Parkour Terms and Strats!

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#1
Here are some parkour terms that people ask a lot about and get confused about what they might mean!
I will be saying any parkour strats and terms that people use all the time and their definitions.

FYI: I know that some of these strats might be wrong cause I either can't explain them well enough or im stupid lol. I also know that there are many more strats, but these are just some of the main ones that people use often.

Timings and Strats:
Ticks - Ticks can be very hard to get down, so I don't think I'll be explaining this one lol. Here is a video that explains ticks if you want to check it out.
Head hitter (HH) - This just means that a jump has a block on the top, so you hit your head when you jump.
Head Hitter timing (also HH) - This is a strat used for hh jumps. In order to perform it, just shift to one of the edges of the blocks and press W and your sprint key at the same time, and then hit SPACE right after. This has to be fast in order for it to work.
Advanced HH (adv hh) - This is pretty complex, but I'll try my best to explain it. Hold SHIFT on the edge of the block, hit sprint and W, and then let go of SHIFT and jump right after. This needs to happen very quickly, and it takes lots of practice to get it down.
Burst - Burst or busting is another term for advanced hh.
Backwards Burst (bw burst) - To do backwards burst, it's just like adv hh, but instead of pressing w, you press S. Then after you let go of S and SHIFT, jam forward. Some people say that you have to run 1 tick back after you let go, but letting go of the keys pretty much sends to back 1 tick already.
Reverse HH - Reverse hh is actually pretty simple. All you have to do is instead of pressing W before space, you need to hit SPACE first, then W. So just think of normal hh, but reverse!
Semi HH - This is where you press SPACE, and then right when you land, pretty much jam (Space + W + Sprint). I don't think this strat works well if you hold space, so it's best to just tap the space bar and then jam.
A7HH (a7) - a7 is when you do the same timing like semi hh, but you hit W one tick before you land. Getting ticks down can be tricky though.
HH Momentum - This is where you run and hit your head on the ceiling to gain more momentum. You gain bigger boosts if the ceiling is lower.
Backward HH (bwhh) - This is where you can gain more mm to do a jump that might not be possible with normal mm. There are a few ways to do bwhh, but here is the jump that I'm going to be talking about. What I do is shift to the edge of the block, press S, then SPACE, and then SPRINT and W at the same time, all really fast. When I land on the bottom block, I jump again and land on the top block at the edge and jump again. Some people prefer to press S, and then just jam forward, but do what's more comfortable for you!
Pessi HH (pessi) - This is where you hold SPACE and sprint key (NOT W) at the back of a block, the moment you land on the ground, press W and hold SPACE (This will only work for hhs).
Jam (jamming) This just means to hit all of your keys at once. So press SPRINT, W, and SPACE all at once in order to jam.
Momentum (MM) - Momentum is where you gain more speed in doing a jump. This could be jumping twice instead of once when doing a 4 block jump.
Force MM (fmm or fm) - This is where you jump from one side of the block to the other to build up mm. To do this, you can just press W and SPACE at the same time, and when you are at the highest point, press your sprint key and then jump when you land.
C4.5 - This is pretty much like fmm, but you just run a little longer when you land so that you can jump further.
Backwards MM (bwmm) - Bwmm can be explained here. There are many different ways to bwmm, and I don't wanna get into it lmao. Here are some different types of bwmm tho: rex bwmm, cyn bwmm, advanced hh bwmm, 2 tick bwmm, hh bwmm, and 3bc bwmm. There are many more, but I just don't know anything about it and I'll never be able to explain them lol. Here is another video explaining a lot of the differen't types of bwmm and how to do it.
Block MM (bmm or bm) - This means how much momentum is at a jump or is needed. For example, a 2 block momentum 4 block jump would be 2bm 4b.
Strafe, Strafing - Strafing is just when you press A or D which can help in some situations when doing a jump.
45 Strafe (45) - 45 Strafe can be hard to learn, but it's useful. To do this, try and find good momentum, and then in mid air after you jump, look at 45 degrees using f3 and press A and W at the same time. If you'd like, you can hold space, but it's not needed.
Double 45 Strafe - I don't exactly know how to do double 45, but it's just where you look at 45 degrees 2 times, but this has to be more precise than the normal 45 strafe. You also have to look at 45 degrees while you are still gaining momentum. Here is a vid to one. This also goes for Triple 45 and so on.
Sidestep - Sidestep is where you press either A or D, and then when you jump, press sprint and W right after. It's kinda hard to explain.
Elevation MM - Elevation mm is when you gain mm by elevating each time you jump. When I explained bwhh, the mm is kind of like a stair and represents elevation mm because to gain mm, you jump higher. Here is the screenshot of the bwhh jump if you need it.
Tap (FT/BT) - A tap just means to press either w or s lightly. FT and BT mean forward tap and backwards tap. More clarity for FST/BST.
Shift Tap - A shif tap is the same as a tap, but this time it's while you hold your SHIFT key.
Foward Shift Tap/Backwards Shift Tap (FST/BST) - FST or BST just means where you are needing to shift tap. For example, a BST would just mean a backwards shift tap, so use S and SHIFT for a BST. Same goes for FST, but it's forward using the W key.

