General Parkour Terms
|Block||b||The standard unit of distance in Minecraft.
This unit represents visual distance (in terms of blocks) but not necessarily the physical distance.
|Pixel||px||A sub-unit of distance.
A pixel is 1/16th of a block, which is equal to 0.0625b
|Meter||m||A meta-unit of distance, that represents distances more accurately.
|Momentum||mm||1) The speed gained and conserved by moving.
2) The space given to gain enough speed for a jump.
|Facing||The angle the player is looking at, in degrees.
In contrast, Direction is the angle the player is moving towards.
|X Facing||x||Refers to an object facing towards the X axis (East / West).
X-facing Obstacles are harder to avoid. (X Facing can be seen with F3)
|Z Facing||z||Refers to an object facing towards the Z axis (North / South).
Z-facing Obstacles are easier to avoid. (Z Facing can be seen with F3)
|Coordinates||coords||The player's coordinates, which can be seen using F3.
This term usually refers to a set of coordinates used to setup for a jump.
|Length||#b||The longest side of a jump, in terms of blocks.|
|Width||x #||The width of a jump, in terms of blocks.|
|Height||+ #||The height of a jump, in terms of blocks.|
|Jump format||# x # + #||The conventional notation for simple jumps. In order:
If the width and height are both zero, the convention is to add "b" after the length.
Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375
|# Block Momentum||# bm||Designates the distance given to gain momentum.
|# Block Ceiling||# bc||Designates the height of a ceiling (in blocks).
|Headhitter||hh||A synonym for 2bc.
"hh momentum" refers to jumping under a hh to gain momentum.
|Trapdoor Headhitter||tdhh||A 2bc which is further lowered with a trapdoor. (1.8125bc)
This ceiling height only leaves 0.0125b of room for the player to fit under,
which makes it the lowest ceiling a player can walk through (in 1.8)
|Linear Jump||A jump with no obstacles, that can be completed without turning.|
|Neo||#b neo||A jump that involves jumping around a wall.
"#" is the length of the wall
Example: 2b neo (commonly referred to as "double neo")
|Winged Neo||# x # neo||A neo that has its wall extended outwards.
"x #" is the width of the wall
Example: 2x0.1875 neo (double neo with trapdoors on its sides)
|Nix Neo||# x # nix neo||A neo which has its wall and landing extended outwards.
"x #" is the width of the front wall.
Example: 1x1 nix neo (the "classical" nix neo)
|Reverse Nix Neo||# x # reverse nix neo||A neo which has its wall and momentum extended outwards.
"x #" is the width of the back wall.
Example: 1x1 reverse nix neo.
|Butterfly Neo||A neo with panes on its side.|
|Cross Neo||A jump that involves jumping around an edge.
This can be thought of as a neo that is rotated 45°.
|Ladder Jump||A jump that involves ladders mechanics.|
|Water Jumps||A jump that involves water mechanics.|
|Squeeze Jump||A jump that involves jumping through a small gap.|
|Tick||t||The standard unit of time in Minecraft, normally equal to 50ms.|
|Tickrate||The number of ticks in a second.
Normally, the game runs at 20 ticks per second.
|0t timing||jam||Both W and Jump are pressed at the same time.|
|1t timing||hh timing||Jump is pressed 1 tick after W.
This timing is useful for headhitter jumps
|-1t timing||reverse hh
|Jump is pressed 1 tick before W.
This timing is used as an advanced strat for headhitter jumps.
|Jump 0t||jump jam||While landing from a still jump, W and Jump are pressed.
This is a consistent alternative to the regular 0t timing.
|Jump 1t||jump hh
|W is pressed 1 tick before landing from a still jump.
This will give slightly more jump distance than Jump 0t.
|Burst 0t||adv jam||The player starts by holding W and Sneak, as well as Sprint.
Sneak is then released, and Jump is pressed on the same tick.
|Burst 1t||adv hh||The player starts by holding W and Sneak, as well as Sprint.
Sneak is then released, and Jump is pressed one tick later.
Techniques and Glitches
|Strafe||A | D||The action of "strafing" left or right while moving forward.
This changes the player's direction without turning the mouse.
|45° Strafe||45°||The action of turning 45°, while strafing accordingly.
This technique allows the player to move further (up to 2%) but is hard to do consistently.
|Tap||Moving in small intervals (1 or 2 ticks, usually while sneaking).
This technique is used to set the player in an optimal position.
|Backward Momentum||bwmm||The process of moving backward to gain momentum potential.
This is useful on a short momentum, and is even necessary for some jumps (ex: 2bm triple neo).
|Sidestep||Jumping sideways to gain momentum for a neo.
This technique has two advantages: it utilises 45° strafe, and makes the turning more consistent.
It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo.
|Blip||A glitch which involves landing between two blocks of different height.
This can result in the player "landing mid-air", making them able to jump with initial height.
|Jump Cancel||A glitch that involves jumping into a ceiling or step.
This can cancel the player's upward momentum, making them able to jump again sooner.
|Grinding||The process of chaining multiple Jump Cancels.
There are two types:
Technical Parkour Terms
|Airtime||The airtime is the number of ticks between jumping and landing.
The airtime of a jump depends on its height, and not its distance.
For example: A flat jump has 12 ticks of airtime, a +1 jump has 9 ticks, and a 2bc jump has 3 ticks.
|Tier||A more intuitive representation of airtime for jumps.
To convert Tier to Airtime, simply substract 12 by the tier.
Parkour Map Terminology
|Checkpoint||cp||A position the player can teleport back to.|
|Failsafe||fs||A loose type of checkpoint, which only allows partial recovery.|
|Life or Death||l/d||Decribes a section that is not failsafed.
If the player fails it, they will lose some progress.
|Room #||r #||A common term for referring to a specific subsection in a course.|
|Transition # - #||t #-#||A transition between two rooms, which is usually l/d.|