Timings

From Minecraft Parkour Wiki
Revision as of 18:07, 3 January 2021 by MCPK (talk | contribs) (most of the page is complete. provide examples and demonstration?)

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 (in the advanced timings), the player is assumed to be always sprinting.

Basic Timings (in the context of jumping)

Name (and aliases) Description Notes
0t (jam) Press and hold W

Jump on the same tick.

The most basic timing, used to initiate momentum.
1t (hh) Press and 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 Press and 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.
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)

Press 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) Press 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.

Advanced Timings

Name (Aliases) Description Notes
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.

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)

4 block jump - normal is #t, backwalled is #t