Ticks and Controls
|The standard unit of time in Minecraft, equal to 50ms.
Minecraft's physics and inputs are updated once every tick.
|The default movement controls (W=Forward, A=Left, S=Backward, D=Right)
|An action that makes the player move 30% faster.
Activated by pressing the Sprint key (default: Ctrl), or by double-tapping W.
|An action that makes the player move 70% slower, and prevents the player from falling off.
Activated by pressing the Sneak key (default: Shift).
|The action of moving sideways (with A or D), which can be combined with W or S.
|A simple sequence of inputs used to gain momentum.
Basic timings include jam (0t), headhitter (1t)... See Timings for a list.
|Technique which involves moving in small intervals (1 or 2 ticks, usually while sneaking).
Used to set the player in an optimal position.
Position, Facing, and Measurements
|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.
|The angle the player is looking at, in degrees.
In contrast, Direction is the angle the player is moving towards.
|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)
|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)
|The standard unit of distance in Minecraft.
This unit represents visual distance (in terms of blocks) but not necessarily the physical distance.
|A sub-unit of distance.
A pixel is 1/16th of a block, which is equal to 0.0625b
|A meta-unit of distance, that represents distances more accurately.
|The distance of a jump, which is either given in...
|The length of a jump (i.e. the longest side), in blocks.
|The width of a jump (i.e. the shortest side), in blocks.
|The height of a jump, in blocks.
In 1.8, the player can jump up at most 1.249b. In 1.9+, it's increased to 1.252b.
|# 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 Ceiling
|Designates the height of a ceiling (in blocks).
The player is 1.8m tall.
|A synonym for 2bc.
|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.
|1) The speed gained and conserved by moving.
2) The space given to gain enough speed for a jump.
|# Block Momentum
|Designates the distance given to gain momentum.
|The "standard" momentum setup, where the momentum space is flat ground (12 tick cycle).
|A more efficient momentum setup, where the momentum space is elevated at each step.
|A very efficient momentum setup (3 tick cycle).
|The most efficient momentum setup (2 tick cycle).
|An adjective which indicates that a momentum has a wall at its back, which reduces the momentum space.
|Technique which involves jumping sideways when gaining momentum.
This 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.
|Technique which involves moving backward to "increase momentum space" before jumping.
This is useful on a short momentum, and is even necessary for some jumps (e.g., 2bm triple neo).
|A jump with no obstacles, that can be completed without turning (apart from using 45° Strafe).
|A jump that involves jumping around a wall.
"#" is the length of the wall
Example: 2b neo (commonly referred to as "double neo")
|A neo that has its wall extended outwards.
|A neo which has its wall and landing extended outwards.
|Reverse Nix Neo
|A neo which has its wall and momentum extended outwards.
|A neo with panes on its side.
|A jump that involves jumping around a corner.
|A jump that involves jumping through a small gap.
Movement mechanics and glitches
|A | D
|The action of "strafing" left or right while moving forward.
This changes the player's direction without turning the mouse.
|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.
|A mechanic that assists the player in stepping up low obstacles (slabs, stairs...).
The player can step up at most 0.6b without jumping.
|A glitch which involves landing between two blocks of different height. Caused by stepping.
This can result in the player "landing mid-air", making them able to jump with initial height.
|A mechanic/glitch that involves jumping into a ceiling or step. Caused by stepping.
This can cancel the player's upward momentum, making them able to jump again sooner.
|The process of chaining multiple Jump Cancels to gain momentum.
There are two types:
Technical parkour terms
|The duration of a jump is the number of ticks between jumping and landing.
The duration depends on the jump's height.
For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks.
|A more intuitive representation of jump duration
|An axis-aligned cuboid, represented by a minimum and maximum value for the X, Y, and Z axes.
Most blocks are simple enough that they consist of a single bounding box, but they might use more (e.g., stairs).
Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6).
|A volume of space that the player can physically collide with, specific to blocks though some entities also have one (e.g., boats).
A collision box consists of one or multiple bounding boxes; The player's bounding box is not meant to intersect those.
|Minecraft works with a limited number of angles for calculations. There are precisely 65536 significant angles.
The player's rotation is stored as floats (of which there are much more than 65536).
A significant angle covers approximately 0.0055°.
|An extremely precise glitch that exploits the trigonometric functions as defined in Minecraft.
Involves looking at a precise angle between two significant angles (e.g. 135.0055°) to (very slightly) increase movement speed.
Parkour map terminology
|A position the player can teleport back to.
|A loose type of checkpoint, which only allows partial recovery.
|Life or Death
|Decribes a section that is not failsafed.
If the player fails it, they will lose some progress.
|A common term for referring to a specific subsection in a course.
|Transition # - #
|A transition between two rooms, which is sometimes l/d.