Compatibility
Minecraft: Java Edition
Platforms
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Creators
Details
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.
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.
Ground Slam
While airborne, press Sneak.
Dash
Press the Sprint key (not double-tapping W).
- Consumes 1 stamina charge.
- Hold movement keys while dashing to dash in different directions.
Wall Cling
While falling, move into a wall to cling to it and slowly slide down.
Wall Jump
While airborne near a wall, press Jump.
- Can be performed up to 3 times before landing.
Dash Jump
Jump during a dash while grounded.
- Travels much farther than a normal jump.
- Consumes 2 stamina charges.
Slam Bounce
Jump immediately after landing from a Ground Slam.
- Jump strength depends on how far you fell during the slam.
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.
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- Sprinting has been replaced by Dash.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.
- Ground Slam briefly locks player movement after impact.
- Slam Bounce strength scales with slam distance and has an upper limit.
- Dash Jump fails if there isn't enough stamina available.
Configuration
Disable movement switching:
/scoreboard players set #DisableMovementSwitch ultramove_config 1
Enable movement switching again:
/scoreboard players set #DisableMovementSwitch ultramove_config 0
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 slows down slightly at very high speeds to prevent infinite acceleration while still allowing endless slide movement.
- 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 โ Wall jumping during a slide is possible, but it does not behave like the original mechanic.
- Wall Sliding โ Not implemented.
- Enemy Step โ Not implemented yet, planned for a future update.
- Other advanced mechanics โ Some advanced ULTRAKILL mechanics are not implemented yet.
Known Issues
- Dash 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.
- Ending a slide while close to a wall can cause the hitbox to overlap with blocks, sometimes allowing the player to pass through thin walls and take suffocation damage.
- Sliding off block edges is nearly impossible because Minecraft prevents sneaking players from falling off ledges.
Other ULTRA packs
ULTRA comes in several distinct datapacks:
- Ultracoin โ adds ULTRAKILL's coin mechanic


