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Mineforgian

Ultramove

Recreates ULTRAKILL's movement system in Minecraft as closely as possible, including dashes, slides, ground slams, and wall jumps.

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146
Подписчики
9
Обновлён
15 августа 2026 г.
Лицензия
CC-BY-4.0

Опубликован 1 августа 2026 г.

Ultramove

Bring ULTRAKILL's movement mechanics to Minecraft, recreating them as faithfully as possible within the limits of a datapack.

This datapack is currently in beta. Bugs and gameplay inconsistencies are expected. For a feedback please visit our discord server.


Features

  • Dash
  • Slide
  • Ground Slam
  • Wall Cling
  • Wall Jump
  • Dash Jump
  • Slide Jump
  • Slam Bounce
  • Stamina system based on ULTRAKILL

If you are unfamiliar with ULTRAKILL's movement system, you can read more about the original mechanics here.

This can help you understand the intended behavior of the mechanics and compare it with this datapack.


Controls

Slide

Press Sneak + Movement Key to start sliding.

  • Hold Sneak to continue sliding.
  • Stamina does not regenerate while sliding.

Slide

Ground Slam

While airborne, press Sneak.

Ground Slam

Dash

Press the Sprint key (not double-tapping W).

  • Consumes 1 stamina charge.
  • Hold movement keys while dashing to dash in different directions.

Dash

Wall Cling

While falling, move into a wall to cling to it and slowly slide down.

Wall Cling

Wall Jump

While airborne near a wall, press Jump.

  • Can be performed up to 3 times before landing.

Wall Jump

Dash Jump

Jump during a dash while grounded.

  • Travels much farther than a normal jump.
  • Consumes 2 stamina charges.

Dash Jump

Slam Bounce

Jump immediately after landing from a Ground Slam.

  • Jump strength depends on how far you fell during the slam.

Slam Bounce

Mods used in GIFs

Clean Keystrokes

Shoulder Surfing Reloaded

Movement Toggle

Press G (Quick Actions keybind by default) to enable or disable Ultramove for yourself.

Recommended Settings

For an experience closer to ULTRAKILL:

  • Swap your Sprint and Sneak keybinds (or use your ULTRAKILL controls).
  • Disable View Bobbing.
  • Lower or mute the Blocks and Players sound categories, as Dash and Wall Jump currently produce unavoidable vanilla sounds.
  • Lower or disable Damage Tilt
Gameplay Changes

To better match V1's movement, several player attributes have been modified:

  • Increased movement speed
  • Increased jump height (up to 6 blocks)
  • Step height increased to 1 block
  • Reduced gravity and air drag for smoother falling
  • Safe fall distance increased to 64 blocks
  • Sneaking speed increased to 100% of normal movement speed

Vanilla movement has also been adjusted:

  • Sprinting has been replaced by Dash.
  • Holding the Jump key no longer causes automatic repeated jumps.
Advanced Mechanics

These mechanics are implemented to behave similarly to ULTRAKILL whenever possible.

  • Dash cancels both Slide and Ground Slam.
  • Dash attempts to cancel your vertical velocity.
  • Dash grants near-invulnerability.
  • Dash resets your falling distance, allowing you to avoid fall damage even after falling more than 64 blocks.
  • Dash cannot be used while crawling.
  • Slide Jump launches you significantly farther.
  • Jumping during a slide ends the slide.
  • Slide jumps are slightly lower than normal jumps.
  • Sliding automatically ends if your speed becomes too low.
  • Sliding shrinks the player's hitbox, allowing movement through 1-block gaps.
  • Wall Jumps are limited to three until landing.
  • Cling gradually loses effectiveness over time, causing you to slide faster.
  • Hold Sneak during a Ground Slam to perform a Power Slam, launching nearby mobs.
  • Slam Bounce strength scales with slam distance and has an upper limit.
  • Dash Jump fails if there isn't enough stamina available.
Configuration

Ultramove can be configured using the ultramove_config scoreboard. For binary options, 1 means enabled, and 0 means disabled.

Disable movement switching:

/scoreboard players set #DisableMovementSwitch ultramove_config 0

Disable individual movement mechanics:

/scoreboard players set BaseAttributes ultramove_config 0
/scoreboard players set Slide ultramove_config 0
/scoreboard players set Dash ultramove_config 0
/scoreboard players set DashJump ultramove_config 0
/scoreboard players set Cling ultramove_config 0
/scoreboard players set Slam ultramove_config 0
/scoreboard players set SlamBounce ultramove_config 0
/scoreboard players set SlamStorage ultramove_config 0

MaxWallJumps controls the maximum number of consecutive Wall Jumps.

/scoreboard players set MaxWallJumps ultramove_config 3
  • 0 — disables Wall Jumps.
  • 1 or higher — sets the maximum number of consecutive Wall Jumps.
  • -1 — allows unlimited Wall Jumps.

