#Double Vaults

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timid oxide
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Double Vault MK I (OG Double Vault) - Credit: aGamingGamer, AussieOtter

Back in this day, before the Spotbusters, or before Coconut Brah had pivoted to parkour videos, shields were able to vaulted on from the side when placed near an object, and would break upon the vault animations completion, not allowing a vault afterwards. This was able to be bypassed by having someone pick up the shield, and for a small time afterwards, the vault would still be on the shield. During this pick up animation, the shield would no longer be able to broken, allowing the vaulting player to perform a vault after vaulting the shield.

Double Vault MK II (Kiba Double Vault) - Credit: Banana, Goofy Balls

The simple method of patching the original way of double vaulting was to remove on-vaults to a shield, making them unvaultable from the sides when placed near an object. This was simply bypassed by using a kiba barrier to vault on top of the shield, since shields were not yet anti-landing zoned. The principle of the shield being unbreakable stayed the same, allowing the player to vault over a kiba onto the shield, while the latter was being picked up.

Double Vault MK III (Osa Double Vault/Attacker-Defender Double Vault) - Credit: Nam-Nam, Plo

The next double vault was not found until the early days of the Spotbusters Public server. Player collision between attackers and defender was found to very strange, and it turned out, a double vault, this time involving Osa, was possible. Whenever an Osa shield was picked up, and a defender would vault right before the prompt would go away, a double vault was able to performed. Additionally, another version of this same double vault could be performed by having Osa be on rappel with her shield out. A kiba could the be placed and vaulted over to land on the shield, and a double vault could be possible.

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Double Vault MK IV (SLVC) - Credit: Banana

SSVC
When running up a slope, the client has slight desync to the server side. What this does is it puts the client-side ahead of the server side, delaying actions from the client that will happen later on the server. This default principle was found out to be useful in unpatching the double vault. When a shield is placed at the top of a staircase, this double vault is set up. Because of this desync principle, the client-side is higher on the staircase than the server side, allowing the client to hit a series of local vaults, on the shield until finally vaulting over. A vault then was performed in the soonest possible moment after landing on the ground to perform a vault cancel. This works because server side packets get delayed from the local vaults, causing the client to land behind the shield sooner, and vaulting the shield again validates the local position, allowing the double vault to be performed because of the server side being on the shield. This is known as SSVC and was found before the more broad SLVC.

SLVC
With this knowledge, anywhere local vaults can be replicated multiple times, can cause a double vault. For example, if the player runs against a steep enough surface for long enough, then vaults a shield, the necessary amount of local vaults can be performed. It can also be performed if a vault is in just the right height to be seen on the client side but not the server side, causing local vaults. This was used recently, to unpatch the great double vault for a 5th time after slopes stopped desyncing the server in many situations.

sand shadow
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@timid oxide where is barricade double vault

timid oxide
high skiff
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what MK does that come under

sand shadow
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Definitely 3

timid oxide
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YOURE LIKE THE ESSAY GUY

gaunt summit