Parkour Nomenclature: Difference between revisions
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<languages/> |
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== General Parkour Terms == |
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<translate> |
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== Ticks and Controls == <!--T:1--> |
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<!--T:2--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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!Definition |
!Definition |
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|- |
|- |
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|[[Special:MyLanguage/Ticks|Tick]] |
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|Block |
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| |
|t |
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|The standard unit of |
|The standard unit of time in Minecraft, equal to 50ms. |
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Minecraft's physics and inputs are updated once every tick. |
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This unit represents visual distance (in terms of blocks) but not necessarily the physical distance. |
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|- |
|- |
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|WASD |
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|Pixel |
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| |
| |
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|The default movement controls (W=Forward, A=Left, S=Backward, D=Right) |
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|A sub-unit of distance. |
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A pixel is 1/16th of a block, which is equal to 0.0625b |
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|- |
|- |
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|Sprint |
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|Meter |
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|ctrl |
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|m |
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|An action that makes the player move 30% faster. |
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|A meta-unit of distance, that represents distances more accurately. |
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Activated by pressing the Sprint key (''default: Ctrl''), or by double-tapping W. |
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A block is 1m³, and the player's hitbox is 1.8 × 0.6 × 0.6 m³ |
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|- |
|- |
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|Sneak |
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|Momentum |
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|shift |
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|mm |
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| |
|An action that makes the player move 70% slower, and prevents the player from falling off. |
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Activated by pressing the Sneak key (''default: Shift''). |
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The more momentum the player has, the further they can jump. |
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|- |
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|Strafe |
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| |
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|The action of moving sideways (with A or D), which can be combined with W or S. |
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|- |
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|[[Special:MyLanguage/Timings|Timing]] |
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| |
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|A simple sequence of inputs used to gain momentum. |
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Basic timings include jam (0t), headhitter (1t)... See [[Special:MyLanguage/Timings|Timings]] for a list. |
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|- |
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|[[Special:MyLanguage/Tapping|Tap]] |
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| |
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|Technique which involves moving in small intervals (1 or 2 ticks, usually while sneaking). |
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Used to set the player in an optimal position. |
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|} |
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== Position, Facing, and Measurements == <!--T:3--> |
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<!--T:4--> |
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{| class="wikitable" |
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!Term |
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!Alias |
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!Definition |
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|- |
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|Coordinates |
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|coords |
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|The player's coordinates, which can be seen using [[Special:MyLanguage/Debug Screen|F3]]. |
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This term usually refers to a set of coordinates used to setup for a jump. |
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|- |
|- |
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|Facing |
|Facing |
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| |
| |
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|The angle the player is looking at. |
|The angle the player is looking at, in degrees. |
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In contrast, Direction is the angle the player is moving towards. |
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|- |
|- |
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|X Facing |
|[[Special:MyLanguage/Collisions|X Facing]] |
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|x |
|x |
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|Refers to an object facing towards the X axis (East / West). |
|Refers to an object facing towards the X axis (East / West). |
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Obstacles are harder to avoid. (X Facing can be seen with [[Debug Screen|F3]]) |
X-facing Obstacles are harder to avoid. (X Facing can be seen with [[Special:MyLanguage/Debug Screen|F3]]) |
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|- |
|- |
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|Z Facing |
|[[Special:MyLanguage/Collisions|Z Facing]] |
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|z |
|z |
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|Refers to an object facing towards the Z axis (North / South). |
|Refers to an object facing towards the Z axis (North / South). |
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Obstacles are easier to avoid. (Z Facing can be seen with [[Debug Screen|F3]]) |
Z-facing Obstacles are easier to avoid. (Z Facing can be seen with [[Special:MyLanguage/Debug Screen|F3]]) |
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|- |
|- |
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|Block |
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|Coordinates |
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|b |
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|coords |
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|The standard unit of distance in Minecraft. |
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|The player's coordinates, which can be seen using [[Debug Screen|F3]]. |
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This unit represents visual distance (in terms of blocks) but not necessarily the physical distance. |
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This term usually refers to a set of coordinates used to setup for a jump. |
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|- |
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|Pixel |
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|px |
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|A sub-unit of distance. |
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A pixel is 1/16th of a block, which is equal to 0.0625b |
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|- |
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|Meter |
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|m |
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|A meta-unit of distance, that represents distances more accurately. |
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<!--T:5--> |
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* The player's bounding box is 1.8 × 0.6 × 0.6 m³ |
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* Accounting for the player's bounding box, a 4 block jump is actually 3.4 meters long |
