Timings
[WIP]
Notes:
"t" stands for tick. For example, "1t" is a 1 tick, or hh timing.
The description will assume default controls.
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
Name (Aliases) | Description | Notes | Demonstration |
---|---|---|---|
0t (jam) | Press and hold W and Jump on the same tick. | ||
1t (hh) | Press and hold W, press Jump one tick later. | ||
2t | Press and hold W, press Jump two ticks later. | ||
nt | Press and hold W, press Jump n ticks later. | ||
Jump 1t
(jump hh, a7hh) |
Hold Jump, press and hold W a tick before landing.
OR 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. |
|
Jump 0t (jump jam) | Hold Jump, press and hold W 0-1 ticks before landing.
OR Tap Jump, press and hold W 0-1 ticks before landing, 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
(reverse hh, fast pessi hh) |
Press Jump, press and hold W a tick 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. |
|
-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 jam, adv jam) |
Hold Sneak and W, release Sneak and press Jump
on the same tick. |
The distance traveled is proportional to how long
Sneak is held. This applies to all burst timings. Burst timings are usually done on the edge of a block. |
|
Burst 1t
(burst hh, adv hh) |
Hold Sneak and W, release Sneak, and press Jump
one tick later. |
List of More Advanced Timings
Name (Aliases) | Description | Notes | Demonstration |
---|---|---|---|
Burst nt+mt | Hold Sneak and W for n ticks, release Sneak, and
press Jump m ticks later. |
Usually m will be 0 or 1. | |
Sneak glitch nt+mt | Hold Sneak and W for n ticks, release W, and release
Sneak |
This timing gives the player a very small amount of
speed and is usually followed with a jam. |
|
Delayed hh | Press and hold W, press Sprint and Jump after 1 tick. | Used for walled 3bm 4+0.5 and Z 3bm postgapped
triple neo. |