JUMP BUGS
As a few people might know jumpbugs are an old type of fall damage avoidance trick from source speed-running. The sourceruns wiki has a small page:
https://wiki.sourceruns.org/wiki/Jumpbug which details how the trick works.
RNC has also in the past shown this small trick which I admit thought for a while was somewhat bogus because I was following the sourceruns claim that it works for every height (edit: this only applied to older source engine).
In short this is a separate type of 'bounce' technique to avoid teleports.
ExamplesRNC's original video
Small example on jump_deserted_b1. Working on a 2 unit teleport.
Notice I take 0 fall damage and no hurt sound plays. Hitting the roof here is just to get the correct falling height for a jumpbug window
HowIn short it is a variation on a bhop: Hold crouch in the air, then when at the timing window, release crouch and press jump simultaneously. The result is a hop off the surface resulting in no fall damage, and avoiding small teleport surfaces.
In addition jbugs work for a different set of 'bounceheights' as you are aiming for a 0-2 unit window rather than a 1-2 above the surface. It will work for some crouched or uncrouched bounce heights but not all, it is simply coincidence.
A list of possible heights is provided in the updated bounce height spreadsheet below.
ResourcesRNC's plugin similar to bouncealert is great for testing
https://jump.tf/forum/index.php/topic,1263.0.htmlUpdated bounce spreadsheet listing possible distances for jumpbugs using common starting methods (e.g. jump off, crouch walk etc.)
https://docs.google.com/spreadsheets/d/1fDCsUFRbWTHLFqzMT0xAZSFAardarSg6XPrTKt5AXhE/edit?usp=sharingI haven't comprehensively tested all of these heights but I am fairly sure it should be accurate. Thanks to RNC for some help in getting this working. Also need to update it for the max V heights.
Additional Information and Further TestingBecause for each jbug window there are 2 heights (1 unit away from eachother) if you are targeting the larger number, for example: 128 units (with its 127 unit pair) for a walk off jumpbug strat; then you have twice the chance of hitting a jumpbug. This probably makes jbugs ideal for panic/saves.
Teleheights Current record is 6 units tall teleport. This seems to scale with fall height with higher distances making higher teleports seemingly impossible. However testing seems to indicate that 2 units is always possible; this may be inherent due to the 2 unit window for the trick.
RNC maths:
271 is the standard starting jump speed, which when divided by tickrate (66.666) gives 4.065. And because we know* they require the psuedo ground, 6.065 should be the max.
To get up to a 7 unit teleport (assuming everything else I've said so far is correct) you'd need a jump speed of 333.333+ or a tickrate of about 54, neither of which are easy. Gravity also shouldn't affect anything because we only care about the very first tick and gravity shouldn't be important in that situation.
I'm also choosing to ignore that you can do a regular jump without crouching and get 276.013275 u/s because it only gains .0751991 units over a regular jump.
You can't do a powerbounce in the same way as a bhop. However you can do uncrouch + jump + shoot for a smaller rocket jump. Attempting to re-crouch and shoot is far more difficult and there seems to be a small delay before a recrouch is possible; as most testing has shown this to be as powerful as the uncrouch + jump + shoot method.
Many of the heights are also far more likely to allow consecutive jumpbugs, considerably moreso than bhops.