 April 2017.
- ^ "F3quake - Article: Strafing Theory". Archived from the original on 2015-05-08.
- ^ "Call of Duty: A Study on FPS - COD Modding & Mapping Wiki". wiki.zeroy.com. Retrieved 2022-01-10.
- ^ "What is a Bunny Hop?". www.computerhope.com. Retrieved 2023-11-23.
- ^ a b "Changelog before 1110 - Half-Life.Loess.ru". Hl.loess.ru. Retrieved 2019-04-09.
- ^ Wallstrafing in Half Life and Counter Strike 1.6. Youtube. Retrieved 2023-11-22.
- ^ "FPS Effects - SourceRuns Wiki". wiki.sourceruns.org. Retrieved 2023-11-22.
- ^ How to Wallstrafe by CS:GO Veteran. Youtube. Retrieved 2023-11-22.
Strafing (video games)
View on GrokipediaDefinition and Origins
Definition
In video games, particularly first-person shooters (FPS), strafing is the maneuver of moving a player-controlled character sideways relative to the direction it faces, typically executed using the A and D keys on a keyboard or equivalent controller inputs.[6] This technique enables lateral displacement without altering the character's forward-facing orientation, distinguishing it from turning, which rotates the view and aim direction.[7] By preserving continuous aiming capability, strafing facilitates precise control during combat, allowing players to adjust position while maintaining focus on targets. The primary purposes of strafing include evading incoming projectiles, circling opponents to gain tactical advantages, and, in momentum-based movement systems, accelerating speed through combined inputs.[8] For instance, it helps players dodge attacks by shifting sideways unpredictably, complicating enemy targeting, while also supporting offensive maneuvers like maintaining distance or flanking without losing sightlines.[6] The term "strafe" derives from aviation practices of lateral aircraft passes for ground attacks, and the mechanic was incorporated into ground-based FPS titles such as Doom (1993).[9] In Doom, players strafe by holding the Alt key with left or right arrow keys to sidestep rather than turn, enabling evasion and positioning in fast-paced encounters.[7] This foundational implementation influenced subsequent games, extending to advanced evasive tactics like circle strafing.Etymology
The term "strafe" entered the English language during World War I, derived from the German phrase "Gott strafe England" ("God punish England"), a propaganda slogan used by German forces against Britain.[3] Adopted around 1915, it initially meant to punish or attack severely, evolving specifically to describe low-altitude aerial attacks on ground targets using machine-gun fire from aircraft flying parallel to the objective.[10] This military aviation context emphasized rapid, lateral passes while maintaining offensive action, a concept that later influenced its metaphorical use in other domains.[11] In video games, "strafing" was first documented in the 1992 first-person shooter Wolfenstein 3D, where the game's manual explicitly defines it as a control mechanic: "Strafe—Press the Alt key and the left or right Arrow key to slide side to side instead of turning left or right."[4] This usage borrowed from the aviation sense of maneuvering laterally while engaging targets, adapting it to player movement in first-person shooters (FPS) to enable dodging enemy fire without losing sight of opponents. The term gained prominence in subsequent 1990s FPS titles like Doom (1993) and Quake (1996), where sideways movement became a core tactical element, inspired partly by flight simulators that simulated strafing runs.[12] The terminology evolved from its punitive and aerial roots to denote abstracted player locomotion in gaming, with early discussions in player communities around 1994 reflecting its integration into FPS lexicon as a distinct mechanic for evasive maneuvering.[13] Unlike its real-world counterpart, which strictly refers to coordinated low-level bombing or gunfire from aircraft, video game strafing generalizes the idea to ground-based, human-scale sidestepping, decoupling it from hardware like machine guns while preserving the essence of sustained engagement during lateral motion.[6] This shift highlights how gaming repurposed military jargon for interactive simulation, distinguishing it from literal aviation tactics.Historical Development