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|} |
|} |
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== Jump Terms == |
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== Jump Distance == <!--T:6--> |
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<!--T:7--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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!Alias |
!Alias |
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!Definition |
!Definition |
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|- |
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|Distance |
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| |
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|The distance of a jump, which is either given in... |
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<!--T:8--> |
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* Blocks (b), for a more visual, standard representation of jumps. |
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* Meters (m), for a more accurate representation of jump distance (accounting for the player's width of 0.6m). |
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|- |
|- |
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|Length |
|Length |
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|# b |
|# b |
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|The |
|The length of a jump (i.e. the longest side), in blocks. |
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|- |
|- |
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|Width |
|Width |
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|x # |
|x # |
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|The width of a jump |
|The width of a jump (i.e. the shortest side), in blocks. |
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|- |
|- |
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|Height |
|Height |
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| + # |
| + # |
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|The height of a jump, in |
|The height of a jump, in blocks. |
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In 1.8, the player can jump up at most 1.249b. In 1.9+, it's increased to 1.252b. |
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|- |
|- |
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| |
|Jump format |
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|# x # + # |
|# x # + # |
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|The conventional notation for simple jumps. In order: |
|The conventional notation for simple jumps. In order: |
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<!--T:9--> |
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# The Length: # |
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# The Length |
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# The Width: x# (if nonzero) |
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# The |
# The Width (if nonzero) |
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# The Height (if nonzero) |
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<!--T:10--> |
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If the width and height are both zero, the convention is to add "b" after the length. |
If the width and height are both zero, the convention is to add "b" after the length. |
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<!--T:11--> |
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Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375 |
Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375 |
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| |
|} |
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|# Block Momentum |
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|# bm |
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|Designates the distance given to gain momentum. |
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* 1bm is simply 1 block (1.6m of momentum including hitbox). |
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* 2bm is 2 consecutive blocks (2.6m of momentum including hitbox). |
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== Ceilings == <!--T:12--> |
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<!--T:13--> |
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{| class="wikitable" |
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|- |
|- |
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|# Block Ceiling |
|# Block Ceiling |
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|Designates the height of a ceiling (in blocks). |
|Designates the height of a ceiling (in blocks). |
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<!--T:14--> |
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* 1.8bc is the lowest ceiling the player can move under. |
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* 2bc designated a ceiling that is 2 blocks high. |
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*3bc still affects the Player's movement. |
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<!--T:15--> |
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* 4bc is the same as no ceiling at all (doesn't affect jump height) |
* 4bc is the same as no ceiling at all (doesn't affect jump height) |
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The player is 1.8m tall. |
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|- |
|- |
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|Headhitter |
|Headhitter |
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|hh |
|hh |
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|A synonym for 2bc. |
|A synonym for 2bc. |
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"hh momentum" refers to jumping under a hh to gain momentum. |
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|- |
|- |
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|Trapdoor Headhitter |
|Trapdoor Headhitter |
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|tdhh |
|tdhh |
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|A 2bc which is further lowered with a trapdoor |
|A 2bc which is further lowered with a trapdoor (1.8125bc) |
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This ceiling height only leaves 0.0125b of room for the player to fit under |
This ceiling height only leaves 0.0125b of room for the player to fit under, |
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<!--T:16--> |
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which makes it the lowest ceiling a player can walk through in 1.8. |
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|} |
|} |
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== Jump Names == |
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== Momentum == <!--T:17--> |
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<!--T:18--> |
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{| class="wikitable" |
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|Momentum |
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|mm |
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|1) The speed gained and conserved by moving. |
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2) The space given to gain enough speed for a jump. |
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|- |
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|# Block Momentum |
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|# bm |
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|Designates the distance given to gain momentum. |
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<!--T:19--> |
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* 1bm is simply 1 block (1.6m of momentum). |
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<!--T:20--> |
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* 2bm is 2 consecutive blocks (2.6m of momentum). |
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|- |
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|Flat Momentum |
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|flat mm |
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|The "standard" momentum setup, where the momentum space is flat ground (12 tick cycle). |
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|- |
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|Elevation Momentum |
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| |
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|A more efficient momentum setup, where the momentum space is elevated at each step. |
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<!--T:21--> |
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* +0.125 is the lowest elevation momentum (11 tick cycle). |
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* +1 is the "default" elevation momentum (9 tick cycle). |
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* +1.1875 is the "maximum" elevation momentum (7 tick cycle). |
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|- |
