Timings: Difference between revisions

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<!--T:1-->
Timing is at the core of parkour: understanding how [[Special:MyLanguage/ticks|ticks]] work and how to use them for gaining momentum is a crucial skill.


<!--T:2-->
Notes:
Basic timings constitute elementary bricks for more advanced strategies, such as [[Special:MyLanguage/Backward Momentum|Backward Momentum]].


<!--T:3-->
"t" stands for [[Ticks|tick]]. For example, "1t" is a 1 tick, or hh timing.
Getting used to these basic timings is essential to become proficient at parkour.


The description will assume default controls.


=== Randomness: === <!--T:4-->
It is assumed these timings are performed with sprint (unless there is a mention of 'Sprint' in the description). For example, "jam" indicates a jam with sprint while "no-sprint jam" obviously indicates a jam with no sprint. Also, all of these timings can be performed left, right, or backwards. To do this, simply change the 'W' in the description to an 'A', 'D', or 'S', and append 'left', 'right', or 'backwards (bw)' to the beginning of the name, respectively. However, depending on the context, the 'Jump' part could be in any direction. For example, bw burst 1t (bw burst) generally means burst backwards and then jump forward, while bw 1t (bwhh) usually means walk backwards and jump backwards. More specifically, bw burst is most often used as the strategy for 1.5625bm (block connected to long pane), and bw hh is most often used for an advanced 3bm or 1+1bm (?) strat.

==List of Basic Timings ==
<!--T:5-->
Because Minecraft's phyics is tick-based, there is an inevitable amount of luck involved in timing. Most games use a similar fixed-tickrate input system, so you would experience input randomness in those too. An argument could be made that timing your inputs perfectly (in intervals of exactly 50ms) negates said randomness; while a player could certainly train their muscle memory toward that goal, they would never reach the point of being infallible.

<!--T:6-->
An important strategy in parkour is to use timings that grant the most consistent results.

<!--T:7-->
For example, a very simple timing for a 1bm headhitter jump is the ''hh'' timing, which only has a 1 tick opening and no failsafe. A much more consistent strategy is the ''pessi hh'' timing, which has a more lenient opening and offers enough time for recovery in case of failure.


=== Notations: === <!--T:8-->

<!--T:9-->
* '''t''' stands for [[Special:MyLanguage/Ticks|tick]].
* '''W''','''A''','''S''','''D''' refer to the movement keys ('''W'''=Forward, '''A'''=Left, '''S'''=Backward, '''D'''=Right)



<!--T:10-->
Unless mentioned otherwise, the player is assumed to be always sprinting.


==Basic Timings == <!--T:11-->

<!--T:12-->
{| class="wikitable"
{| class="wikitable"
!Name (''and aliases'')
|+
!Name (Aliases)
!Description
!Description
!Notes
!Notes
!Demonstration
|-
|-
|0t (jam)
|0t (''jam'')
|Press and hold W and Jump on the same tick.
|Hold W, Jump on the same tick.
|The most basic timing, used to initiate momentum.
|
|
|-
|-
|1t (hh)
|1t (''hh'')
|Press and hold W, press Jump one tick later.
|Hold W, Jump one tick later.
|''hh'' refers to the most common use of this timing, headhitter jumps.
|

|
<!--T:13-->
This timing can be used when no momentum is given.
|-
|-
|2t
|2t
|Press and hold W, press Jump two ticks later.
|Hold W, Jump two ticks later.
|Used on extremely short momentums, such as a backwalled ladder.
|
|
|-
|-
|Jump 0t
|nt
(''jump jam'')
|Press and hold W, press Jump n ticks later.
|Hold Jump <small>(double tap if low ceiling)</small>
|
Press and hold W when landing.
|
|Gives the same jump distance as a regular ''jam'' timing.
|-
|-
|Jump 1t
|Jump 1t
(jump hh, a7hh)
(''jump hh, a7hh'')
|Hold Jump, press and hold W a tick before landing.
|Hold Jump <small>(double tap if low ceiling)</small>
Press and hold W 1 tick before landing.
OR
|Used on [[Special:MyLanguage/Collisions|X-facing]] neos with very little momentum given.

With no ceiling, W is pressed 11 ticks after jumping.
Tap Jump, press and hold W a tick before landing,

press Jump upon landing.
|With no ceiling, W is pressed 11 ticks after jumping.
If the amount of ticks in the air is less, then W must

be pressed earlier. For example, with a 3bc, W should

be pressed 10 ticks after jumping. Moreover, if the

tick cycle is 9 or fewer, space must be tapped to

properly execute a jump hh timing.
|
|-
|-
| -1t
|Jump 0t (jump jam)
(''fast pessi hh'')
|Hold Jump, press and hold W 0-1 ticks before landing.
|Hold Jump
OR
Press and hold W a tick later.
| Notably used for 1bm hh, can be used on short momentums.
Technically, this timing could be called "Jump 11t" if we follow