Strafing emerged as a fundamental movement technique in first-person shooter (FPS) games during the early 1990s, with id Software's Doom (1993) introducing dedicated strafe keys that allowed players to move sideways relative to their facing direction, enhancing tactical maneuvering without requiring full turns.[14] This innovation drew from aviation terminology, where "strafe" originally described lateral attacks from aircraft, adapting the concept to ground-based combat simulation in video games. By Quake (1996), the id Tech 2 engine further advanced the mechanic through momentum conservation in player physics, enabling air strafing where repeated jumps combined with directional inputs could accelerate beyond the base speed limit of 320 units per second.[15] The technique evolved significantly with community discoveries, particularly strafe-jumping, which originated as an unintended bug in Quake (1996) but was quickly adopted in speedruns to exploit physics for doubled movement speeds.[5] id Software lead programmer John Carmack acknowledged the issue in his June 1999 development notes, attempting fixes that ultimately preserved the mechanic to maintain the game's fluid feel. Quake III Arena (1999) refined these elements via the id Tech 3 engine, introducing enhanced air control mechanics that required simultaneous forward and strafe inputs to achieve the base speed of 320 units per second, with techniques like strafe-jumping enabling higher velocities.[5][15] Valve's Source engine, debuting in Half-Life 2 (2004), carried forward Quake-inspired air strafing with conserved momentum and acceleration-based air control at 12 units per second squared, influencing a generation of titles while adapting it for more realistic physics simulations.[15] By the early 2000s, strafing techniques like strafe-jumping became standardized in esports, notably through Cyberathlete Professional League (CPL) events for Quake III Arena starting in 2000, where mastery of air control was essential for top rankings in arena-style competitions.[16] In modern FPS games, strafing persists as a core element, with Valve's Counter-Strike 2 (2023) and Riot Games' Valorant (2020) integrating strafing and counter-strafing for precise peeking and evasion, balanced against anti-cheat systems like Vanguard that address automation exploits from launch.Core Mechanics
Basic Strafing
Basic strafing in video games refers to the fundamental technique of lateral movement while maintaining forward orientation, typically executed through keyboard inputs in first-person shooter (FPS) genres. Players simultaneously hold the W key for forward propulsion and press the A key to strafe left or the D key to strafe right, while using the mouse to control aiming direction without rotating the character's body. This input combination allows for sideways displacement relative to the facing direction, enabling players to circle or dodge around targets without losing sight of them.[17][8] The speed and control aspects of basic strafing preserve the character's base walking velocity, typically capped at a standard rate such as 600 units per second in many engines, without introducing acceleration boosts. This mechanic facilitates precise lateral dodging during grounded combat, as the movement remains predictable and tied to input duration, contrasting with extensions like circle strafing that incorporate rotational elements for orbiting opponents. Ground friction plays a key role in control, decelerating the character gradually when strafing inputs cease, which prevents indefinite sliding but requires players to balance sustained input for consistent evasion.[18] In game engine implementations, basic strafing is supported through movement components that process directional inputs and apply them to the character's velocity vector while respecting ground friction models. For instance, the Unreal Engine's Character Movement Component handles strafing by disabling automatic rotation to movement direction, allowing additive velocity in the sideways axis without altering forward speed; this is exemplified in Unreal Tournament (1999), where friction values around 8.0 enable sustained side movement on surfaces until input stops. These models ensure responsive yet controlled motion, with friction reducing velocity over time to simulate realistic grounding.[18] Common pitfalls in basic strafing include over-strafing, where excessive or erratic A/D inputs cause unintended deceleration due to friction buildup, leading to loss of overall momentum and vulnerability in combat. Players often struggle with coordinating mouse aiming during strafes, resulting in missed shots; tutorials commonly address this by recommending practice in controlled environments to synchronize inputs and minimize directional overshoot.[19]Circle Strafing