EdgeFalling controls the Edge Falling mechanic. When turned on, you may fall of ledges while sliding. The feature is unstable and disabled by default.

Enable Edge Falling:

/scoreboard players set EdgeFalling ultramove_config 1

Force Ultramovement ON for a player:

/tag <player> add ultramove_on

Force Ultramovement OFF for a player:

/tag <player> add ultramove_off

ultramove_on does not need to be removed.

This datapack is an attempt to recreate ULTRAKILL's movement as closely as Minecraft allows. Some differences are unavoidable, but every mechanic has been designed with the original game's movement feel in mind.

Differences and issues

Known Differences from ULTRAKILL

Some behaviors intentionally differ from ULTRAKILL due to Minecraft's limitations.

  • Steering during a slide rotates your movement direction rather than preserving momentum exactly like ULTRAKILL.
  • Sliding requires both the Sneak key and a movement key.
  • Holding a movement key while sliding is recommended for success initial acceleration.

Missing ULTRAKILL Mechanics

Some ULTRAKILL movement mechanics are not implemented yet.

  • Slide Wall Jump — Not tuned to match the original mechanic yet.
  • Wall Sliding — Not implemented.
  • Enemy Step — Not implemented yet, planned for a future update.
  • Other advanced mechanics — Some advanced ULTRAKILL mechanics are not implemented yet.

Known Issues

  • Dash and Wall Jump briefly displays damage feedback, although the player is effectively invulnerable.
  • Dash requires free space opposite the direction you're dashing due to how its impulse is generated.
  • Dash and Wall Jump may feel slightly "sticky" due to precision adjustments.
  • Slam Bouce and Dash Jump timing windows differ from ULTRAKILL.
  • Dash Jump occasionally provides inconsistent jump strength and stamina usage.
  • Sliding off block edges is nearly impossible because Minecraft prevents sneaking players from falling off ledges. However, you can enable experimental Edge Falling feature to fix this.

Other ULTRA packs

ULTRA comes in several distinct datapacks:

  • Ultracoin — adds ULTRAKILL's coin mechanic

Ченджлог

0.7b_modБета26.2 · 15 августа 2026 г.
  • Increased the input window for Slide Jumps.
  • Added a delay after jumping that prevents using Slam for a few ticks.
  • Slam now cancels the player's previous velocity better.
  • Renamed the #DisableMovementSwitch configuration option to MovementSwitch (now 1 means players CAN switch their movement mode)
  • Added more configuration options for individual movement mechanics:
    • BaseAttributes — controls base jump height, movement speed, gravity and other "passive" changes. Enabled by default.
    • Slide — controls Slide mechanic. Enabled by default.
    • Dash — controls Dash mechanic. Note: if disabled, the stamina bar will remain on screen even though it serves no purpose (this will be changed in a future update). Enabled by default.
    • DashJump — controls Dash Jumps. If disabled you can not jump during dash. Enabled by default.
    • Cling — controls Wall Cling mechanic. Enabled by default.
    • MaxWallJumps — 0 to disable Wall Jumps, -1 to make them infinite. Set to 3 by default.
    • Slam — controls Slam mechanic. Enabled by default.
    • SlamBounce — controls Slam Bounce mechanic. Enabled by default.
    • SlamStorage — controls Slam Storage mechanic. Enabled by default.
    • EdgeFalling — controls new Edge Falling mechanic. Disabled by default.
  • Added Edge Falling mechanic:
    • If enabled, players may fall of ledges while sliding.
    • This feature is unstable and players may sometimes stuck on edges or expirience other odd behavior.
    • Recomended to use only on maps with plenty of flat surfaces, without "diagonal" structures.
  • Wall Cling can no longer be performed if there is a block with collision directly below the player. This should not affect normal gameplay, but feedback is appreciated.
  • Minor bug fixes
0.7bБета26.2 · 15 августа 2026 г.
  • Increased the input window for Slide Jumps.
  • Added a delay after jumping that prevents using Slam for a few ticks.
  • Slam now cancels the player's previous velocity better.
  • Renamed the #DisableMovementSwitch configuration option to MovementSwitch (now 1 means players CAN switch their movement mode)
  • Added more configuration options for individual movement mechanics:
    • BaseAttributes — controls base jump height, movement speed, gravity and other "passive" changes. Enabled by default.
    • Slide — controls Slide mechanic. Enabled by default.
    • Dash — controls Dash mechanic. Note: if disabled, the stamina bar will remain on screen even though it serves no purpose (this will be changed in a future update). Enabled by default.
    • DashJump — controls Dash Jumps. If disabled you can not jump during dash. Enabled by default.
    • Cling — controls Wall Cling mechanic. Enabled by default.
    • MaxWallJumps — 0 to disable Wall Jumps, -1 to make them infinite. Set to 3 by default.
    • Slam — controls Slam mechanic. Enabled by default.
    • SlamBounce — controls Slam Bounce mechanic. Enabled by default.
    • SlamStorage — controls Slam Storage mechanic. Enabled by default.
    • EdgeFalling — controls new Edge Falling mechanic. Disabled by default.
  • Added Edge Falling mechanic:
    • If enabled, players may fall of ledges while sliding.
    • This feature is unstable and players may sometimes stuck on edges or expirience other odd behavior.
    • Recomended to use only on maps with plenty of flat surfaces, without "diagonal" structures.
  • Wall Cling can no longer be performed if there is a block with collision directly below the player. This should not affect normal gameplay, but feedback is appreciated.
  • Minor bug fixes
0.6bБета26.2 · 9 августа 2026 г.

