Fall damage is negated when stepping up after falling
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
From a discussion in comments, it seems this was introduced at the same time as the fix for MC-153698.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.
What actually happened was...:
...I stepped up the block, and took no damage.
Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading. ![]()
Linked Issues
is duplicated by10
Created Issue:
Fall damage is negated when stepping up after falling
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
Describe what you thought should happen hereWhat actually happened was...:
Describe what happened hereSteps to Reproduce:
1. Put a step by step guide on how to trigger the bug here
2. ...
3. ...
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the clienthitsthe ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.I
believe this was introduced alongside honeyblocks and their special behavior with collision from the side.What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
Describe what you thought should happen hereWhat actually happened was...:
Describe what happened hereSteps to Reproduce:
1. Put a step by step guide on how to trigger the bug here
2. ...
3. ...(Oops, I pressed enter by accident. I'm editing this right now, give me a moment)
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
Describe what you thought should happen hereWhat actually happened was...:
Describe what happened hereSteps to Reproduce:
1. Put a step by step guide on how to trigger the bug here
2. ...
3. ...
(Oops, I pressed enter by accident. I'm editing this right now, give me a moment)
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.I
believe this was introduced alongside honeyblocks and their special behavior with collision from the side.What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
Describe what you thought should happen hereWhat actually happened was...:
Describe what happened hereSteps to Reproduce:
1. Put a step by step guide on how to trigger the bug here
2. ...
3. ...(Oops, I pressed enter by accident. I'm editing this right now, give me a moment)
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 after that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and hold the forwards key (no sprinting).
(Oops, I pressed enter by accident. I'm editing this right now, give me a moment)
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3afterthat block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and hold the forwards key (no sprinting).(Oops, I pressed enter by accident. I'm editing this right now, give me a moment)
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
(Oops, I pressed enter by accident. I'm editing this right now, give me a moment)
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special gliding behavior with collision from the side.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
is duplicated by
is duplicated by
relates to
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
I believe this was introduced alongside honeyblocks and their special gliding behavior with collision from the side.What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
From a discussion in comments, it seems this was introduced at the same time as
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
From a discussion in comments, it seems this was introduced at the same time as
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
From a discussion in comments, it seems this was introduced at the same time as MC-153698.
What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
From a discussion in comments, it seems this was introduced at the same time as
MC-153698.What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
Players can negate all fall damage if stepping up something as they land. This behavior is reliably reproduced and is not random, though getting the correct distance/relative position and orientation between the starting coordinate and the coordinate where the stepping up + landing are meant to happen is vital.
While the landing sound plays after the fall, no damage is taken, and no damage sound is heard (meaning the client hits the ground, but the server does not damage it).
In multiplayer, no falling sound is heard when someone does it next to you. Instead, the landing is smooth (no bobbing up) and slient.
From a discussion in comments, it seems this was introduced at the same time as the fix for
MC-153698.What is not new is situations where the player steps up higher than they are supposed to (image, and stepping up whole blocks in the video). Only the fall damage negation is.
What I expected to happen was...:
...not to step up the block in the video, and to take fall damage.What actually happened was...:
...I stepped up the block, and took no damage.Steps to Reproduce:
1. Place a block on flat ground
2. Leave a gap of 3 (air) next to that block
3. Pillar up 8 blocks
4. Walk fairly perpendicularly towards the gap from the pillar, and keep holding the forwards key (no sprinting).
Related but not directly (here, the issue is just the application of fall damage, not the stepping up), is the image which shows a setup where you can start on the slab, sprint jump into the chest (thereby slamming yourself against it), hold forwards, and step up the chest.
Thanks for reading.
is duplicated by
is duplicated by
relates to
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
relates to
MC-255653
Forwards- resolving as dupe of MC-171969, as it looks like it's the same issue.
Based on the video, how he lands right at the foot of the stairs and goes up, I believe this is MC-171969
Thank you for your report!
We're actually already tracking this issue in MC-171969, so I resolved and linked this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature in the future to see if the issue has already been reported.
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Do you think MC-171969 could be your issue?
Probably MC-171969
Thank you for your report!
However, this issue is a Duplicate of MC-171969.
Please use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Duplicate of MC-171969.
Thank you for your report!
However, this issue is a Duplicate of MC-171969.
Please use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Thank you for your report!
However, this issue is a Duplicate of MC-171969.
Please use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-171969.
Please use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
Is this still an issue after the pre-3 fix of MC-171969?
This is the same as MC-171969, so it's a regression; might want to change the relates to link to that report instead (the chest report was resolved as a duplicate of this report),

Affects 20w06a and 20w07a. I have added a video, which shows how this bug can occur in normal gameplay - when falling onto the edge of a block.
From my testing, this bug has debuted in 1.15 pre-release 5. It is likely that the fix for MC-153698, which caused players to take fall damage when jumping on a boat, has introduced this bug.
I doubt the boat fix is its origin. Afaik it was due to the server accumulating player falling speed (as if the boat was not blocking the player from falling, and the player was teleported back up to their correct position, albeit without losing speed, every tick), while the client didn't.
It's possible, but that would imply that it would be related via something about player velocity, and that stepping up negates the accumulated falling speed. I doubt that stepping up things is done via velocity changes.
We may then think of a scenario where it's done by some form of teleportation, meaning that such teleportations reset the falling velocity, which feels like an odd fix to the boat thing (why fix the speed part instead of the client/server desync ?)
Thanks for the speculation
I agree that there doesn't seem to be a correlation between the fix of that bug and the introduction of this bug. However, only 11 bugs were fixed in 1.15 pre-release 5, and the boat bug seems the most likely candidate to me. What change do you think has introduced this bug?
I have just taken a look at all the announced 1.15.x changes. The boat change does indeed seem most likely, good guess !
Ah, okay! Thanks!
Can you also confirm the bug not being in 1.15 pre-4, but in pre-5 and above?
Confirmed (procedure described above in a random new survival world) :
Stepping up, fall damage in pre-4
Stepping up, no fall damage in pre-5
Good to know. I guess me asking Slicedlime for a fix for the boat glitch in 1.15 has caused an even more prevalent issue
Affects 20w09a.
i used to use this to jump off mountains