Circle strafing is a rotational variant of strafing in first-person shooter games, where a player continuously moves sideways around an opponent in a circular path while keeping their aim directed at the target, typically by combining strafe key inputs with subtle mouse or controller turns to maintain facing.[1] This technique builds on basic strafing by adding orbital motion, allowing players to orbit enemies at a controlled distance without linear retreat.[1] In games with physics-based movement like those using the Quake engine, the circle's radius is influenced by the player's strafing speed and turn rate, enabling precise control over positioning relative to the opponent's location.[20] The primary tactical benefits of circle strafing include evading incoming fire by exploiting the time-of-flight of projectiles, as the circular motion disrupts linear tracking and forces opponents to constantly readjust their aim.[1] It maintains line-of-sight for uninterrupted shooting, providing sustained damage output while minimizing exposure, particularly against enemies with slower turn speeds that struggle to follow the orbiting player.[21] This positioning advantage is especially pronounced in duels, where it allows players to control engagement range and avoid being cornered.[20] In Quake III Arena (1999), circle strafing became a staple of competitive duels, where players used it to orbit opponents during rocket or plasma rifle exchanges, leveraging the game's fast-paced arena combat to dodge area-denial attacks while landing shots.[20] Similarly, in Team Fortress 2 (2007), the technique is integral to classes like the Scout, who employ it in close-quarters fights to circle heavier opponents such as Soldiers or Heavies, combining it with double jumps for added unpredictability.[1] Adjustments for weapon types are key: against hitscan weapons like the Scout's Scattergun, players use tighter circles to stay within effective range, whereas wider orbits suit projectile weapons like rockets to maximize evasion time.[1] Variations include tight circles for aggressive, close-range pressure that limits opponent retreat, and wider circles for defensive kiting against grouped or slow-moving threats.[1] Integration with jumping adds a vertical dimension, creating unpredictable arcs that further complicate enemy tracking, often seen in vertical arenas like those in Quake III.[1]Strafe-Running
Strafe-running is a ground-based movement technique in certain video game engines that enables players to accelerate horizontally by repeatedly alternating between left and right strafe inputs while simultaneously adjusting the mouse yaw to align the player's velocity vector with the desired direction of travel. This method exploits the engine's input processing to add incremental velocity components without fully resetting momentum due to friction, allowing sustained speed buildup. By timing the strafe key presses and yaw turns precisely, players can achieve gains of up to 1.5 times the base movement speed, such as exceeding Quake III Arena's standard 320 units per second ground speed.[22][23] The physics underlying strafe-running stems from the "wishdir" normalization mechanism in engines like id Tech 3, where the player's input direction (combining forward movement and strafe keys with view rotation) is normalized into a unit vector that influences acceleration. In the PM_Accelerate function, acceleration is applied along this wishdir only if the current velocity's projection onto it is below the maximum allowed speed, preventing direct capping of total velocity magnitude and enabling perpendicular or angled boosts to accumulate. On the ground, friction partially reduces speed each frame (via a drop factor based on the friction value, typically 6-8 in id Tech 3), but the acceleration step—using a ground accelerate rate of 10—adds velocity without a complete reset, preserving and building momentum across multiple frames. This contrasts with simpler friction models that would halt gains after initial input.[24][25] Strafe-running forms a foundational element in Quake series speedruns, where players use it to traverse maps more efficiently before transitioning to aerial techniques, as seen in records for Quake III Arena and Quake Live that rely on initial ground acceleration for optimal paths. However, its effectiveness is limited in modern engines like Unity, which often impose hard velocity caps on components like Rigidbody or CharacterController, lacking native wishdir-based projection and requiring custom physics overrides to replicate momentum preservation.[22][26] To master strafe-running, players train by practicing smoother turn thresholds of 30-45 degrees per adjustment, ensuring the yaw change aligns the wishdir closely with the current velocity for maximal acceleration addition per frame; this involves repetitive drills on flat surfaces to internalize the rhythm of key switches and mouse movements, gradually increasing from basic diagonal strafing (yielding about 1.41x speed via √2 geometry) to optimized zig-zag patterns.[22][24]Advanced Techniques
Strafe-Jumping
