hello, i require the assistance of the people of tftv
my boy tristenmilk, god bless his soul, is making me go crazy
a short while ago i was told by a friend that holding crouch while rocket jumping (the flying part, not the launch itself) is not always a good thing because you can get denied more easily. crouch : more knockback. he told me i shouldn't always hold crouch because it could mess up my bombs depending on the situation.
i'm trying to pass on this little piece of knowledge to future generations and tristen is being a blockhead. not that he doesn't agree, he just doesn't believe it's true. he spouted a 400-500 word essay in discord over game mechanics and physics, using conplex words and shit, none of which i understood, and is just impossible to talk to. he doesn't believe crouching while flying makes you take more knockback.
how do i tell him?
hello, i require the assistance of the people of tftv
my boy tristenmilk, god bless his soul, is making me go crazy
a short while ago i was told by a friend that holding crouch while rocket jumping (the flying part, not the launch itself) is not always a good thing because you can get denied more easily. crouch : more knockback. he told me i shouldn't always hold crouch because it could mess up my bombs depending on the situation.
i'm trying to pass on this little piece of knowledge to future generations and tristen is being a blockhead. not that he doesn't agree, he just doesn't believe it's true. he spouted a 400-500 word essay in discord over game mechanics and physics, using conplex words and shit, none of which i understood, and is just impossible to talk to. he doesn't believe crouching while flying makes you take more knockback.
how do i tell him?
adding to the urgency of dealing with this matter, i shall quote him: "experience doesn't matter when you can't explain why something happens"
help me save this boy
adding to the urgency of dealing with this matter, i shall quote him: "experience doesn't matter when you can't explain why something happens"
help me save this boy
Sherwoodfanhow do i tell him?
"you're wrong"
[quote=Sherwoodfan]how do i tell him?[/quote]
"you're wrong"
he's just wrong, go into mge or a pub and test it with him
he's just wrong, go into mge or a pub and test it with him
this guy clearly needs to get airshot more.
this guy clearly needs to get airshot more.
that's why pencil jumps are superior
that's why pencil jumps are superior
[img]https://i.imgur.com/ePJVyvR.jpg[/img]
[img]https://i.imgur.com/a8mzubP.jpg[/img]
i tried and it didn't work what now
Tell him to surf a rocket while crouching and again without crouching. Why would there not be a difference in the air as well?
Tell him to surf a rocket while crouching and again without crouching. Why would there not be a difference in the air as well?
i just realized that mustardoverlord truly is the smartest tf2 player. that nigga only does pencil jumps so he never gets denied.
no wonder hes the fucking overlord.
holy shit i also just noticed since mustard is a lefty, hes much better at doing lefty jumps making him more unpredictable when bombing compared to all these fucking right side jumpers.
GOD HES SO FUCKING SMART AAAAAAAAAAAAAAAA
i just realized that mustardoverlord truly is the smartest tf2 player. that nigga only does pencil jumps so he never gets denied.
no wonder hes the fucking overlord.
holy shit i also just noticed since mustard is a lefty, hes much better at doing lefty jumps making him more unpredictable when bombing compared to all these fucking right side jumpers.
GOD HES SO FUCKING SMART AAAAAAAAAAAAAAAA
Staying uncrouched while rocket jumping makes your hitbox 33% bigger, so it does make you easier to hit while in the air. If you bomb correctly you are going to have so much speed that the additional knockback you get from being crouched is going to be negligible. You can also use the knockback to your advantage a lot of the times.
Staying uncrouched while rocket jumping makes your hitbox 33% bigger, so it does make you easier to hit while in the air. If you bomb correctly you are going to have so much speed that the additional knockback you get from being crouched is going to be negligible. You can also use the knockback to your advantage a lot of the times.
update: he called me a fucking child and beyond retarded for making this thread and called this a shitpost, i'm trying to get a serious discussion going to tell him why it works that way
help
update: he called me a fucking child and beyond retarded for making this thread and called this a shitpost, i'm trying to get a serious discussion going to tell him why it works that way
help
u should call up mustardoverlord and tell him to talk to him
u should call up mustardoverlord and tell him to talk to him
why don't you just get a server and actually try the theory out
afaik the reason being crouched would give you more knockback is because in the case of explosions, the knockback is calculated based on the distance from the explosion to the player's camera or the center of his model, i can't really remember which
why don't you just get a server and actually try the theory out
afaik the reason being crouched would give you more knockback is because in the case of explosions, the knockback is calculated based on the distance from the explosion to the player's camera or the center of his model, i can't really remember which
Its just a fact that uncrouch airstrafing is impacted less by hitscan knockback. Whether the difference is big enough to be meaningful is what can be up for debate. Also, pencil jumping =/= good rocket jump and then uncrouch strafing. If you're going to bomb uncrouched and want to use a wallshot make sure to stay crouched until after you hit the wallshot though.
