ON Double Vault ·
Double Vault MK IV (SLVC)
SSVC
When running up a slope, the client has slight desync to the server side. What this does is it puts the client-side ahead of the server side, delaying actions from the client that will happen later on the server. This default principle was found out to be useful in unpatching the double vault. When a shield is placed at the top of a staircase, this double vault is set up. Because of this desync principle, the client-side is higher on the staircase than the server side, allowing the client to hit a series of local vaults, on the shield until finally vaulting over. A vault then was performed in the soonest possible moment after landing on the ground to perform a vault cancel. This works because server side packets get delayed from the local vaults, causing the client to land behind the shield sooner, and vaulting the shield again validates the local position, allowing the double vault to be performed because of the server side being on the shield. This is known as SSVC and was found before the more broad SLVC.
SLVC
With this knowledge, anywhere local vaults can be replicated multiple times, can cause a double vault. For example, if the player runs against a steep enough surface for long enough, then vaults a shield, the necessary amount of local vaults can be performed. It can also be performed if a vault is in just the right height to be seen on the client side but not the server side, causing local vaults. This was used recently, to unpatch the great double vault for a 5th time after slopes stopped desyncing the server in many situations.