Strafe-jumping is an advanced aerial movement technique in video games that combines jumping with mid-air strafing and precise yaw adjustments to redirect and amplify a player's velocity, often resulting in substantial speed gains beyond the engine's intended limits. The method begins with a jump initiation, typically preceded by a brief ground-based strafe for initial momentum, followed by alternating strafe key inputs (left or right) while turning the view in the direction of the strafe to align the acceleration vector optimally with the current velocity. This exploits the game's physics to add lateral acceleration repeatedly during the jump arc, allowing players to achieve velocities far exceeding normal running speeds.[15] The technique requires engine support for air strafing, a feature present in id Tech engines starting from Quake, where airborne players retain partial acceleration capabilities rather than being limited to gliding. In these systems, the prerequisite is a non-zero air acceleration value, such as Quake'spm_airaccelerate parameter, which enables velocity modifications in air. The core gain mechanics, as implemented in Quake III Arena's PM_Accelerate function, project the acceleration onto the wish direction: currentspeed = DotProduct(velocity, wishdir); addspeed = wishspeed - currentspeed; accelspeed = airaccel * frametime * wishspeed; if (addspeed > accelspeed) addspeed = accelspeed; then velocity += addspeed * wishdir. This update is applied iteratively, adding acceleration up to the wishspeed in the input direction but allowing perpendicular gains that enable speed buildup.[25][15][5]
A prominent example of strafe-jumping appears in Quake III Arena, where it is essential for rocket jumps—players fire the rocket launcher at their feet for vertical lift, then use mid-air strafing and turns to convert the upward momentum into horizontal speed, enabling rapid traversal of maps like Q3DM6. Variations include gain-strafing, which involves fine-tuned turn rates (often 30-45 degrees per frame) synchronized with strafe inputs to maximize acceleration zones and minimize speed loss, allowing skilled players to reach near-maximum velocities in a single jump.[5][27]
Despite its effectiveness, strafe-jumping is constrained by engine-imposed speed caps, such as Quake's 320 units per second limit (sv_maxspeed), beyond which velocity is clamped to prevent instability. In modern multiplayer games post-2015, automated scripts aiding precise strafe-jumping inputs can trigger anti-cheat detection, leading to bans for violating movement authenticity rules, though manual execution remains permissible. In Source 2-based titles like Counter-Strike 2 (2023), such techniques are further restricted in competitive modes to maintain balance.[15][5]
Bunnyhopping
Bunnyhopping is an advanced movement technique in first-person shooter games that involves chaining multiple strafe-jumps to maintain and progressively increase a player's velocity beyond the engine's standard speed cap, primarily through rhythmic aerial strafing and precise ground interactions. Building on the single-hop acceleration of strafe-jumping, it requires players to land briefly on the ground while immediately re-initiating a jump, minimizing friction loss to preserve momentum from previous hops. This creates a continuous, bounding motion that amplifies horizontal speed over time, often used for rapid traversal in open areas.[24][28] The core technique relies on landing with minimal ground contact to avoid deceleration from friction, followed by an immediate re-jump and sustained strafing inputs. In engines like Source, friction is not applied during the initial frame of ground contact, providing a narrow window—typically a single tick (about 15.6 milliseconds at 64-tick servers)—for the player to input the next jump command without speed loss. Players must synchronize mouse turns with A/D key presses (strafing left/right) during airtime, adjusting direction to add lateral acceleration that compounds with vertical jump impulse. This demands precise timing, often achieved via mouse wheel scrolling for rapid jump inputs, ensuring ground contact lasts no longer than 0.1-0.2 seconds in practice to chain hops effectively.[24][28][29] Speed mechanics in bunnyhopping stem from cumulative velocity inheritance across jumps, where each air strafe adds a vector component perpendicular to the current momentum without fully resetting it. The acceleration gained depends on the angle θ between the player's strafing direction and existing velocity; optimal gains occur near 90 degrees for maximum perpendicular boost, but chaining requires controlled turns of 20-40 degrees to avoid over-correction and deceleration, using the cosine projection formula (acceleration = |a| * cos(θ)) to incrementally build speed. This allows velocities to exceed engine limits (e.g., over 1000 units/second in Source-based games) by limiting friction only to brief ground phases, creating a feedback loop of preserved and amplified motion. In Source 2-based games like Counter-Strike 2 (2023), bunnyhopping is restricted to prevent excessive speeds in competitive modes.