Parkour Nomenclature: Difference between revisions
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|# x # nix neo |
|# x # nix neo |
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|A neo which has its wall and landing extended outwards. |
|A neo which has its wall and landing extended outwards. |
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" |
"x #" is the width of the front wall. |
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'''Example:''' 1x1 nix neo (the "classical" nix neo) |
'''Example:''' 1x1 nix neo (the "classical" nix neo) |
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|# x # reverse nix neo |
|# x # reverse nix neo |
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|A neo which has its wall and momentum extended outwards. |
|A neo which has its wall and momentum extended outwards. |
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" |
"x #" is the width of the back wall. |
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'''Example:''' 1x1 reverse nix neo. |
'''Example:''' 1x1 reverse nix neo. |
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Revision as of 20:37, 19 May 2020
General Parkour Terms
Term | Alias | Definition |
---|---|---|
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.
A block is 1m³, and the player's hitbox is 1.8 × 0.6 × 0.6 m³ |
Momentum | mm | The inertia the player gains through running and jumping.
The more momentum the player has, the further they can jump. |
Facing | The angle the player is looking at. | |
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. |
Jump Terms
Term | Alias | Definition |
---|---|---|
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. |
Basic 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. |
Jump Names
Term | Alias | Definition |
---|---|---|
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. |
Timing
Term | Alias | Definition |
---|---|---|
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
(pessi 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
(a7 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
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. |
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 for short momentums, and is even necessary for some jumps (ex: 2bm triple neo). |
Sidestep | Jumping sideways to gain momentum for 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, therefore making them able to jump higher. | |
Jump Cancel | A glitch that involves jumping into a ceiling or stair.
This can cancel the player's upward momentum, therefore making them able to jump again sooner. In some way, this is the opposite of the Blip glitch. | |
Grinding | The process of chaining multiple Jump Cancels, which grants more momentum in some situations.
There are two types: Stair grinding, and Ceiling grinding. | |
Half Angle | An extremely precise glitch that grants slightly more speed when combined with 45° Strafe.
It has no applications outside of Tool-Assisted demonstrations. |
Advanced Parkour Terms
Term | Alias | Definition |
---|---|---|
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
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 usually l/d. |