Parkour Nomenclature: Difference between revisions
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|Designates the distance given to gain momentum. |
|Designates the distance given to gain momentum. |
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* 1bm is simply 1 block (1.6m of momentum |
* 1bm is simply 1 block (1.6m of momentum). |
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* 2bm is 2 consecutive blocks (2.6m of momentum |
* 2bm is 2 consecutive blocks (2.6m of momentum). |
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|# Block Ceiling |
|# Block Ceiling |
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"#" is the length of the wall |
"#" is the length of the wall |
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Example: 2b neo (commonly referred to as "double neo") |
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|Winged Neo |
|Winged Neo |
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|# x # neo |
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|A neo that has its wall extended outwards. |
|A neo that has its wall extended outwards. |
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"x #" is the width of the wall |
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'''Example:''' 2x0.1875 neo (double neo with trapdoors on its sides) |
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|Nix Neo |
|Nix Neo |
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|# 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) |
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|Reverse Nix Neo |
|Reverse Nix Neo |
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|# 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. |
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|Butterfly Neo |
|Butterfly Neo |
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!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. |
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The |
The duration depends on the jump's height. |
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For example: A flat jump has |
For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks. |
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|[[Tiers|Tier]] |
|[[Tiers|Tier]] |
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|A more intuitive representation of |
|A more intuitive representation of jump duration |
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* Tier 0 corresponds to flat jumps, by convention. |
* Tier 0 corresponds to flat jumps, by convention. |
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* Negative tiers correspond to jumps with negative height. |
* Negative tiers correspond to jumps with negative height. |
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To convert Tier to Airtime, simply substract 12 by the tier. |
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Revision as of 17:45, 17 November 2020
General Parkour Terms
Term | Alias | Definition |
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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.
|
Momentum | mm | 1) The speed gained and conserved by moving.
2) The space given to gain enough speed 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) |
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. |
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.
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# Block Ceiling | # bc | Designates the height of a ceiling (in blocks).
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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, which makes it the lowest ceiling a player can walk through (in 1.8) |
Jump Names
Term | Alias | Definition |
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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 | 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 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 |
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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 |
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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 on a short momentum, and is even necessary for some jumps (ex: 2bm triple neo). |
Sidestep | Jumping sideways to gain momentum for a 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", making them able to jump with initial height. | |
Jump Cancel | A glitch that involves jumping into a ceiling or step.
This can cancel the player's upward momentum, making them able to jump again sooner. | |
Grinding | The process of chaining multiple Jump Cancels.
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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Parkour Map Terminology
Term | Alias | Definition |
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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. |