[24][30] The technique was mastered in Counter-Strike 1.6 (2003) on community-created surf maps, where players combined bunnyhopping with momentum-based sliding on angled surfaces for elaborate courses, originating from the invention of the first surf map in 2004. In modern titles like Titanfall 2 (2016), bunnyhopping evolves into slide-hopping hybrids that integrate wall-running for boosted traversal, preserving speed across ground and vertical transitions in pilot mobility systems.[31][32] Challenges include input latency, which narrows the effective timing window beyond the engine's single-frame tolerance, making consistent chaining difficult on high-ping connections or lower frame rates. Engine-specific adjustments, such as Counter-Strike: Global Offensive's (2012) implementation of Overwatch bans for bhop-assisting scripts and macros, further restrict automated aids, enforcing manual precision to prevent unfair advantages in competitive play.[24][33]Wall Hugging
Wall hugging is a surface-assisted strafing technique in which players move parallel to a wall or other vertical surface, pressing the strafe key toward it to "hug" the obstacle closely. This method leverages collision detection to subtly curve the player's velocity vector without requiring a full character rotation, enabling tighter turns and path adjustments during movement. By maintaining contact with the surface, players can redirect momentum efficiently, often combining it with forward acceleration for enhanced control in confined areas.[34] The underlying mechanics depend on the game's physics engine handling collisions by clipping the velocity component perpendicular to the surface, preserving the tangential (parallel) component to facilitate smooth sliding. In engines like that of Quake III Arena, the PM_ClipVelocity function achieves this by projecting the incoming velocity onto the plane normal to the wall, effectively removing the normal-directed speed while allowing the parallel speed to persist with minimal friction loss upon contact. This reduced friction during surface interaction prevents abrupt deceleration, enabling sustained or even accelerated motion along the wall. For instance, in Quake Live (2010), players exploit these mechanics for corner boosts, where precise wall contact at intersections can amplify speed redirection without losing overall momentum. Wall hugging finds primary applications in navigating tight spaces, such as corridors or around structural obstacles, where it allows players to skirt edges while preserving velocity that might otherwise be lost to sharper turns. It excels in maintaining speed during evasion or pursuit, providing a tactical edge in dynamic encounters by facilitating fluid obstacle circumvention without interrupting strafe-running momentum.[34] Variations include ground-based wall hugging, performed while grounded for direct integration with strafe-running, and mid-air versions executed during jumps to adjust aerial trajectories. These differences arise from engine-specific implementations, such as Quake's clip velocity handling, which ensures consistent behavior across states but varies in effectiveness based on whether gravity or acceleration modifiers are active. Mid-air wall hugs, for example, rely more heavily on air control limits compared to grounded ones, which benefit from full frictionless sliding.Wallstrafe Jumping
Wallstrafe jumping is an advanced movement technique in video games that combines jumping with strafing against a wall surface to redirect collision impulses, resulting in amplified vertical and horizontal velocity. Players initiate the maneuver by jumping toward a wall at an oblique angle, colliding to reverse the perpendicular momentum component, then immediately strafing away to slingshot their trajectory for greater height and speed gains than standard jumps allow. This method leverages the physics engines of games like those based on the Source or id Tech series, where air acceleration and collision responses enable such boosts without ground friction. The core mechanics depend on collision impulse vectors, in which the wall interaction negates or redirects the normal velocity upon impact, preserving tangential speed while allowing subsequent air strafing to curve and accelerate the path. In Team Fortress 2 (2007), synchronized wall interactions during jumps—such as in wall pogo techniques—can yield substantial speed preservation and gains, with players jumping parallel to a wall, strafing back mid-air, and repeating to climb or traverse efficiently.