Backward Momentum/ja: Difference between revisions

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視点の前後移動が含まれるbackward momentumは、'''Loop Momentum'''と呼ばれる。
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When a backward momentum strat involves turning back and forth, it is called '''Loop Momentum'''.
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Revision as of 11:00, 17 August 2022

Other languages:

Backward Momentum(略: bwmm)は、与えられた助走距離を最大限に活用できる技術である。

操作方法の最適化における基本理念は、与えられた助走の終点でのプレイヤーの前方速度を最大化するということである。これは、助走の後部から後方に移動し、その直後に前方にジャンプすることによって実現できる。

  • セットアップによっては、この技術を繰り返し(前後交互に)実行することが必要な場合がある。
  • 助走距離を飛び越えない範囲で初速を最大化することで、ジャンプの距離の上限を計算することが可能。


backward momentumに関わる重要なステップを次の図に示す。

視点の前後移動が含まれるbackward momentumは、Loop Momentumと呼ばれる。

For real time parkour, consistency is key. Therefore, no-turn strats are preferred, though experienced players have started using loop momentum.

Here is a list of optimal backward momentum strats [TAS]:


Considerations

One thing to consider is whether to "delay" the final jump or not (meaning running 1 tick off the edge, instead of jumping immediately)

Delaying a jump conserves less speed, but allows the player to jump with a small headstart.

  • On short momentums (less than 0.4375bm), delaying the jump is always better (as shown in the video above).
  • On longer momentums, the choice depends on the height of the jump.

Momentum Threshold is also something to consider when elaborating a strat: it can either be helpful or detrimental, depending on how the velocity is affected.


Common 1bm Strats

Backward momentum has originally been created to solve the 1bm 4.375b jump (first with 3bc momentum, then with no ceiling).

This has sparked a search for optimal 1bm strats: The most well-known 1bm strats were force momentum and c4.5 timing, but as it turns out their efficiencies really pale in comparison to bwmm strats (though they are still quite useful for most jumps, especially considering they are easier to setup and perform).

Below is a list of common bwmm strats for 1bm:


For other momentums and strats, see this compilation by Squidyerser.