<!--T:14-->
Tap Jump, press and hold W 0-1 ticks before landing,
the previous definition, but that is obviously not a good notation.

press Jump upon landing.
|Due to how ticks work, any of the above timings are
partially luck based. Since jump hh and jam behave

similarly, jump jam is used as a 100% strategy

frequently utilized in l/d situations.
|
|-
|-
| -1t
| -2t
(reverse hh, fast pessi hh)
(''slow pessi hh'')
|Hold Jump
|Press Jump, press and hold W a tick later.
Press and hold W two ticks later.
| -1t, -2t, and -3t will all clear a 1bm hh if performed
| -1t, -2t, and -3t will all clear a 1bm hh if performed
from the back, looking straight. This makes for a very
from the back, looking straight. This makes for a very


<!--T:15-->
consistent strat for headhitter jumps.
consistent strat for headhitter jumps.
|
|-
| -2t (slow pessi hh)
|Press Jump, press and hold W two ticks later.
|
|
|-
| -nt
|Press Jump, press and hold W n ticks later.
| Sometimes called "a slow pessi" or "a very slow pessi."
Usually used for very short momentums.
|
|-
|-
|Burst 0t
|Burst 0t
(burst jam, adv jam)
(''burst jam, adv jam'')
|Hold Sneak and W, release Sneak and press Jump
|Hold Sneak and W
on the same tick.
Release Sneak and press Jump on the same tick.
|Sneaking on an edge does not reset the player's speed.
|The distance traveled is proportional to how long
The jump distance increases with how long you sneak forward
Sneak is held. This applies to all burst timings.

<!--T:16-->
(it converges very quickly)


<!--T:17-->
Burst timings are usually done on the edge of a block.
Generally, you do not want to do this timing but rather a burst 1t.
|
|-
|-
|Burst 1t
|Burst 1t
(burst hh, adv hh)
(''burst hh, adv hh'')
|Hold Sneak and W, release Sneak, and press Jump
|Hold Sneak and W
one tick later.
Release Sneak, and press Jump one tick later.
|Used on the edge of a block, when no momentum is given.
|

|
<!--T:18-->
You gain ~41% more momentum when [[Special:MyLanguage/45 Strafe|sneaking with 45° strafe]].

<!--T:19-->
With this strat and 45°, a no-momentum 3+1 becomes possible.
|-
|1t run
|When landing, run for 1 tick before jumping again.
|Used for some specific jumps where it's better than jumping immediately,
or when the momentum doesn't allow the player to jump immediately.
|}
|}


<!--T:20-->
==List of More Advanced Timings==
'''Note:''' ''"semi-hh"'' refers to the use of ''jam'' or ''jump jam'' in cases where accidentally performing them one tick late (''hh'' or ''jump hh'') timing is not detrimental.



== Essential Timings == <!--T:21-->

<!--T:22-->
{| class="wikitable"
{| class="wikitable"
|+
!Name (Aliases)
!Name (Aliases)
!Description
!Description
!Notes
!Notes
!Demonstration
|-
|-
|Force Momentum
|Burst nt+mt
(''fmm'')
|Hold Sneak and W for n ticks, release Sneak, and
|Perform a ''jam'' or ''jump jam'' without sprinting.
press Jump m ticks later.
Press Sprint 1 tick later, keep holding Jump.
|Usually m will be 0 or 1.
|Used as a simple 1bm strat, where you start from the back.
|
Can easily do jumps like 4b, and is very consistent
|-
|-
|Carpet 4.5
|Sneak glitch nt+mt
(''c4.5'')
|Hold Sneak and W for n ticks, release W, and release
|Perform a ''jam'' or ''jump jam'' without sprinting.
Sneak
Press Sprint 4 ticks later, do a 1t run before jumping again.
|This timing gives the player a very small amount of
|More complicated than a force momentum, but goes further.
speed and is usually followed with a jam.
The name refers to its original use: 1bm 4+0.4375.
|

|-

|Delayed hh
<!--T:23-->
|Press and hold W, press Sprint and Jump after 1 tick.
Depending on the momentum, you could press Sprint sooner or later.
|Used for walled 3bm 4b+0.5 and Z-facing 3bm
gapped triple neo.
|
|}
|}



== Examples == <!--T:24-->

<!--T:25-->
* 1bm 3+1 is possible with only running from the back (7t timing).
* 1bm 4b is possible with only running from the back (7t timing) if you first do a [[Special:MyLanguage/Tapping|tap]] (preferably 4).
* Backwalled 1bm 4b is possible with only running from the back (5t timing) if you first do a tap (preferably 3).
* Performing a jam on 2bm overjumps the momentum by a small amount. To correct that, you could start jumping at a ~10° angle. A more advanced strat involves sneaking backward, releasing S for 3 ticks, then releasing sneak and jamming forward (which goes further, but is obviously less consistent).
* When gaining momentum under a 2-block ceiling (aka ''headhitter momentum''), the ideal timing is to press jump every 3 ticks. When a trapdoor is added under the ceiling (becomes 1.8125bc), the ideal is to press jump every 2 ticks (10 times per second, which can be difficult to do consistently).
</translate>

Latest revision as of 05:14, 23 June 2022

Other languages:

Timing is at the core of parkour: understanding how ticks work and how to use them for gaining momentum is a crucial skill.