Types of Jumps:
1b -
1b stands for 1 block, which means how far away a block is that you're jumping to. For example, a 3b would be a 3 block jump.
Quad - Quad means a 4 block jump (4b).
Block Ceiling (bc) - This means how high you are from the ceiling. So for example, 3bc would be 3 blocks high from where you are standing.
Trapdoor (td) - TD is just used instead of typing trapdoor. There are also references to trapdoors, such as Dtrapdoor and Utrapdoor. D = Down, U = Up. So for example, a neo Dtrapdoor blockage (see blockage below) would be a neo with a closed trapdoor.
Backwalled - Backwalled means that there are blocks behind a block. This makes it harder to do fmm.
Blip Up (blip) - Blips can be tricky, yet simple. To do a blip, it's sorta similar to doing bwhh. First, you want to start on a block that is higher than the block below it. Then, just press S and SPACE at the same time, and then right after press W while holding SPACE. Then, try and land on the edge of the block from where you started and it should boost you up! These are pretty weird mechanics! Here is a screenshot that shows some single blips that you could try.
Double Blip - This is the same as a normal blip, but it's a bit higher and harder to do. In order to do a double blip, you do the strat for a normal blip 2 times.
Neo - A Neo is a jump where you have to jump around blocks from one side to another. Think of it as a wall in your way, so you just jump around.
Blockage - The blocks you have to jump around in a neo.
Trapdoor Blockage - A trapdoor blockage means that there is a trapdoor in the front or back of the neo (see Trapdoor, td, up). A neo with trapdoors on both sides would be called a double trapdoor blockage. But if they are closed, then it would be a double Dtrapdoor blockage.
Landing Blocks - Landing blocks are the blocks you land after you jump around the blockage blocks.
Iron Bar Neo - This isn't just a normal neo replaced with iron bars, but it's where you place single iron bars on top of each other where you jump around. To distinguish between if it's actually an iron neo, just call it a pane neo because it's the same thing. This neo, however, does not exist in 1.9 due to a change in iron bars and panes.
Cross Neo - A cross neo is just like a normal neo but diagonal.
Staircase Neo - This is just like a neup, but it's actually just a staircase 2bc. These are also easier than normal neups.
Gap Neo - A Gap neo is where there are spaces between either the blockage and momentum blocks or between the blockage and the landing blocks.
Butterfly Neo - A Butterfly neo is a neo with panes where you have to jump around the panes. Using sidestep is the most consistent way.
Winged Neo - A Winged neo is a neo with trapdoors sticking out on the top. This means that you have to hit your head to do the neo.
Algebra Neo - An Algebra neo is a neo with closed trapdoors on the side, which makes it harder to jump around. Algebra neo can also mean there's a trapdoor in the middle. So for example, the td would be in the middle of a triple neo.
Calculus Neo - A calculus neo means that a trapdoor is at the start of a jump.
Here is a video that shows what it looks like.
Geometry Neo - A geometry neo means that a trapdoor is at the end of a jump.
Here is a video that shows what it looks like.
Block to Block (b2b) - Block to block just means what type of block you are jumping from and to. This could also mean that they are talking about a neo, which is mostly the case. This accounts for all blocks and the first letter. So for example, fence to fence would be f2f, or fence to cobble wall would be f2cb.
Triple Neo (trip) -
Triple neo's are sometimes just called trips. A triple neo is just like a normal neo, but 3x as long. This needs more momentum, however.
Neup - A Neup is a neo, but the block you jump to is 1 block higher than where you are jumping from.
Paneup - Paneup's aren't pane neups. A paneup is just a pane to pane +1. These are mostly used on pane towers. Here is a screenshot.
Chained - A chained jump is where you either jump twice or more in which you can't stop. For example, if you wanted to do a 4 block jump +.5, you would have to chain it in order to gain more momentum. Here is a screenshot of what can be used to chain it.
Chained Neo - A chained neo is mostly with triple neos or double cross neos. The only possible way for you to do 2 chained triple neo is by not stopping if you make one. This can be hard to learn and I can't really explain it. Here is a good setup to try.
+1, -1 - These terms are used a lot in parkour. This just shows what the jump looks like. So if I would say 3b (3 block jump) +1 (1 block high), it would be a 3+1 or a 3b + 1. Same goes for -1, where the jump would be a block lower.
x1 - This means however many blocks are from the right or left. For example, a 3+1x2 means that it's a 3 block +1 jump, and the block is either x2 to the right or left. Knowing which way doesn't matter.

