These are the optimal loop strats for 0.125bm-1bm. This is essentially an overkill version of Cynimal's optimal no-turn strats video, but none of the strats here are intended to be humanly possible. While these strats aren't 100% optimal--you could add more loops, or start with a better forward strat, or face half angles--they're fine for most intents and purposes.
If a strat says "Delayed," that means you run a tick before jumping off. This is generally better for high tiers and small momentums. For 0.125bm-0.4375bm, the delayed strat is always better than the non-delayed strat, which is why non-delayed strats for 0.125bm-0.4375bm are not shown in the video.
The basic idea behind loop is as follows: for small momentums, it might not be possible to get enough backwards speed to jam and 45 strafe without overshooting the momentum. So, you must "inhibit" the jam by jumping at an angle (the optimal way to do this is by angling only the jump tick). The more backwards speed you have, the less you need to inhibit the jam, so the more forward speed you get as a result. This means you can chain loops back-to-back, and your speed will increase each time. Eventually it will hit an equilibrium, at which point we call it the optimal speed. Typically, it only takes a few loops to get very close to the optimal speed, which is why I only used triple loops in the video.
mine_pvpkill essentially pioneered this concept months ago, but he encouraged me to make this video, so special thanks to him. His channel is here: youtube.com/channel/UCShTykm4EwSAa-i2tuezkIA
Also special thanks to Baconerd for helping me with the doc (thx)
These are the optimal loop strats for 0.125bm-1bm. This is essentially an overkill version of Cynimal's optimal no-turn strats video, but none of the strats here are intended to be humanly possible. While these strats aren't 100% optimal--you could add more loops, or start with a better forward strat, or face half angles--they're fine for most intents and purposes.
If a strat says "Delayed," that means you run a tick before jumping off. This is generally better for high tiers and small momentums. For 0.125bm-0.4375bm, the delayed strat is always better than the non-delayed strat, which is why non-delayed strats for 0.125bm-0.4375bm are not shown in the video.
The basic idea behind loop is as follows: for small momentums, it might not be possible to get enough backwards speed to jam and 45 strafe without overshooting the momentum. So, you must "inhibit" the jam by jumping at an angle (the optimal way to do this is by angling only the jump tick). The more backwards speed you have, the less you need to inhibit the jam, so the more forward speed you get as a result. This means you can chain loops back-to-back, and your speed will increase each time. Eventually it will hit an equilibrium, at which point we call it the optimal speed. Typically, it only takes a few loops to get very close to the optimal speed, which is why I only used triple loops in the video.
mine_pvpkill essentially pioneered this concept months ago, but he encouraged me to make this video, so special thanks to him. His channel is here: youtube.com/channel/UCShTykm4EwSAa-i2tuezkIA
Also special thanks to Baconerd for helping me with the doc (thx)
Big thanks to Baconerd, 5BlockNeo, KRiddytoo, SaJaTo, and shiokon for all the help. I believe this is the fourth completion after btf, GodTheHands, and sanjinhu (choof may have completed it as well, but I'm not sure if he's done J3).
All strats here are by Baconerd, except for J2 which was made by Kielba. I did J2-J5 off the official map since there are better coords for all 4 (lol). You can access the map by logging into Tapple (IP: tapple.world) and doing /e BZSR in the map maker, though the server is currently whitelisted.
Big thanks to Baconerd, Kriddytoo, ThunderNinja, and 5BlockNeo--plus others I'm probably forgetting--for all the help.
These are all 40 D9 jumps from D9-1 to D9-8. You can access them in Squidyerser's onejump lobbies on Tapple, but I did most of the jumps outside the map because better strats have been found for many of them (and parkour maker is currently whitelisted).
In my opinion, the hardest jump was either D9-5 J5 (c4.5 p2p postwall) or D9-2 J3 (1bm hh p2p 1bl). My favorite jump was D9-5 J2 (3x3bm backwalled nix). D9-8 J1 (l2v+2) was also pretty fun.
HUGE thanks to Baconerd, Kielba, and everyone else who made strats. Thanks to Rex for making a full completion video (to which I probably added hundreds of views from referencing strats).
Finally, thanks to everyone who supported me: Designercop, EntityWolf, cake0, jaedso, SaJaTo, Phantastically, qlmg, zom, GoreMagala_, lavalaph, and probably many others I'm forgetting.Tredecuple 45 Strafebenjamaster72021-01-17 | Update: mine_pvpkill found a jump that requires 17 chained 45s by bruteforcing elevation setups (no slime involved): youtu.be/CWdc-RTkSYA
With 13 total jumps, this requires 13 chained 45 strafes to land. It's mainly a proof of concept that momentum still builds after many jumps, albeit very slowly. Here, 13 strafes only goes about 4e-10 further than 12. For 14 total jumps, 14 strafes only goes about 7e-11 further than 13.
Also yes, you can cheat by jumping off the last slime, but you can prevent that by putting a cobweb above it.
This was found with Java. Thanks to mine_pvpkill (classicalmpk) and ShiningAngel04 for the help.
Song: C418 - Haggstrom (7/4 time pog)A Handful of Jumpsbenjamaster72020-12-27 | Just some jumps I've recorded recently.
J1 - Gapped Short Pane to Short Pane Neo: first verified by naryka. Not much harder than h2h, in my opinion.
J2 - Head to Head Neo, 1 Head Landing: first verified by YouAreRexist. Much harder than regular h2h.