Basic timings constitute elementary bricks for more advanced strategies, such as Backward Momentum.

Getting used to these basic timings is essential to become proficient at parkour.


Randomness:

Because Minecraft's phyics is tick-based, there is an inevitable amount of luck involved in timing. Most games use a similar fixed-tickrate input system, so you would experience input randomness in those too. An argument could be made that timing your inputs perfectly (in intervals of exactly 50ms) negates said randomness; while a player could certainly train their muscle memory toward that goal, they would never reach the point of being infallible.

An important strategy in parkour is to use timings that grant the most consistent results.

For example, a very simple timing for a 1bm headhitter jump is the hh timing, which only has a 1 tick opening and no failsafe. A much more consistent strategy is the pessi hh timing, which has a more lenient opening and offers enough time for recovery in case of failure.


Notations:

  • t stands for tick.
  • W,A,S,D refer to the movement keys (W=Forward, A=Left, S=Backward, D=Right)


Unless mentioned otherwise, the player is assumed to be always sprinting.


Basic Timings

Name (and aliases) Description Notes
0t (jam) Hold W, Jump on the same tick. The most basic timing, used to initiate momentum.
1t (hh) Hold W, Jump one tick later. hh refers to the most common use of this timing, headhitter jumps.

This timing can be used when no momentum is given.

2t Hold W, Jump two ticks later. Used on extremely short momentums, such as a backwalled ladder.
Jump 0t

(jump jam)

Hold Jump (double tap if low ceiling)

Press and hold W when landing.

Gives the same jump distance as a regular jam timing.
Jump 1t

(jump hh, a7hh)

Hold Jump (double tap if low ceiling)

Press and hold W 1 tick before landing.

Used on X-facing neos with very little momentum given.

With no ceiling, W is pressed 11 ticks after jumping.

-1t

(fast pessi hh)

Hold Jump

Press and hold W a tick later.

Notably used for 1bm hh, can be used on short momentums.

Technically, this timing could be called "Jump 11t" if we follow

the previous definition, but that is obviously not a good notation.

-2t

(slow pessi hh)

Hold Jump

Press and hold W two ticks later.

-1t, -2t, and -3t will all clear a 1bm hh if performed

from the back, looking straight. This makes for a very

consistent strat for headhitter jumps.

Burst 0t

(burst jam, adv jam)

Hold Sneak and W

Release Sneak and press Jump on the same tick.

Sneaking on an edge does not reset the player's speed.

The jump distance increases with how long you sneak forward

(it converges very quickly)

Generally, you do not want to do this timing but rather a burst 1t.

Burst 1t

(burst hh, adv hh)

Hold Sneak and W

Release Sneak, and press Jump one tick later.

Used on the edge of a block, when no momentum is given.

You gain ~41% more momentum when sneaking with 45° strafe.

With this strat and 45°, a no-momentum 3+1 becomes possible.

1t run When landing, run for 1 tick before jumping again. Used for some specific jumps where it's better than jumping immediately,

or when the momentum doesn't allow the player to jump immediately.

Note: "semi-hh" refers to the use of jam or jump jam in cases where accidentally performing them one tick late (hh or jump hh) timing is not detrimental.


Essential Timings

Name (Aliases) Description Notes
Force Momentum

(fmm)

Perform a jam or jump jam without sprinting.

Press Sprint 1 tick later, keep holding Jump.

Used as a simple 1bm strat, where you start from the back.

Can easily do jumps like 4b, and is very consistent

Carpet 4.5

(c4.5)

Perform a jam or jump jam without sprinting.

Press Sprint 4 ticks later, do a 1t run before jumping again.

More complicated than a force momentum, but goes further.

The name refers to its original use: 1bm 4+0.4375.


Depending on the momentum, you could press Sprint sooner or later.


Examples

  • 1bm 3+1 is possible with only running from the back (7t timing).
  • 1bm 4b is possible with only running from the back (7t timing) if you first do a tap (preferably 4).
  • Backwalled 1bm 4b is possible with only running from the back (5t timing) if you first do a tap (preferably 3).
  • Performing a jam on 2bm overjumps the momentum by a small amount. To correct that, you could start jumping at a ~10° angle. A more advanced strat involves sneaking backward, releasing S for 3 ticks, then releasing sneak and jamming forward (which goes further, but is obviously less consistent).
  • When gaining momentum under a 2-block ceiling (aka headhitter momentum), the ideal timing is to press jump every 3 ticks. When a trapdoor is added under the ceiling (becomes 1.8125bc), the ideal is to press jump every 2 ticks (10 times per second, which can be difficult to do consistently).