Timings: Difference between revisions

From Minecraft Parkour Wiki
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(most of the page is complete. provide examples and demonstration?)
m (added force momentum and c4.5, and 3 examples)
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Unless mentioned otherwise (in the advanced timings), the player is assumed to be always sprinting.
Unless mentioned otherwise, the player is assumed to be always sprinting.

==Basic Timings (in the context of jumping) ==
==Basic Timings (in the context of jumping) ==
{| class="wikitable"
{| class="wikitable"
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|-
|-
|0t (''jam'')
|0t (''jam'')
|Hold W, Jump on the same tick.
|Press and hold W
Jump on the same tick.
|The most basic timing, used to initiate momentum.
|The most basic timing, used to initiate momentum.
|-
|-
|1t (''hh'')
|1t (''hh'')
|Hold W, Jump one tick later.
|Press and hold W
Jump one tick later.
|''hh'' refers to the most common use of this timing, headhitter jumps.
|''hh'' refers to the most common use of this timing, headhitter jumps.


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|-
|-
|2t
|2t
|Hold W, Jump two ticks later.
|Press and hold W
Jump two ticks later.
|Used on extremely short momentums, such as a backwalled ladder.
|Used on extremely short momentums, such as a backwalled ladder.
|-
|-
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|Hold Jump
|Hold Jump
Press and hold W when landing.
Press and hold W when landing.
|More consistent than a regular ''jam'' timing.
|More consistent than a regular ''jam'' timing, but has the same jump distance.
|-
|-
|Jump 1t
|Jump 1t
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| -1t
| -1t
(''reverse hh, fast pessi hh'')
(''reverse hh, fast pessi hh'')
|Press Jump <small>(double tap if low ceiling)</small>
|Hold Jump <small>(double tap if low ceiling)</small>
Press and hold W a tick later.
Press and hold W a tick later.
| Notably used for 1bm hh, can be used on short momentums.
| Notably used for 1bm hh, can be used on short momentums.
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|-
|-
| -2t (''slow pessi hh'')
| -2t (''slow pessi hh'')
|Press Jump
|Hold Jump
Press and hold W two ticks 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
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With this strat and 45°, a no-momentum 3+1 becomes possible.
With this strat and 45°, a no-momentum 3+1 becomes possible.
|-
|1t run
|When landing, run for 1 tick before jumping again.
|Done on the last jump of a momentum.
Used for some specific jumps where it's better than jumping immediately,

or when the momentum doesn't allow the player to jump without running.
|}
|}



== Advanced Timings ==
== Advanced Timings ==
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!Notes
!Notes
|-
|-
|Force Momentum
|1t run
|Perform a ''jam'' or ''jump jam'' without sprinting.
|When landing, run for 1 tick before jumping again.
Press Sprint 1 tick later, wait
|Done on the last jump of a momentum.
|Used as a simple 1bm strat
Used for some specific jumps where it's better than jumping immediately,
Can easily do jumps like 4b, and is very consistent
|-
|Carpet 4.5
|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+4375.



or when the momentum doesn't allow the player to jump without running.
Depending on the momentum, you could press Sprint sooner or later.
|-
|Delayed hh
|Press and hold W
Press Sprint and Jump after 1 tick.
|Used for walled 3bm 4b+0.5 and Z-facing 3bm
gapped triple neo.
|}
|}



== Examples (WIP) ==
== Examples (WIP) ==

4 block jump - normal is #t, backwalled is #t
* 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 [[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).

Revision as of 18:38, 3 January 2021

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

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

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

Randomness:

Because Minecraft's phyics is tick-based, there is an undeniable amount of randomness involved in timing. Most games use a fixed-tickrate input system, and players would experience similar randomness in those too. An argument could be made that timing your inputs perfectly (in intervals of exactly 50ms) negates the randomness; while a player could certainly train their muscle memory towards that goal, it 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 headhitter jumps is the hh timing, but it only has a 1 tick opening and no failsafe. A much more consistent strategy is the pessi 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 (in the context of jumping)

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

Press and hold W when landing.

More consistent than a regular jam timing, but has the same jump distance.
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

(reverse hh, fast pessi hh)

Hold Jump (double tap if low ceiling)

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. Done on the last jump of a momentum.

Used for some specific jumps where it's better than jumping immediately,

or when the momentum doesn't allow the player to jump without running.


Advanced Timings

Name (Aliases) Description Notes
Force Momentum Perform a jam or jump jam without sprinting.

Press Sprint 1 tick later, wait

Used as a simple 1bm strat

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

Carpet 4.5 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+4375.


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


Examples (WIP)

  • 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).