[35] These bounces exploit the engine's momentum transfer, often requiring players to hold forward movement while alternating strafe keys to maintain proximity to the surface. Examples of wallstrafe jumping appear in classic titles for precise navigation, such as in Quake III Arena (1999), where advanced players time item collections during wall-adjacent strafe jumps to sustain high velocities without deceleration. In more contemporary battle royales like Apex Legends (2019), the technique manifests in wall bounces combined with ziplines, enabling rapid elevation shifts by sliding into a wall, jumping in the optimal "green zone" for impulse redirection, and chaining into aerial movement for hybrid traversal. However, wallstrafe jumping carries risks, including over-correction from excessive strafing, which can stall momentum or cause unintended spins leading to falls. Success demands precise incident angles, typically 45-60 degrees relative to the wall, to maximize impulse without excessive rebound loss; deviations in Team Fortress 2, for instance, can displace players too far, disrupting climb chains.[35]Applications and Impact
In Combat
Strafing plays a pivotal role in enhancing tactical depth during combat in video games, particularly in first-person shooters (FPS) where player-versus-player (PvP) engagements demand simultaneous evasion and aggression. By enabling lateral movement independent of facing direction, strafing allows players to reposition dynamically without losing sight of targets, reducing vulnerability to direct assaults while facilitating counterattacks. This technique is especially valuable against both projectile-based weapons, which have travel time, and hitscan weapons, which register hits instantaneously, though the latter pose greater challenges to evasion. One primary evasive application is circle strafing, where players orbit an opponent in a curved path to dodge incoming fire while maintaining aim. In Quake II (1997), circle strafing is highlighted as "the best way to avoid getting hit" in one-on-one confrontations, as it makes the player a moving, unpredictable target for projectiles like rockets or railgun shots, allowing continuous firing inward toward the enemy.[36] Similarly, in Unreal Tournament (1999), bot AI incorporates strafing to evade attacks while oriented toward the attacker, sending strafe commands during runs to sidestep damage without breaking line-of-sight focus.[37] These mechanics underscore strafing's role in sustaining survival during prolonged duels. Offensively, strafing integrates with firing to enable flanking and path interception, turning mobility into a weapon for outmaneuvering foes. For instance, Quake II's "angle cut" tactic uses strafing to approach a stationary or slow opponent laterally, cutting into their predicted path for a blindsiding shot, often with close-range weapons like the super shotgun.[36] Counter-spinning, a variant, involves abrupt strafe direction changes to disrupt an enemy's lead prediction, particularly effective against precision weapons. This offensive synergy extends to modern titles like Overwatch (2016), where heroes such as Tracer incorporate strafing into kits with dash abilities for rapid flanks, combining lateral dodges with burst damage to exploit positions. To maintain balance, game designers implement counters to prevent strafing from dominating encounters, such as hitscan weapons that negate evasion by eliminating projectile lead requirements. In FPS design, these instant-hit firearms force players to rely on cover or timing rather than pure movement, as hitscan requires prediction of opponent movement.[38] This evolution from Quake-era arena shooters, which emphasized strafing freedom, to battle royales like Fortnite (2017), reflects broader shifts toward hybrid systems where building and tracking mechanics temper mobility advantages. In melee combat, strafing adapts to proximity-based fights through side-dodging, where quick lateral shifts avoid swings while closing for counters, differing from ranged scenarios due to the need for tight timing in close quarters. Unreal Tournament's double-tap dodge mechanic exemplifies this, providing horizontal bursts for evasion during melee exchanges, preserving momentum without full retreats.[37]In Speedrunning and Competitive Play