Its just a fact that uncrouch airstrafing is impacted less by hitscan knockback. Whether the difference is big enough to be meaningful is what can be up for debate. Also, pencil jumping =/= good rocket jump and then uncrouch strafing. If you're going to bomb uncrouched and want to use a wallshot make sure to stay crouched until after you hit the wallshot though.
ReeroIts just a fact that uncrouch airstrafing is impacted less by hitscan knockback. Whether the difference is big enough to be meaningful is what can be up for debate. Also, pencil jumping =/= good rocket jump and then uncrouch strafing. If you're going to bomb uncrouched and want to use a wallshot make sure to stay crouched until after you hit the wallshot though.
the original definition of a pencil jump by turbomonkey was just when youre uncrouched in the air so your body stands tall like a pencil
whether it still means that im not sure
[quote=Reero]Its just a fact that uncrouch airstrafing is impacted less by hitscan knockback. Whether the difference is big enough to be meaningful is what can be up for debate. Also, pencil jumping =/= good rocket jump and then uncrouch strafing. If you're going to bomb uncrouched and want to use a wallshot make sure to stay crouched until after you hit the wallshot though.[/quote]
the original definition of a pencil jump by turbomonkey was just when youre uncrouched in the air so your body stands tall like a pencil
whether it still means that im not sure
i thought pencil jumping was w strafe or no strafe + no crouch
im right and u kno it -__-
i thought pencil jumping was w strafe or no strafe + no crouch
im right and u kno it -__-
There's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by crouching.
For air resistance:
You can view the code for air movement here (CTFGameMovement::AirMove). You'll notice in CGameMovement::AirAccelerate that it applies friction while in the air from the pmove value m_surfaceFriction. That value doesn't change based on the duck state of the player meaning that there is no change in air resistance when ducking.
For knockback:
Knockback is a single "damage force" that is applied over a single frame on the server. You can see how its calculated here (CalculateBulletDamageForce). CalculateBulletDamageForce is called upon here by CTFPlayer::FireBullet - which is where hitscan weapons like Shotgun, Scattergun, Pistol, etc, process their the actual hit scan, damage, and damage force (knockback). Finally we can see where that calculated force is used to apply a single-tick impulse here.
Its fine to have preferences for gameplay; but, in the explicit scenario of getting denied by a scout while rocket jump, there is no clear difference between crouching and not crouching after rocket jumping. This is under the assumption that the scout has 100% accuracy and always hits you with a full damage meatshot.
ondkaja pointed something important out:
ondkajaStaying uncrouched while rocket jumping makes your hitbox 25% bigger, so it does make you easier to hit while in the air.
This is pretty accurate, and is somewhat effective in an attempt to reduce the amount of surface area the scout can damage. Since Scattergun's have spread, the scout has to get somewhat closer to you before they can hit you with all of the pellets in their shot.
There's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by crouching.
For air resistance:
You can view the code for air movement [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/tf/tf_gamemovement.cpp#L836]here (CTFGameMovement::AirMove)[/url]. You'll notice in [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/gamemovement.cpp#L1707]CGameMovement::AirAccelerate[/url] that it applies friction while in the air from the pmove value m_surfaceFriction. That value doesn't change based on the duck state of the player meaning that there is no change in air resistance when ducking.
For knockback:
Knockback is a single "damage force" that is applied over a single frame on the server. You can see how its calculated [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/takedamageinfo.cpp#L330]here (CalculateBulletDamageForce).[/url] CalculateBulletDamageForce is called upon [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/tf/tf_player_shared.cpp#L1956]here[/url] by CTFPlayer::FireBullet - which is where hitscan weapons like Shotgun, Scattergun, Pistol, etc, process their the actual hit scan, damage, and damage force (knockback). Finally we can see where that calculated force is used to apply a single-tick impulse [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/server/baseentity.cpp#L1422]here[/url].
