Tapping: Difference between revisions

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(Added Applications, slightly reworded some phrases, changed the part concerning momentum threshold)
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Tapping is a technique that consists of pressing keys for very short amounts of time (usually 1 or 2 [[Ticks]]).
Tapping is a technique that involves pressing keys for very short amounts of time (usually 1 [[Ticks|Tick]]).


It covers short distances and is used to set the player in optimal position.
It covers short distances, which is useful to set the player at an optimal position for a jump.


The most commonly used taps are the Shift tap, the Walk tap (Unshift tap, Normal tap...) and the Air Shift tap. The sprint tap is mostly unused, but it can be useful and it is not harder than the other common taps.
The most commonly used taps are the Shift tap, the Walk tap, and the Air Shift tap. The sprint tap is mostly unused, but it can be useful and is not harder than the other common taps.<br />

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* Shift tap : While shifting, press the forward key for 1 tick.
* Shift tap : While shifting, press the forward key for 1 tick.
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* Air shift tap : Jump while shifting, and press the forward key for 1 tick while mid-air.
* Air shift tap : Jump while shifting, and press the forward key for 1 tick while mid-air.


== Analysis of common taps ==
When the forward key is released, the player will continue moving for a small amount of ticks because of inertia.
[[File:Distance of common taps, 1.8.png|thumb|353x353px|Distance of common taps in 1.8]]
If the inertia on next tick is smaller than 0.005 (in 1.8, see [[Movement Physics]]), then inertia will be set to 0; In this case, the player will stop moving.
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== Applications ==

* A backwalled 1bm 4b requires 1-3 taps from the back to be possible with only running momentum.
* An easy setup for 3bc 1bm backward momentum is to Walk tap then Shift tap from the front.

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== Analysis of common taps ==
[[File:Distance of common taps, 1.8.png|thumb|353x353px|Distance of common taps in 1.8]]
When the forward key is released, the player will continue moving for a short time due to [[Momentum Threshold]]: their X and Z speed will decrease until their absolute value is smaller than 0.005, in which case they will be set to 0 and the player will finally stop moving.<br />
=== Differences between 1.8 and 1.9+ ===
=== Differences between 1.8 and 1.9+ ===
In 1.9+, the inertia is compared to 0.003 instead of 0.005. This makes all common taps longer by 1 tick, except for the air shift tap which is extended by 6 ticks.
In 1.9+, the momentum threshold has been lowered to 0.003 (down from 0.005). This makes all common taps longer by 1 tick, except the air shift tap which is extended by 6 ticks.


Because of this, we have to find new tap strats when doing a jump in 1.9+.
Therefore, tap strats are different in 1.9+.

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== Nomenclature ==
== Nomenclature ==
There isn't really any existing way to write a tap strat : players will often say, for example, "1 shift tap, 1 air tap backwards" to describe a strat. However we can easily create our own nomenclature.
There isn't really any existing way to describe a tap strat, as most strats are simple enough to write in full. Players will often say, for example, "1 shift tap, 1 air tap backwards". In the context of technical parkour however, we prefer shorter notations, so the following nomenclature can be used:



First of all, let's name the 4 different taps we will be using :
First of all, let's abbreviate the 4 different taps we will be using :


* S - Sprint tap
* S - Sprint tap
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For example, "1 walk tap backwards, 1 shift tap, 2 air shift tap" would become "s2a-W" (s for shift tap, 2a for 2 air shift taps, W for 1 walk tap).
For example, "1 walk tap backwards, 1 shift tap, 2 air shift tap" would become "s2a-W" (s for shift tap, 2a for 2 air shift taps, W for 1 walk tap).

The order in which the taps are done does not matter, as long as you don't do them in a quick succession.

Revision as of 08:20, 17 November 2020

Tapping is a technique that involves pressing keys for very short amounts of time (usually 1 Tick).

It covers short distances, which is useful to set the player at an optimal position for a jump.

The most commonly used taps are the Shift tap, the Walk tap, and the Air Shift tap. The sprint tap is mostly unused, but it can be useful and is not harder than the other common taps.

  • Shift tap : While shifting, press the forward key for 1 tick.
  • Walk tap : Press the forward key for 1 tick.
  • Sprint tap : While sprinting, press the forward key for 1 tick.
  • Air shift tap : Jump while shifting, and press the forward key for 1 tick while mid-air.


Applications

  • A backwalled 1bm 4b requires 1-3 taps from the back to be possible with only running momentum.
  • An easy setup for 3bc 1bm backward momentum is to Walk tap then Shift tap from the front.


Analysis of common taps

Distance of common taps in 1.8

When the forward key is released, the player will continue moving for a short time due to Momentum Threshold: their X and Z speed will decrease until their absolute value is smaller than 0.005, in which case they will be set to 0 and the player will finally stop moving.

Differences between 1.8 and 1.9+

In 1.9+, the momentum threshold has been lowered to 0.003 (down from 0.005). This makes all common taps longer by 1 tick, except the air shift tap which is extended by 6 ticks.

Therefore, tap strats are different in 1.9+.


Nomenclature

There isn't really any existing way to describe a tap strat, as most strats are simple enough to write in full. Players will often say, for example, "1 shift tap, 1 air tap backwards". In the context of technical parkour however, we prefer shorter notations, so the following nomenclature can be used:


First of all, let's abbreviate the 4 different taps we will be using :

  • S - Sprint tap
  • W - Walk tap
  • s - Shift tap
  • a - Air shift tap

Then we can use the following syntax : [Forwards taps]-[Backwards taps] to describe a strat.

For example, "1 walk tap backwards, 1 shift tap, 2 air shift tap" would become "s2a-W" (s for shift tap, 2a for 2 air shift taps, W for 1 walk tap).

The order in which the taps are done does not matter, as long as you don't do them in a quick succession.