In speedrunning, strafing techniques such as bunnyhopping enable runners to bypass intended level paths and achieve significant time savings. In Doom Eternal (2020), bunnyhopping—chaining jumps with precise air strafing—facilitates skips like rapid traversal of jumping puzzles by timing spacebar and shift inputs while holding forward, allowing players to reach elevated areas without standard progression.[39] Tool-assisted speedruns (TAS) further optimize these mechanics by executing frame-perfect strafing inputs, often gaining seconds over human runs through idealized movement paths that exploit physics rounding errors, as seen in analyses of FPS titles where TAS versions demonstrate theoretically minimal air control deviations.[40] Human records, while impressive, often lag behind TAS due to input variability, highlighting strafing's precision demands.[41] In esports, strafing elevates competitive traversal, particularly in objective-based play. In Counter-Strike 2 (2023), strafe-jumping—alternating directional strafes mid-air to accelerate—allows teams to swiftly access bomb sites on maps like Dust II or Mirage, enabling aggressive pushes or defensive rotations that control high-ground advantages and deny enemy setups.[42] Tournament organizers enforce rules against macros automating these inputs, as in Valorant, where Riot Games prohibits third-party software providing movement advantages, resulting in permanent bans for violations to maintain fair play in professional leagues.[43] The speedrunning community has evolved through dedicated platforms codifying strafing techniques. Speed Demos Archive, launched in 2003, pioneered the archival of verified runs and forum discussions that standardized movement exploits like air strafing in Quake-derived engines, fostering technique breakdowns shared among runners.[44] Post-2010, professional players contributed detailed guides on strafing fundamentals, such as counter-strafing for accuracy during boosts, disseminated via esports coaching resources to refine competitive edges in titles like Call of Duty.[45] Modern metas integrate strafing with game-specific mobility perks for enhanced traversal. In Halo Infinite (2021), players combine strafing with perks like the grappleshot—reeling toward surfaces while air strafing—to chain boosts across arenas, dominating capture-the-flag modes by outmaneuvering opponents in zero-gravity sections.[46] This synergy has shaped high-level strategies, emphasizing adaptive movement over raw speed. As of 2025, recent titles continue to evolve strafing, integrating it with advanced features like predictive AI evasion in competitive modes.Engine and Physics Considerations
Strafing mechanics in video games rely on specific physics parameters within game engines to simulate realistic or exaggerated player movement. In the id Tech engine used by Quake, the air acceleration constant is set to 10 units per second squared, enabling players to build horizontal velocity while airborne by combining mouse turning with directional input. This value, defined assv_airaccelerate in the engine's server variables, interacts with friction coefficients—typically around 6-8 for ground surfaces—and wishspeed caps, which limit the intended movement speed to approximately 400 units per second to prevent unbounded acceleration.[5] The core velocity update during air strafing projects acceleration along the input direction and caps it: the component of velocity in the wish direction is increased by up to accel * dt * wishspeed, but not exceeding wishspeed, via accelspeed = min(wishspeed - currentspeed, accel * dt * wishspeed) then v += accelspeed * dir, where currentspeed = dot(v, dir). This preserves momentum while allowing controlled aerial adjustments in a quasi-physical model.[5]
Comparisons between engines highlight variations in these parameters for balance and feel. The id Tech series emphasizes high air control with its 10 air acceleration value, fostering techniques like circle strafing, whereas the Source engine, powering Half-Life 2, uses an air acceleration of 12 units per second squared, with ground acceleration typically around 5-10 depending on the game, to balance surface traction and aerial control inherited from Quake.[15] Modern engines like Unity and Unreal have options to adjust air control and friction for balance in multiplayer, often reducing excessive mobility exploits to prioritize fair play. Implementing strafing introduces challenges in collision detection, particularly with walls, where engines must resolve high-speed lateral slides without clipping or tunneling through geometry. In id Tech and Source, swept capsule traces are used to predict intersections during velocity integration, but rapid direction changes in strafing can cause jitter or false positives if timestep deltas exceed 1/60th of a second, necessitating sub-stepping in physics simulations.[47] Multiplayer environments exacerbate this, leading to anti-exploit measures like Valve Anti-Cheat (VAC) updates in the early 2020s, which patched server-side validations for anomalous velocity spikes from modified strafing inputs in titles like Counter-Strike: Global Offensive.
Looking ahead, procedural generation in roguelike games adapts strafing by dynamically tuning physics parameters to fit generated arenas. In virtual reality, Half-Life: Alyx (2020) adjusted the movement system for VR compatibility, including standardizing player height in teleportation to avoid issues like tall testers getting stuck on low obstacles.[48]