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|Headhitter Momentum |
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|hh mm |
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|A very efficient momentum setup (3 tick cycle). |
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|- |
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|Trapdoor-Headhitter Momentum |
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|tdhh mm |
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|The most efficient momentum setup (2 tick cycle). |
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|- |
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|Backwalled |
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| |
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|An adjective which indicates that a momentum has a wall at its back, which reduces the momentum space. |
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|- |
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|Sidestep |
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| |
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|Technique which involves jumping sideways when gaining momentum. |
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This has two advantages: it utilises 45° strafe, and makes the turning more consistent. |
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<!--T:22--> |
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It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo. |
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|- |
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|[[Special:MyLanguage/Backward Momentum|Backward Momentum]] |
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|bwmm |
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|Technique which involves moving backward to "increase momentum space" before jumping. |
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This is useful on a short momentum, and is even necessary for some jumps (e.g., 2bm triple neo). |
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|} |
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== Jump names == <!--T:23--> |
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<!--T:24--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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|Linear Jump |
|Linear Jump |
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| |
| |
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|A jump with no obstacles, that can be completed without turning. |
|A jump with no obstacles, that can be completed without turning (apart from using [[Special:MyLanguage/45 Strafe|45° Strafe]]). |
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|- |
|- |
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|Neo |
|Neo |
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|#b neo |
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| |
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|A jump that involves jumping around a wall. |
|A jump that involves jumping around a wall. |
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"#" is the length of the wall |
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<!--T:25--> |
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Example: 2b neo (commonly referred to as "double neo") |
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|- |
|- |
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|Winged Neo |
|Winged Neo |
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| |
| |
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|A neo that has its wall extended outwards. |
|A neo that has its wall extended outwards. |
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This usually refers to neos with trapdoors on their side. |
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|- |
|- |
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|Nix Neo |
|Nix Neo |
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Line 137: | Line 272: | ||
|Cross Neo |
|Cross Neo |
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| |
| |
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|A jump that involves jumping around |
|A jump that involves jumping around a corner. |
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This can be thought of as a neo that is rotated 45°. |
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|- |
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|Ladder Jump |
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| |
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|A jump that involves ladders mechanics. |
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|- |
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|Water Jumps |
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| |
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|A jump that involves water mechanics. |
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|- |
|- |
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|Squeeze Jump |
|Squeeze Jump |
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| |
| |
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|A jump that involves jumping |
|A jump that involves jumping through a small gap. |
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|} |
|} |
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== Timing == |
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{| class="wikitable" |
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!Term |
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!Alias |
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!Definition |
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|- |
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|[[Tick]] |
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|t |
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|The standard unit of time in Minecraft, normally equal to 50ms. |
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|- |
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|Tickrate |
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| |
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|The number of ticks in a second. |
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Normally, the game runs at 20 ticks per second. |
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|- |
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|0t timing |
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|jam |
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|Both W and Jump are pressed at the same time. |
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This can be thought of as "jamming" both keys |
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|- |
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|1t timing |
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|hh timing |
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|Jump is pressed 1 tick after W. |
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This timing is useful for escaping a headhitter (2bc). |
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|- |
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| -1t timing |
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|reverse hh |
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|Jump is pressed 1 tick before W. |
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This timing is used as an advanced strat for headhitter jumps. |
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|- |
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|Jump 0t |
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|jump jam |
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|While landing from a still jump, W and Jump are pressed. |
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This is a consistent alternative to the regular 0t timing. |
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|- |
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|Jump 1t |
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|jump hh |
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|W is pressed 1 tick before landing from a still jump. |
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This will give slightly more jump distance than Jump 0t. |
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|- |
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|Burst 0t |
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|adv jam |
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|The player starts by holding W and Sneak, as well as Sprint. |
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Sneak is then released, and Jump is pressed on the same tick. |
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|- |
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|Burst 1t |
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|adv hh |
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|The player starts by holding W and Sneak, as well as Sprint. |
