Timings

Timing is at the core of parkour: understanding how ticks work and how to use them for gaining momentum is a crucial skill.

Timings constitute elementary bricks for more advanced strategies, such as Backward Momentum.

Getting used to these basic timings is essential in becoming proficient at parkour.

Randomness:
Because Minecraft's phyics is tick-based, there is an undeniable amount of randomness involved in timing. Most games use a fixed-tickrate input system, and players would experience similar randomness in those too. An argument could be made that timing your inputs perfectly (in intervals of exactly 50ms) negates the randomness; while a player could certainly train their muscle memory towards that goal, it would never reach the point of being infallible

An important strategy in parkour is to use timings that grant the most consistent results.

For example, a very simple timing for headhitter jumps is the hh timing, but it only has a 1 tick opening and no failsafe. A much more consistent strategy is the pessi timing, which has a more lenient opening and offers enough time for recovery in case of failure.

Notations:

 * t stands for tick.
 * W,A,S,D refer to the movement keys (W=Forward, A=Left, S=Backward, D=Right)

Unless mentioned otherwise (in the advanced timings), the player is assumed to be always sprinting.

Examples (WIP)
4 block jump - normal is #t, backwalled is #t