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Most people think that the reason they fail simple parkour jumps is because they aren't jumping late enough. If this were true, this page wouldn't need to exist.
A game tick is the smallest unit of time where Minecraft can process your movement. A Minecraft server runs at 20 ticks per second, or 1 tick per 50ms.
That number might not mean anything to you, but it is very slow for an FPS game. For example, Counter-Strike movement players get cranky if they have to play on 64 TPS instead of 128 TPS.
In Minecraft parkour, this creates an issue where the player moves quite far in the span of only 1 tick.
Trivial jumps are impossible when starting from certain positions, because you will never be close enough to the edge of the block to time your jump correctly.
Thankfully, the slow tick speed of Minecraft allows us to move at fixed distances very consistently, so that we can guarantee that a jump will work.
The two main intervals we will use are a shift tap (sneaking, st), and a walk tap (walking, wt)
To perform a tap, just press and release a movement key in less than 50ms.
If you move further than the minimum distance, count it as 2 taps. If you don't move at all, don't count the tap.
To get used to using taps, try this setup for a 2+1. Sneak on the edge of the block, then perform 2-4 shift taps forward. Stand, then hold W and Space at exactly the same time (aka Jam).
As long as you time your Jam correctly, this setup will work every single time.
You probably know that in Beta, when you sneak to the edge of a block, standing up will cause you to fall off. This can be avoided by waiting for about 4 seconds before standing.
To demonstrate, we can use this to perform the modern headhitter timing by walking for 1 tick before jumping.
(1t walk is not going to be used anywhere in this guide, but will come up in the Ladders guide)
Walk setups are helpful when you are unsure of how to do a jump with limited space, or a 2-block ceiling. They are also crucial for Neo jumps.
To do a walk setup, you can sneak to the front of a block and shift tap 4, 7, or 10 times.
4st and 7st are useful in some situations where 10st is impossible, and you may find the visual timing of 7st to be comfortable, but 10st will yield more distance and thus trivialize more jumps.
As shown in the video, you can substitute 10st back for [1st back -> 3wt back -> 1st forward], or wait on the edge and do 3wt back.
(reminder that Jam means pressing W and space at the same time)
A much stronger version of the Jam setup shown at the start can be done using [1st back, 6wt back], or [1st back, 5wt back] for a 3-block ceiling.
We can also use Jam setups to trivialize 2 block ceiling jumps, aka headhitters.
For a 2 block slab jump or easier, use [2st, 2wt]. For a 2+1 with enough space, use [3st, 4wt].
If you're feeling daring, you can try doing the same 2+1 with a backdoor by moving diagonally (aka 45 strafe) to move 2% faster.
Line up by walking against an edge and coming to a standstill, then do [3st, 3wt] against an edge, or 13st if you can't walk. Press all 3 keys at the same time.
Remember this quote from earlier?
"As long as you time your Jam correctly, this setup will work every single time."
Yeah, that's a problem.
We don't have the modern Inventory Jam in Beta, so any Jam method that works 100% of the time is essentially cheating.
However, for 4bc and 3bc jumps, we can replace Jam with a very lenient visual timing called Semi-HH, which is done by jumping in place before pressing W.
The 3bc setup [1st 5wt] is fine, but for 4bc jumps, we will need to move our setup backwards slightly, eg [1st 6wt] becomes [2st 6wt].
If the jump is lenient enough, you can now Semi-HH by moving on the same tick that you land (aka Jump Jam), or the tick before you land (aka a7hh).
This easily Jammable 2+1x1 is a bit too precise for that, so we will instead use a specialized setup for 4bc Semi-HH: [5st 5wt].