CS2 movement cvars in the current build: sv_airaccelerate, sv_gravity, sv_friction, sv_backspeed, and sv_legacy_jump

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CS2 movement cvars in the current build: sv_airaccelerate, sv_gravity, sv_friction, sv_backspeed, and sv_legacy_jump

Post by ice »

CS2 movement cvars in the current build: sv_airaccelerate, sv_gravity, sv_friction, sv_backspeed, and sv_legacy_jump

Two pages document these commands and they do not agree. Valve's developer wiki list is a snapshot retrieved on October 2, 2023 from build 9832, revision 8384867, and it carries a note that some commands may be removed or hidden by updates. The convar dump at s2v.app is current: build 11162119, dated October 22, 2026. Defaults below come from Valve's list unless the entry says otherwise.

Ground movement
  • sv_accelerate: 5.5. Neither page gives a description.
  • sv_maxspeed: 320. Neither page gives a description.
  • sv_stopspeed: 80. "Minimum stopping speed when on ground."
  • sv_friction: 5.2. "World friction."
  • sv_gravity: 800. "World gravity."
  • sv_air_max_wishspeed: 30.
  • sv_airaccelerate: 12. Neither page gives a description.
  • sv_wateraccelerate: 10.
  • sv_waterfriction: 1.
  • sv_water_slow_amount: 0.9.
  • sv_backspeed: no default on either page. The build dump describes it as "How much to slow down backwards motion". Valve's snapshot does not list it at all.
Jumping
  • sv_jump_impulse: 301.993. "Initial upward velocity for player jumps; sqrt(2*gravity*height)."
  • sv_jump_spam_penalty_time: 0.015625. Both pages describe it and the wording differs. Valve says "if this much time has elapsed since the last time the user has pressed the jump key, pretend they hadn't". The build dump says "if this much time or less has elapsed". The extra "or less" turns a threshold into a window.
  • sv_autobunnyhopping: false. "Players automatically re-jump while holding jump button". Same description on both pages.
  • sv_enablebunnyhopping: false on Valve's list, described there as "Allow player speed to exceed maximum running speed". The build dump keeps the command but rewords it to "Allow jump speed to exceed 1.1x max speed". That is a real change in what the setting is said to do, not just a tidy-up.
  • sv_jump_precision_enable: build only. "Enable jump precision. Some game modes benefit from being able to turn this off."
  • sv_bhop_time_window: build only. "sv_legacy_jump disabled only: The time window (in seconds) around landing where a jump press is considered a bhop attempt."
  • sv_legacy_jump: build only. "Whether or not to use the pre-2026 jump code."
Four commands the Valve snapshot does not have

sv_backspeed, sv_bhop_time_window, sv_legacy_jump and sv_jump_precision_enable are all present in the October 22 2026 build dump and all absent from Valve's October 2023 list. The pairing matters. sv_bhop_time_window only applies when sv_legacy_jump is off, so a server that switches sv_legacy_jump back on loses the bhop timing window, and the two settings have to be changed together.

What to check on a practice server

sv_jump_spam_penalty_time is the value that decides whether a jump press registers at all. Both pages say lowering it makes bunnyhopping easier. If your hops stop chaining on a server you run, this is the first thing to look at, and it is a server-side setting, so a client config alone will not change it.

Two things neither page tells you

Neither page defines the flag column. Valve prints flags like sv, cl, nf, rep and release next to each command and never explains what they mean, so treat them as labels rather than a contract. And neither page gives a default for sv_backspeed, so if you need one for a server config you have to read it off a running server rather than a reference page.

Sources
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