Its fine to have preferences for gameplay; but, in the explicit scenario of getting denied by a scout while rocket jump, there is no clear difference between crouching and not crouching after rocket jumping. This is under the assumption that the scout has 100% accuracy and always hits you with a full damage meatshot.
ondkaja pointed something important out:
[quote=ondkaja]Staying uncrouched while rocket jumping makes your hitbox 25% bigger, so it does make you easier to hit while in the air.[/quote]
This is pretty accurate, and is somewhat effective in an attempt to reduce the amount of surface area the scout can damage. Since Scattergun's have spread, the scout has to get somewhat closer to you before they can hit you with all of the pellets in their shot.
phxvyperThere's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by air resistance.
For air resistance:
You can view the code for air movement here (CTFGameMovement::AirMove). You'll notice in CGameMovement::AirAccelerate that it applies friction while in the air from the pmove value m_surfaceFriction. That value doesn't change based on the duck state of the player meaning that there is no change in air resistance when ducking.
For knockback:
Knockback is a single "damage force" that is applied over a single frame on the server. You can see how its calculated here (CalculateBulletDamageForce). CalculateBulletDamageForce is called upon here by CTFPlayer::FireBullet - which is where hitscan weapons like Shotgun, Scattergun, Pistol, etc, process their the actual hit scan, damage, and damage force (knockback). Finally we can see where that calculated force is used to apply a single-tick impulse here.
Its fine to have preferences for gameplay; but, in the explicit scenario of getting denied by a scout while rocket jump, there is no clear difference between crouching and not crouching after rocket jumping. This is under the assumption that the scout has 100% accuracy and always hits you with a full damage meatshot.
ondkaja pointed something important out:
ondkajaStaying uncrouched while rocket jumping makes your hitbox 25% bigger, so it does make you easier to hit while in the air.
This is pretty accurate, and is somewhat effective in an attempt to reduce the amount of surface area the scout can damage. Since Scattergun's have spread, the scout has to get somewhat closer to you before they can hit you with all of the pellets in their shot.
You're missing the fact that crouching in the air reduces the amount of air drag applied and thus scales the amount of knockback while airborne up.
looking through the code you've linked I'm pretty sure the duck state has an affect on wishspeed / or one of the factors of wishspeed but honestly I'm pretty terrible at trying to find where.
-edit-
honestly I agree with you that the added knockback from being crouched shouldn't be in the game but I'm 99.9999% sure that there is added knockback from crouching while airborne. looking the code suggests this either a bug or a unintended feature lol
looking through all the things you linked being crouched while taking damage could affect any number of things
being crouch decreases the size of the hitbox which means that hitting that hitbox puts all the damage closer to the center of the player model thus increasing knockback
being crouch may/may not have an effect on flTargetMass
being crouched may have a indirect effect on wishspeed
[quote=phxvyper]There's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by air resistance.
For air resistance:
You can view the code for air movement [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/tf/tf_gamemovement.cpp#L836]here (CTFGameMovement::AirMove)[/url]. You'll notice in [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/gamemovement.cpp#L1707]CGameMovement::AirAccelerate[/url] that it applies friction while in the air from the pmove value m_surfaceFriction. That value doesn't change based on the duck state of the player meaning that there is no change in air resistance when ducking.
For knockback:
Knockback is a single "damage force" that is applied over a single frame on the server. You can see how its calculated [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/takedamageinfo.cpp#L330]here (CalculateBulletDamageForce).[/url] CalculateBulletDamageForce is called upon [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/tf/tf_player_shared.cpp#L1956]here[/url] by CTFPlayer::FireBullet - which is where hitscan weapons like Shotgun, Scattergun, Pistol, etc, process their the actual hit scan, damage, and damage force (knockback). Finally we can see where that calculated force is used to apply a single-tick impulse [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/server/baseentity.cpp#L1422]here[/url].