General

  • Minor bug fixes.
  • Reworked the stamina bar display.
  • Reworked player attributes to better match ULTRAKILL's movement, including:
    • Reduced jump height to 5.5 blocks.
    • Adjusted gravity, movement speed, and air resistance.
    • Increased the safe fall distance to 132 blocks.

Dash & Dash Jump

  • Dashes no longer cause grief (e.g. button presses, doors/trapdoors toggling, etc.).
  • Reduced Dash Jump height to approximately 2 blocks.
    • Dash Jump height may currently vary due to damage taken.
    • In some cases, the resulting jump height can be reduced to almost 0 blocks. This is being investigated.
  • Reduced Dash Jump horizontal distance to approximately 14 blocks.
  • Added sound effects for Dash Jumps and failed Dash/Dash Jump attempts due to insufficient stamina.
  • Added visual particle effects for Dashes.

Sliding

  • Reduced Slide Jumps height, including the jumps during slide, to 3 blocks.
  • Reworked slide deceleration:
    • Players again gradually lose speed while sliding above 12 blocks/s.
    • If the player is not attempting to steer, this deceleration is significantly weaker.
    • Reaching a speed above 36 blocks/s now causes an immediate slowdown to 36 blocks/s.
  • Added new visual particle effects for sliding.
  • Added a sound effect when a slide ends.

Slam & Slam Bounce

  • Reworked Slam Bounce jump bonus calculations to more closely match the original ULTRAKILL mechanic.
  • Reduced the Slam Bounce input window.
  • Reworked Ground Slam acceleration:
    • Instead of applying constant acceleration, the player is accelerated toward a falling speed equivalent to approximately 50 blocks/s.
    • The system then attempts to maintain this speed for the duration of the Slam.
  • Added visual particle effects for Ground Slams.

Slam Storage

  • Added Slam Storage.
  • Slam Storage can be performed by wall jumping during a Slam, causing the Slam momentum to be "stored".
  • Performing a Slam Bounce after storing the Slam momentum grants an enormous jump bonus. Also can be chained with Slide Jumps.

Wall Jump

  • Improved Wall Jumps to make them faster and more effective at cancelling the player's momentum.
  • Slide Wall Jumps do not receive the same momentum cancellation, which can currently result in significant variation in bounce height.
0.5bБета26.2 · 6 августа 2026 г.
  • Slide improvements:
    • Steering speed is now higher
    • High-speed sliding slowdown is now applied only while steering, meaning you can preserve your momentum if you don't steer
    • Significantly reduced the chance of clipping through walls or suffocating when ending a slide
0.4bБета26.2 · 5 августа 2026 г.
  • Ground Slam no longer slows the player down on landing.
  • Power Slam is now only performed while the Sneak key is held.
    • Mobs are still launched with a fixed force (planned to be improved in a future update).
  • Minor visual and sound effect improvements for Ground Slam.
0.3bБета26.2 · 4 августа 2026 г.
  • Changed how Wall Jump is performed:
    • Wall Jumps now use gravity changes and damage instead of Wind Charges.
    • Wall Jumps are now much more horizontal, matching ULTRAKILL more closely.
    • Due to random knockback from damage, Wall Jump height may vary.
    • Wall Jumps now trigger faster and feel less "sticky".
0.2bБета26.2 · 1 августа 2026 г.
  • Added #ultramove:non_collidable block tag to filter out them in some situations
0.1bБета26.2 · 1 августа 2026 г.
  • Added ULTRAKILL-inspired movement system.
  • Added Dash with stamina consumption and directional control.
  • Added Slide.
  • Added Ground Slam.
  • Added Wall Jump and Wall Cling mechanics.
  • Added Dash Jump, Slide Jump, and Slam Bounce.
  • Added stamina system with regeneration.
  • Added player movement settings menu.
  • Modified player physics to better match ULTRAKILL movement:
    • Increased movement speed.
    • Higher jump height.
    • Custom gravity and air drag.
    • Increased step height.
    • Increased safe fall distance.

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