Here are some terms that are used in servers:
CP - This just means checkpoint.
PK - PK means parkour.
L/D - Life or Death means that if you fail a jump, you have to restart are course or part of a section.
FS - Fail Safe means that if you fail, you can get back.
Sky - Sky means that it's the end of a course, and is usually l/d.
SPK - This just means spawn parkour.
OJ - This stands for one jump, meaning a usually hard jump is being done.

Again, sorry if I failed to explain something wrong or if I missed something. There are just too many pk terms!
If you think I am missing a main one, please reply so that I can edit this. Also, please reply if I got a strat wrong or if you have a better way of doing it. Thanks for reading and I hope this helps! <3 (why didn't it color some words lol)
 
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Elly_x

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#2
I love this so much!!! It’s so informative!!! I’ve been trying to expand my parkour knowledge but it’s hard, this definitely helps!!! Thank youuuu
 

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#4
Good post Des! :)
Really useful information!
However you have some false information in the post that you should fix

X - A Butterfly Neo is NOT the same as a Winged Neo (Winged Neo has trapdoors on the side)

X - A Butterfly Neo is possible withojt side stepping
 

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#5
Oh and also, for the frequent terms used in servers part, I would add that SPK = spawn parkour. I did not know that for a long time, lol
@@
 

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#6
Winged neo has the trapdoors on the top hanging over. Algebra neo has the trapdoors on the side. And yea as gamers said you don’t have to sidestep butterfly neos it’s just the most consistent way that people do them and probably the best strat for them.

Also you should denote for the block to block thing that sometimes when people say it they are talking about a 4b jump such as slab to fence but sometimes they are talking about a neo such as a head to head.

You coulda also explained tiers but I think it’s ok that you didn’t.
Great post tho des. Very informative.
 

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#8
Alright, I fixed all of what you guys talked about.
But I was a bit confused about the algebra neo. I don't see how a trapdoor on the top will do anything to affect the jump. I tried looking for some images on google and I did find this neo with a trapdoor in the front of the block so that all sides of the neo has a closed trapdoor. But I don't think that's what you were talking about.

Thanks again for replying and letting me change stuff!
 

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#9

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#13

jacobsfunparty

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#14
I think that's an algebra neo. But a winged neo doesn't make any sense then. Idk jacob has to explain lmao
It has like a ceiling with trapdoors. It looks like wings. Sorry I don’t have a screenshot. I think it adds like a 2.5bc
 

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#15
When I look up winged neo, it shows what Gamer's posted, but when I look up algebra neo, it shows all different kinds of neos lol. But most of them look like winged neos so I don't know what to put. I can do some more research later cause im currently on my school laptop xd
But Jacob, how would that neo even be possible if it's less than 3bc, and on top of that, it's a winged neo.
 

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#16
When I look up winged neo, it shows what Gamer's posted, but when I look up algebra neo, it shows all different kinds of neos lol. But most of them look like winged neos so I don't know what to put. I can do some more research later cause im currently on my school laptop xd
But Jacob, how would that neo even be possible if it's less than 3bc, and on top of that, it's a winged neo.
I’m sorry des I can’t explain it well I will show on my plot when I see you
 

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#17
Jacob, watch this video and go to 2:50. Is that what you're talking about?
 

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#19
winged neo can be considered both trapdoors on the side or trapdoor 3bc. to avoid confusion, I call the open trapdoor jump a "trapdoor 3bc" or "2.8125bc". Winged neo is considered the "official" name for the td extension jump tho. The placement of the word "winged" is important, though, as when winged is put before descriptor, it means the trapdoor is on the middle of the block, eg "winged triple neo", but when placed after it means the entire neo has tds on the side, like "double winged neo".

Another term for closed trapdoors on the side is algebra neo, which is an older term but still works. From what I know, algebra neo only applies to trapdoors. Algebra can mean both just a central trapdoor AND entire td covering. This makes sense reading the next paragraph.

Trapdoors on the side can also be called a calculus or geometry neo.
A calculus neo means the trapdoor is at the start of a jump, and geometry neo is at the end of a jump. Here algebra neo means a central trapdoor. This means something like a triple winged neo can also be called a "triple calculus geometry algebra neo".
Although these math terms are more meme terms, they can be applied.

Butterfly neo generally means pane on the side, but can mean any block on the side, if the name of that block is given, for example "t2 cocoa butterfly neo" or "fence butterfly -1". This means, a butterfly neo can also mean a trapdoor blockage,. (woah)

Another more general and vague term is "trapdoor neo"
 

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#20
It’s really sad how much I actually need this...