Timings

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

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

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

Randomness:
Because Minecraft's phyics is tick-based, there is an inevitable amount of luck involved in timing. Most games use a similar fixed-tickrate input system, so you would experience input randomness in those too. An argument could be made that timing your inputs perfectly (in intervals of exactly 50ms) negates said randomness; while a player could certainly train their muscle memory toward that goal, they 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 a 1bm headhitter jump is the hh timing, which only has a 1 tick opening and no failsafe. A much more consistent strategy is the pessi hh 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, the player is assumed to be always sprinting.

Basic Timings
Note: "semi-hh" refers to the use of jam or jump jam in cases where accidentally performing them one tick late (hh or jump hh) timing is not detrimental.

Examples

 * 1bm 3+1 is possible with only running from the back (7t timing).
 * 1bm 4b is possible with only running from the back (7t timing) if you first do a tap (preferably 4).
 * Backwalled 1bm 4b is possible with only running from the back (5t timing) if you first do a tap (preferably 3).
 * Performing a jam on 2bm overjumps the momentum by a small amount. To correct that, you could start jumping at a ~10° angle. A more advanced strat involves sneaking backward, releasing S for 3 ticks, then releasing sneak and jamming forward (which goes further, but is obviously less consistent).
 * When gaining momentum under a 2-block ceiling (aka headhitter momentum), the ideal timing is to press jump every 3 ticks. When a trapdoor is added under the ceiling (becomes 1.8125bc), the ideal is to press jump every 2 ticks (10 times per second, which can be difficult to do consistently).