Parkour Nomenclature

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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).

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).

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.

For example: a 4 block gap is simply a 4b.

Width x # The width of a jump, in terms of blocks.

For example: a jump that has a 3b gap in length and 2b gap in width is referred to as a 3x2.

Height + # The height of a jump, in terms of blocks.

For example: a 3b jump that is elevated by 1 block is a 3+1.

Basic Jump Format # x # + # The conventional notation for simple jumps. In order:
  1. The Length: #
  2. The Width: x# (if nonzero)
  3. The Height: +# (if nonzero)

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.
  • 1bm is simply 1 block (1.6m of momentum including hitbox).
  • 2bm is 2 consecutive blocks (2.6m of momentum including hitbox).
# Block Ceiling # bc Designates the height of a ceiling (in blocks).
  • 1.8bc is the lowest ceiling the player can move under.
  • 4bc is the same as no ceiling at all (doesn't affect jump height)
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 A jump that involves jumping around a wall.
Winged Neo A neo that has its wall extended outwards.

This usually refers to neos with trapdoors on their side.

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 into tight spaces.

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.

This can be thought of as "jamming" both keys

1t timing hh timing Jump is pressed 1 tick after W.

This timing is useful for escaping a headhitter (2bc).

-1t timing reverse 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 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
Tap Moving in small intervals (1 or 2 ticks, usually while sneaking).

This technique is used to set the player in an optimal position.

45° Strafe 45° The action of turning 45°, while holding strafe.

This technique allows the player to move further (up to 2%) but is hard to do consistently.

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).

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.

Advanced Parkour Terms

Term Alias Definition
Airtime Moving in small intervals (1 or 2 ticks, usually while sneaking).

This technique is used to set the player in an optimal position.

Tier The action of turning 45°, while holding strafe.

This technique allows the player to move further (up to 2%) but is hard to do consistently.

Macro 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).

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.