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How Your Hotbar Order Impacts Minecraft PVP

Marlow · 1,262 words · 6 min read

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0:04In this video, I'll be discussing the

0:06relatively unknown impact that your hot

0:08bar layout can have on your performance,

0:10as well as detailing optimal layouts for

0:13performing certain techniques. This

0:14video will get technical, but I can

0:16assure you that the information covered

0:18today will be valuable if you play any

0:20game mode that requires regularly

0:21switching between hot bar slots. This is

0:24my first time making my educational

0:26content in this manner, so please let me

0:28know if you enjoy it.

0:31In order to start off, I first need to

0:33go over how exactly hot bar inputs are

0:35handled. As many of you already know,

0:38Minecraft runs at a steady 20 ticks per

0:40second. When using hotkeys to switch hot

0:43bar slots, you can only switch to one

0:45slot each tick, meaning that if you

0:47happen to input multiple in the same

0:49tick, you'd only end up switching to one

0:51of them. This is a common mistake that's

0:54unsurprisingly prevalent in its effect

0:56on combat and is actually one of the

0:58main entry barriers when it comes to

1:00learning complex techniques. What a lot

1:02of people don't realize, however, is

1:04that you can actually optimize your hot

1:05bar layout in a manner that achieves

1:07maximum benefit from the way in which it

1:09inputs are prioritized. In some

1:12scenarios, doing this can be so

1:13beneficial that it can allow you to

1:15consistently execute difficult

1:17techniques without error, which is the

1:19driving force behind my stun smashing

1:21method. In order to illustrate this

1:23clearly, I need to go over the concept

1:25of slot priority. Every tick, Minecraft

1:28executes a loop that checks every slot

1:30for a selection input. This loop starts

1:33its input check from slot one and ends

1:35at slot 9. Ultimately, regardless of the

1:38timing of your inputs, it will always

1:40prioritize the later slot. Now that I've

1:44explained this though, I need to

1:45demonstrate why knowing it can be

1:47useful. Depending on your objective, you

1:49can benefit from deliberately assigning

1:51an item's priority. For the sake of this

1:54video, I've decided to select a few

1:56techniques that serve as good examples

1:58of the benefit from both low priority

2:00and high priority arrangements. I'll be

2:02starting with the most straightforward

2:04of these examples, which is shield

2:05disabling. I first want to clarify how

2:08priority in this context is more about

2:10relativity rather than purely putting an

2:12item in an earlier slot or a later slot.

2:15For example, if you're only going to be

2:17switching between a couple items to

2:19perform a technique, the exact order of

2:21these items relative to the rest of your

2:23hot bar doesn't exactly matter much.

2:25What does matter, however, is the order

2:27of the items that will be used for the

2:29input sequence. When performing a shield

2:31disable, it's extremely common to start

2:33by disabling the shield using the

2:35properties of the axe, then immediately

2:37swapping back to sword to prepare your

2:38next hit. The speed at which you perform

2:41this sequence is important. Since the

2:43faster you do it, the more damage and

2:45knockback output you'll have from your

2:46increased sword charge. The issue is if

2:49your sword is in a higher priority sloth

2:51than your axe, you might end up

2:53switching back to it too quickly, which

2:55would skip ever swapping to the axe and

2:57performing the shield disable

2:58altogether. In situations like this, you

3:01can benefit from intentionally putting

3:02the last item of the sequence, which in

3:04this case is the sword, in a lower

3:06priority slot than the previously used

3:08item, which in this case is the axe. The

3:11result of doing this in the

3:12affformentioned scenario would mean

3:14dropping the sword swap back input

3:16rather than the ax's shield disable,

3:18which is the substantially lesser of the

3:19two negative outcomes. Now that you have

3:22a better idea of how hot bar priority

3:24can affect the execution of techniques,

3:26we can apply the same logic you just

3:28learned from shield disabling onto other

3:30strategies. For instance, it's better to

3:32put crystals in a lower priority slot

3:34and obsidian since if you attempt to

3:36swap too quickly to them when inputting

3:37the combo, the obsidian will still be

3:39placed. While there are numerous other

3:41situations like this that can benefit

3:43from the same logic, some of these are

3:45definitely much more important than

3:46others. The best example of this is stun

3:49smashing, which many players find

3:50difficulty performing for various

3:52reasons. The truth is stun smashing as

3:55well as every other previous example I

3:57gave has an arbitrary timing window that

3:59will be different every time you perform

4:01the technique. What this means is that

4:03regardless of whether or not you perform

4:04the same technique with identical

4:06timing, sometimes it will work and

4:08sometimes it won't. I'll explain why

4:10this is the case. As we discussed

4:13previously, Minecraft runs at a rate of

4:1520 ticks per second. This means one tick

4:18is equivalent to 50 milliseconds. While

4:20this might not sound like much on the

4:22surface, it's actually very noticeable

4:24in gameplay. Most competitive games, for

4:26instance, handle inputs at a rate of at

4:28least 60 times per second. So, you can

4:30imagine how 20 actually feels quite

4:32clunky. Part of the problem here is that

4:35whenever you input an action, you could

4:37be anywhere between your current tick.

4:39For example, if you input a shield

4:41disable on the last millisecond of your

4:43current tick, you will immediately be

4:44able to input a smash attack one

4:46millisecond later. If you were to do

4:48this same exact thing when your client

4:50is at the start of the tick, however, in

4:52order to avoid an input being dropped,

4:54you would be forced to wait 50

4:56milliseconds before you could perform

4:57the smash attack. Your client is

4:59constantly in this loop and could be

5:01anywhere in between it each moment you

5:03take action. Undoubtedly, this is one of

5:06the main reasons people have so much

5:07trouble with stun smashing and is

5:09ultimately what led me to seek out a

5:11more reliable method to perform the

5:12technique. The overarching premise

5:15behind my stun smashing method is to

5:17deliberately create a tick lockout that

5:19prevents you from preemptively switching

5:21to the mace before the tick ends. The

5:23way in which I do this is by attacking

5:25and swapping to my axe in the same tick

5:27to perform a shield disable while

5:28ensuring my axe is at a higher priority

5:30than my mace. A lot of you may have

5:33noticed that I initiate this with my

5:34sword. However, this is merely out of

5:36habit, and I would recommend starting

5:38from your current item in order to

5:40reduce an extra input. It's also worth

5:42knowing that you can still perform this

5:44technique without starting from another

5:45item, since even if you already have the

5:47axe selected, pressing its hotkey as if

5:50you were swapping to it will still

5:51create a tick lockout. Not only does

5:54creating a tick lockout prevent the

5:56error of switching slots too soon and

5:57fumbling your shield disable, but it

6:00also means you can reliably land a mace

6:02mash on the earliest possible tick by

6:04repeatedly pressing the input. It's

6:06worth noting that this same logic can be

6:08applied to all of the examples I

6:09mentioned earlier, such as swapping back

6:11to your sword on the earliest possible

6:13tick after a shield disable. Well, that

6:16wraps up about everything I wanted to go

6:18over in this video. So, hopefully you

6:20were able to learn something useful from

6:21it. With that being said, thanks for

6:24watching.

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