Backward Momentum/ja

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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、助走の後部から後ろに移動し、その後に前方にジャンプすることによって実現できる。

  • On some setups, repeated executions of this technique (by alternating back and forth) may be needed to fully maximize the momentum's potential.
  • It's possible to calculate an upper bound for the jump distance, by maximizing the initial speed such that the player doesn't overjump the momentum.


Here is a diagram showing the essential steps involved in a backward momentum strat:

When a backward momentum strat involves turning back and forth, it is called Loop Momentum.

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.