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Sneak is then released, and Jump is pressed one tick later. |
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|} |
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== Movement mechanics and glitches == <!--T:26--> |
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<!--T:27--> |
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== Techniques and Glitches == |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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!Definition |
!Definition |
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|- |
|- |
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|Strafe |
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|[[Tapping|Tap]] |
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|<nowiki>A | D</nowiki> |
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| |
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|The action of "strafing" left or right while moving forward. |
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|Moving in small intervals (1 or 2 ticks, usually while sneaking). |
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This |
This changes the player's direction without turning the mouse. |
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|- |
|- |
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|[[45 Strafe|45° Strafe]] |
|[[Special:MyLanguage/45 Strafe|45° Strafe]] |
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|45° |
|45° |
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|The action of turning 45°, while |
|The action of turning 45°, while strafing accordingly. |
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This technique allows the player to move further (up to 2%) but is hard to do consistently. |
This technique allows the player to move further (up to 2%) but is hard to do consistently. |
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|- |
|- |
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|[[Special:MyLanguage/Stepping|Stepping]] |
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|[[Backward Momentum]] |
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|step-assist |
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|bwmm |
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|A mechanic that assists the player in stepping up low obstacles (slabs, stairs...). |
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|The process of moving backward to gain momentum potential. |
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The player can step up at most 0.6b without jumping. |
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This is useful for short momentums, and is even necessary for some jumps (ex: 2bm triple neo). |
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|- |
|- |
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|[[Blip]] |
|[[Special:MyLanguage/Blip|Blip]] |
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| |
| |
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|A glitch which involves landing between two blocks of different height. |
|A glitch which involves landing between two blocks of different height. Caused by stepping. |
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This can result in the player landing mid-air, |
This can result in the player "landing mid-air", making them able to jump with initial height. |
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|- |
|- |
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|[[Jump Cancel]] |
|[[Special:MyLanguage/Jump Cancel|Jump Cancel]] |
||
| |
| |
||
|A glitch that involves jumping into a ceiling or |
|A mechanic/glitch that involves jumping into a ceiling or step. Caused by stepping. |
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This can cancel the player's upward momentum, |
This can cancel the player's upward momentum, making them able to jump again sooner. |
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In some way, this is the opposite of the Blip glitch. |
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|- |
|- |
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|Grinding |
|Grinding |
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| |
| |
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|The process of chaining multiple Jump Cancels |
|The process of chaining multiple Jump Cancels to gain momentum. |
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There are two types: |
There are two types: |
||
|- |
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<!--T:28--> |
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|Half Angle |
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* "Stair grinding" (called ''Slab Boost''), often used on stairs. |
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|HA |
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* "Ceiling grinding" (often just ''Grinding''), which is a lot harder to perform. |
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|An extremely precise glitch that grants slightly more speed when combined with 45° Strafe. |
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It has no applications outside of Tool-Assisted demonstrations. |
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|} |
|} |
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== Advanced Parkour Terms == |
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== Technical parkour terms == <!--T:29--> |
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<!--T:30--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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Line 257: | Line 334: | ||
!Definition |
!Definition |
||
|- |
|- |
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|Duration |
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|Airtime |
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| |
| |
||
|The |
|The duration of a jump is the number of ticks between jumping and landing. |
||
The |
The duration depends on the jump's height. |
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<!--T:31--> |
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For example: A flat jump has 12 ticks of airtime, a +1 jump has 9 ticks, and a 2bc jump has 3 ticks. |
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For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks. |
|||
|- |
|- |
||
|[[Tiers|Tier]] |
|[[Special:MyLanguage/Tiers|Tier]] |
||
| |
| |
||
|A more intuitive representation of |
|A more intuitive representation of jump duration |
||
<!--T:32--> |
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* Tier 0 corresponds to flat jumps, by convention. |
* Tier 0 corresponds to flat jumps, by convention. |
||
<!--T:33--> |
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* Positive tiers correspond to jumps with positive height. (maximum is Tier 5) |
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* Positive tiers correspond to jumps with positive height. |
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<!--T:34--> |
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* Negative tiers correspond to jumps with negative height. (minimum is Tier -104) |
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* Negative tiers correspond to jumps with negative height. |
|||
|- |
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|Bounding Box |
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| |
|||
|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). |
|||
<!--T:35--> |
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To convert Tier to Airtime, simply substract 12 by the tier. |
|||
Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6). |
|||
|- |
|||
|[[Special:MyLanguage/Collisions|Collision Box]] |
|||
| |
|||
|A volume of space that the player can physically collide with, specific to [[Special:MyLanguage/blocks|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. |
|||
|- |
|||
|[[Special:MyLanguage/Angles|Significant angle]] |
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| |
|||
|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). |
|||
<!--T:36--> |
|||
A significant angle covers approximately 0.0055°. |
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|- |
|||
|[[Special:MyLanguage/Angles|Half angle]] |
|||
| |
|||
|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 == |
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== Parkour map terminology == <!--T:37--> |
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<!--T:38--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
||
Line 303: | Line 411: | ||
|Transition # - # |
|Transition # - # |
||
|t #-# |
|t #-# |
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|A transition between two rooms, which is |
|A transition between two rooms, which is sometimes l/d. |
||
|} |
|} |
||
</translate> |
Latest revision as of 08:17, 21 August 2021
Ticks and Controls
Term | Alias | Definition |
---|---|---|
Tick | t | The standard unit of time in Minecraft, equal to 50ms.