Its fine to have preferences for gameplay; but, in the explicit scenario of getting denied by a scout while rocket jump, there is no clear difference between crouching and not crouching after rocket jumping. This is under the assumption that the scout has 100% accuracy and always hits you with a full damage meatshot.
ondkaja pointed something important out:
[quote=ondkaja]Staying uncrouched while rocket jumping makes your hitbox 25% bigger, so it does make you easier to hit while in the air.[/quote]
This is pretty accurate, and is somewhat effective in an attempt to reduce the amount of surface area the scout can damage. Since Scattergun's have spread, the scout has to get somewhat closer to you before they can hit you with all of the pellets in their shot.[/quote]
You're missing the fact that crouching in the air reduces the amount of air drag applied and thus scales the amount of knockback while airborne up.
looking through the code you've linked I'm pretty sure the duck state has an affect on wishspeed / or one of the factors of wishspeed but honestly I'm pretty terrible at trying to find where.
-edit-
honestly I agree with you that the added knockback from being crouched shouldn't be in the game but I'm 99.9999% sure that there is added knockback from crouching while airborne. looking the code suggests this either a bug or a unintended feature lol
looking through all the things you linked being crouched while taking damage could affect any number of things
being crouch decreases the size of the hitbox which means that hitting that hitbox puts all the damage closer to the center of the player model thus increasing knockback
being crouch may/may not have an effect on flTargetMass
being crouched may have a indirect effect on wishspeed
me trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%
https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg
me trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%[img]https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg[/img]
phxvyperThere's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by air resistance.
Also worth noting that sourcecode for tf2 is from 2008, and a lot of things have changed in the decade since (iirc explosions were turned from cubes to spheres in 2009, for example) so you have to take it with a grain of salt.
[quote=phxvyper]There's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by air resistance.[/quote]
Also worth noting that sourcecode for tf2 is from 2008, and a lot of things have changed in the decade since (iirc explosions were turned from cubes to spheres in 2009, for example) so you have to take it with a grain of salt.
JarateKingphxvyperThere's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by air resistance.
Also worth noting that sourcecode for tf2 is from 2008, and a lot of things have changed in the decade since (iirc explosions were turned from cubes to spheres in 2009, for example) so you have to take it with a grain of salt.
The actual movement for the game hasn't changed since release though, and in fact the base CGameMovement type in the code i link is identical to the matching parts in the latest Source SDK 2013 source code.
[quote=JarateKing][quote=phxvyper]There's nothing in TF2 or Source's source code to indicate that knockback or air movement are affected by air resistance.[/quote]
Also worth noting that sourcecode for tf2 is from 2008, and a lot of things have changed in the decade since (iirc explosions were turned from cubes to spheres in 2009, for example) so you have to take it with a grain of salt.[/quote]
The actual movement for the game hasn't changed since release though, and in fact the base CGameMovement type in the code i link is identical to the matching parts in the latest Source SDK 2013 source code.
just go into a server and test it out, make sure he is the soldier so he can see the difference
just go into a server and test it out, make sure he is the soldier so he can see the difference
StarkieReeroIts just a fact that uncrouch airstrafing is impacted less by hitscan knockback. Whether the difference is big enough to be meaningful is what can be up for debate. Also, pencil jumping =/= good rocket jump and then uncrouch strafing. If you're going to bomb uncrouched and want to use a wallshot make sure to stay crouched until after you hit the wallshot though.
the original definition of a pencil jump by turbomonkey was just when youre uncrouched in the air so your body stands tall like a pencil
whether it still means that im not sure
every time i've heard some say penciljump they mean a w strafe
[quote=Starkie][quote=Reero]Its just a fact that uncrouch airstrafing is impacted less by hitscan knockback. Whether the difference is big enough to be meaningful is what can be up for debate. Also, pencil jumping =/= good rocket jump and then uncrouch strafing. If you're going to bomb uncrouched and want to use a wallshot make sure to stay crouched until after you hit the wallshot though.[/quote]
the original definition of a pencil jump by turbomonkey was just when youre uncrouched in the air so your body stands tall like a pencil
whether it still means that im not sure[/quote]
every time i've heard some say penciljump they mean a w strafe
Comanglia
You're missing the fact that crouching in the air reduces the amount of air drag applied and thus scales the amount of knockback while airborne up.
looking through the code you've linked I'm pretty sure the duck state has an affect on wishspeed / or one of the factors of wishspeed but honestly I'm pretty terrible at trying to find where.
I was doing my darndest to find it when i was looking through originally and I couldn't find any changes to any pmove values when ducking and in the air.
CGameMovement::PlayerMove makes a call to CGameMovement::Duck, which further makes various calls to FinishDuck, FinishUnDuck. None of which make changes to wishspeed or pvelocity. Theres only once place where ducking changes something velocity related: cropping speed on the ground.
