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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.


Etymology

Strafing is the military practice of attacking ground targets from low-flying aircraft using aircraft-mounted automatic weapons.


Techniques


Circle strafing

''Circle strafing'' 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
close-quarters combat Close-quarters battle (CQB), also called close-quarters combat (CQC), is a close combat situation between multiple combatants involving ranged (typically firearm-based) or melee combat. It can occur between military units, law enforcement and Cr ...
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 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
projectile A projectile is an object that is propelled by the application of an external force and then moves freely under the influence of gravity and air resistance. Although any objects in motion through space are projectiles, they are commonly found ...
s that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g. with a machine gun. 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. 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.


Strafing in melee combat

Circle strafing has also spread to some 3D action and adventure video games that involve
melee A melee ( or ) is a confused hand-to-hand combat, hand-to-hand fight among several people. The English term ''melee'' originated circa 1648 from the French word ' (), derived from the Old French ''mesler'', from which '':wikt:medley, medley'' and ...
combat. Circle strafing in melee combat can be made easier with a lock-on system that snaps the
camera A camera is an instrument used to capture and store images and videos, either digitally via an electronic image sensor, or chemically via a light-sensitive material such as photographic film. As a pivotal technology in the fields of photograp ...
'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 is a media franchise, video game series created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo; some portable installments and re-releases have been outsourced to Flags ...
'' titles, starting with '' Ocarina of Time''.


Strafe-running

Particularly in early
first-person shooter A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
s, ''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). The game combines these actions and the player achieves roughly 1.4 (
square root of 2 The square root of 2 (approximately 1.4142) is the positive real number that, when multiplied by itself or squared, equals the number 2. It may be written as \sqrt or 2^. It is an algebraic number, and therefore not a transcendental number. Te ...
) times the speed they would moving in a single direction. The method used by the game can be demonstrated using
vector Vector most often refers to: * Euclidean vector, a quantity with a magnitude and a direction * Disease vector, an agent that carries and transmits an infectious pathogen into another living organism Vector may also refer to: Mathematics a ...
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. 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 \sqrt. 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 \sqrt (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.


Strafe-jumping

''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.


History

Strafe-jumping was a result of a bug in the code base of the 1997 first-person shooter video game ''
Quake II ''Quake II'' is a 1997 first-person shooter, first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, following ''Quake (video game), Quake''. Develope ...
''. 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.


Method

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. In '' Quake III Arena'' and some games based on its engine, such as ''
Call of Duty ''Call of Duty'' is a first-person shooter military video game series and media franchise published by Activision, starting in 2003. The games were first developed by Infinity Ward, then by Treyarch and Sledgehammer Games. Several spin-of ...
'' and '' Wolfenstein: Enemy Territory'', slight increases in jump height can be achieved by playing the game at specific
frame rate Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
s.


Pre-strafe

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

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. 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 Half-life is a mathematical and scientific description of exponential or gradual decay. Half-life, half life or halflife may also refer to: Film * Half-Life (film), ''Half-Life'' (film), a 2008 independent film by Jennifer Phang * ''Half Life: ...
'' (version 1.1.0.8, released in 2001, introduced a speed cap limiting the effectiveness of bunnyhopping) and many of its mods and sibling games such as ''
Team Fortress Classic ''Team Fortress Classic'' is a first-person shooter game developed by Valve Corporation, Valve and published by Sierra Studios. It was originally released in April 1999 for Windows, and is based on ''Team Fortress'', a Mod (video gaming), mod f ...
'', '' Team Fortress 2'', ''
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'', and the '' Counter-Strike'' series; ''
Painkiller An analgesic drug, also called simply an analgesic, antalgic, pain reliever, or painkiller, is any member of the group of drugs used for pain management. Analgesics are conceptually distinct from anesthetics, which temporarily reduce, and in s ...
'', '' Dark Messiah of Might and Magic'', '' Kingpin: Life of Crime'', ''
Titanfall 2 ''Titanfall 2'' is a 2016 first-person shooter, first-person shooter game developed by Respawn Entertainment and published by Electronic Arts. A sequel to 2014's ''Titanfall (video game), Titanfall'', the game was released worldwide on October ...
'', and ''
Apex Legends ''Apex Legends'' is a 2019 Battle royale game, battle royale-hero shooter video game developed by Respawn Entertainment and published by Electronic Arts, set in the same science fiction universe as Respawn's ''Titanfall'' series. It is offered ...
.''


Wallstrafing

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. This allows you to move faster than the default speed cap. While wallstrafing, increased frame rates result in an even higher speed.


Wallstrafe Jumping

Wallstrafe Jumping is the technique of using wallstrafing in combination with jumping and allows the user to gain speed in the Source engine, where ground wallstrafing has been removed.


References

{{video game gameplay Esports techniques Video game terminology