Minecraft's physics and inputs are updated once every tick. |
WASD | The default movement controls (W=Forward, A=Left, S=Backward, D=Right) | |
Sprint | ctrl | An action that makes the player move 30% faster.
Activated by pressing the Sprint key (default: Ctrl), or by double-tapping W. |
Sneak | shift | An action that makes the player move 70% slower, and prevents the player from falling off.
Activated by pressing the Sneak key (default: Shift). |
Strafe | The action of moving sideways (with A or D), which can be combined with W or S. | |
Timing | A simple sequence of inputs used to gain momentum.
Basic timings include jam (0t), headhitter (1t)... See Timings for a list. | |
Tap | 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
Term | Alias | Definition |
---|---|---|
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. |
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) |
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.
|
Jump Distance
Term | Alias | Definition |
---|---|---|
Distance | The distance of a jump, which is either given in...
| |
Length | # b | The length of a jump (i.e. the longest side), in blocks. |
Width | x # | The width of a jump (i.e. the shortest side), in blocks. |
Height | + # | 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. |
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 |
Ceilings
# Block Ceiling | # bc | Designates the height of a ceiling (in blocks).
The player is 1.8m tall. |
Headhitter | hh | A synonym for 2bc. |
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. |
Momentum
Momentum | mm | 1) The speed gained and conserved by moving.
2) The space given to gain enough speed for a jump. |
# Block Momentum | # bm | Designates the distance given to gain momentum.
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Flat Momentum | flat mm | The "standard" momentum setup, where the momentum space is flat ground (12 tick cycle). |
Elevation Momentum | A more efficient momentum setup, where the momentum space is elevated at each step.
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Headhitter Momentum | hh mm | A very efficient momentum setup (3 tick cycle). |
Trapdoor-Headhitter Momentum | tdhh mm | The most efficient momentum setup (2 tick cycle). |
Backwalled | An adjective which indicates that a momentum has a wall at its back, which reduces the momentum space. | |
Sidestep | 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. | |
Backward Momentum | bwmm | 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). |
Jump names
Term | Alias | Definition |
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Linear Jump | A jump with no obstacles, that can be completed without turning (apart from using 45° Strafe). | |
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 | A neo that has its wall extended outwards. | |
Nix Neo | A neo which has its wall and landing extended outwards. | |
Reverse Nix Neo | A neo which has its wall and momentum extended outwards. | |
Butterfly Neo | A neo with panes on its side. | |
Cross Neo | A jump that involves jumping around a corner. | |
Squeeze Jump | A jump that involves jumping through a small gap. |
Movement mechanics and glitches
Term | Alias | Definition |
---|---|---|
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. |
Stepping | step-assist | A mechanic that assists the player in stepping up low obstacles (slabs, stairs...).
The player can step up at most 0.6b without jumping. |
Blip | 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. | |
Jump Cancel | 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. | |
Grinding | The process of chaining multiple Jump Cancels to gain momentum.
There are two types:
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Technical parkour terms
Term | Alias | Definition |
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Duration | 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. | |
Tier | A more intuitive representation of jump duration
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Bounding Box | 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). | |
Collision Box | 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. | |
Significant angle | 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°. | |
Half angle | 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
Term | Alias | Definition |
---|---|---|
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 sometimes l/d. |