[quote=Comanglia]
You're missing the fact that crouching in the air reduces the amount of air drag applied and thus scales the amount of knockback while airborne up.
looking through the code you've linked I'm pretty sure the duck state has an affect on wishspeed / or one of the factors of wishspeed but honestly I'm pretty terrible at trying to find where.[/quote]
I was doing my darndest to find it when i was looking through originally and I couldn't find any changes to any pmove values when ducking and in the air.
CGameMovement::PlayerMove makes a call to CGameMovement::Duck, which further makes various calls to FinishDuck, FinishUnDuck. None of which make changes to wishspeed or pvelocity. Theres only once place where ducking changes something velocity related: [url=https://github.com/NicknineTheEagle/TF2-Base/blob/4977917e6123a1ba0f6ef6ceae400b3eed6840bd/src/game/shared/gamemovement.cpp#L4292]cropping speed on the ground[/url].
Comangliahonestly I agree with you that the added knockback from being crouched shouldn't be in the game but I'm 99.9999% sure that there is added knockback from crouching while airborne. looking the code suggests this either a bug or a unintended feature lol
I'll see if I can't Lab it out; if I get inconsistent results with what the code is showing I'll put up an issue up on the Source 1 games repo and shoot eric an email.
[quote=Comanglia]honestly I agree with you that the added knockback from being crouched shouldn't be in the game but I'm 99.9999% sure that there is added knockback from crouching while airborne. looking the code suggests this either a bug or a unintended feature lol[/quote]
I'll see if I can't Lab it out; if I get inconsistent results with what the code is showing I'll put up an issue up on the Source 1 games repo and shoot eric an email.
TailorTFme trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg
60 degrees in respect to what, how much time has passed since the initial projection, whats the position of the medic and whats the integration of the slice of the map that's canonical with your projection :^)
[quote=TailorTF]me trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%[img]https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg[/img][/quote]
60 degrees in respect to what, how much time has passed since the initial projection, whats the position of the medic and whats the integration of the slice of the map that's canonical with your projection :^)
phxvyperTailorTFme trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg
60 degrees in respect to what, how much time as passed since the initial projection, whats the position of the medic and whats the integration of the slice of the map that's canonical with the arch you're projecting over :^)
Didn’t even think about acceleration due to gravity
[quote=phxvyper][quote=TailorTF]me trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%[img]https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg[/img][/quote]
60 degrees in respect to what, how much time as passed since the initial projection, whats the position of the medic and whats the integration of the slice of the map that's canonical with the arch you're projecting over :^)[/quote]
Didn’t even think about acceleration due to gravity
GrapeJuiceIIIphxvyperTailorTFme trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg
60 degrees in respect to what, how much time as passed since the initial projection, whats the position of the medic and whats the integration of the slice of the map that's canonical with the arch you're projecting over :^)
Didn’t even think about acceleration due to gravity
i can grab that from the server vars, mister! >:(
[quote=GrapeJuiceIII][quote=phxvyper][quote=TailorTF]me trying to figure out if being crouched or uncrouched is better when i'm traveling at an angle of 60 degrees at 30 hammer units per second towards their medic when the air humidity is at 40%[img]https://previews.123rf.com/images/nomadsoul1/nomadsoul11512/nomadsoul1151200103/49820654-professor-in-glasses-thinking-about-math-formulas.jpg[/img][/quote]
60 degrees in respect to what, how much time as passed since the initial projection, whats the position of the medic and whats the integration of the slice of the map that's canonical with the arch you're projecting over :^)[/quote]
Didn’t even think about acceleration due to gravity[/quote]
i can grab that from the server vars, mister! >:(
Me and some friends were playing ultiduo a few weeks ago and this topic came up.
We sat at the edge of point on Baloo and crouched and didn’t crouch, and shot a rocket directly at the bottom of the player model, and a shotgun blast directly at the bottom of the player model, and sure enough, being crouched while being knocked back gets you sent higher.
End thread it’s really that simple.
Me and some friends were playing ultiduo a few weeks ago and this topic came up.
We sat at the edge of point on Baloo and crouched and didn’t crouch, and shot a rocket directly at the bottom of the player model, and a shotgun blast directly at the bottom of the player model, and sure enough, being crouched while being knocked back gets you sent higher.
End thread it’s really that simple.