J3 - Head to Head S Neo: strat: S+D for 2 ticks then max c4.5 with W+D. WAD, then switch strafe keys 6 ticks later.
J4 - Max c4.5 Pane to Pane Neo: jump by oZein. Map: Difficult Pane Neos (ID: BB01).
J5 - Pane to Chest Double Neo + Trapdoor: also by oZein, on the same map. Thanks to Baconerd for suggesting the single strafe key strat.
J6 - Egg to Block Nix Neo: not that difficult and possible with less momentum.
J7 - Inverse Nix Neo -0
J8 - Tier 1 Bean to Tier 1 Bean Neo: strat by FireDreadlord, map by 5BlockNeo (ID: BV0H).
J9 - X-Facing Single Block Butterfly Neo: strat by Baconerd. This jump is lot easier than it looks. Unfortunately Minecraft can sometimes lag when I turn (see FPS in the top left), so the first turn looks very macro-like.
J10 - Head Waza to Block: strat by FireDreadlord. Map by btf_ (ID: BVNV).
J11 - Ladder to Ladder Cross Neo: strat by Baconerd. Strat: 1t pessi with W, then press D when you land. Run 2t on the ground with W+D then jam with W+A (WA ↔ WD strat). This strat leaves enough unused momentum in the X-direction that you can backwall the momentum with a head.
Unfortunately, the official map was too laggy, so I had to build a low-detail replica in my own world. Everything is the same, except I changed the coords for J4 and J5. Here are the jumps, in order of increasing difficulty (in my opinion):
J1 (Ladder to Trapdoor Cross Neo) -- this is a weird one. I'd tried it every now and then, but for some reason I landed it just 9 minutes after building the course in my world. Just make sure you're doing the timing correctly (your "Last landing X" should be around .113/.886), and make sure you're timing the turns well.
J3 (Head to Head Neo) -- I got quite lucky on this one. The key is to turn sharply on the first 2 ticks: if the first turn is done perfectly, the rest of the turn is free. Unfortunately, getting that perfect first turn can be luck-based, and it doesn't help that the momentum is annoying to perform. I'd tried this jump on and off over the past few months, but after building the course I managed to snag that perfect first turn and landed it in 34 minutes.
J4 (1bm HH Pane to Pane Neo) -- Strat by Baconerd. This one probably took me around 3-4 hours (could be totally wrong). Baconerd's strat makes the turn much easier, but the key inputs are quite annoying--I successfully performed the inputs only around 20% of the time. The turn for this one should ideally be a sharp 2 tick turn into a slow, smooth turn to 45.
J5 (19bm 8-8) -- All I can say is that I got EXTREMELY lucky on this one. In total it only took about an hour, and my personal best before landing was -0.006 (missed the distance by 0.0005). This jump boils down to getting a double 45 that lands exactly at the edge, and hoping you don't flub the third 45. Even if you're a god at 45 strafing, it ultimately comes down to getting lucky and landing at the edge of the momentum without overjumping.
J2 (Single Anvil Butterfly Neo) -- I used the coordinates set on the actual map, which allow you to do a smooth turn. Not sure exactly how long it took to land it for the first time, but it was probably more than 8 hours. Unfortunately I didn't turn enough, and I ended up jumping off (don't hold space, kids). Luckily it only took about an hour or two to rebeat. Your facing should end up at around 70° if you use this strat.
Special thanks to joshyscott, 5BlockNeo, and Markful for the encouragement, and thanks to Baconerd for coming in clutch with the J4 strat.
Special SPECIAL thanks to z00000m for introducing me to the parkour community back in July.3.875bm Triple Loop Stratbenjamaster72020-11-23 | Thanks to Baconerd for helping with the macro
We're pretty sure this is the optimal 3.875bm strat. You could technically add more loops to make it slightly more optimal, but it's not worth the effort--in fact, a triple loop only goes about .000002 further than a double at this tier.
The jump shown in the vid is impossible by about .00005 normally, but if you face a half angle (no Optifine), it's possible by .0009. It's actually possible with a double loop (and probably a single loop) but the triple loop is just for demonstration purposes.
Somehow beat this in 15 attempts. Not sure how hard it is, but I don't think anyone's done it before in real time. Also landed by .002 on Z and .00006 on X lol.
These are the top 10 hardest 6bm single 45 strafes, ordered by how far you'd land in the block with a perfect 45. I excluded slime bounces, ladder catches, etc. for simplicity, but I'm sure those could lead to some even more precise 45 strafes.
In retrospect, turning precision would probably have been a better difficulty metric. The 3.875+1, for example, is possible by a very small amount, but the turn doesn't need to be that precise, so in my opinion it's not actually that hard.
There are cobwebs on the momentum to prevent people (cough cough Markful and 5BlockNeo) from doing a double 45 strafe, which would make some of the harder jumps significantly easier. It's also build in such an orientation that you can't use half angles to boost your speed, as turning to a half angle on the last jump would actually make it possible by 0.02, which is significantly easier.5 Jumps to Parkour God by ub3rl337z4urbenjamaster72020-09-01 | EDIT: just beat it again, and it only took 24 minutes. Parkour really is harder when you're recording.
Errata - 0:41 Attempt 1 should say +1h22m (iMovie resolution was so low I misread a 1 as a 5 lol)
Jump 1 (X-facing Waza ladder to block) - the hardest part is staying on. I bound left click to sneak, and it worked pretty well. Make sure you actively prepare to land, even when you don't come close, because landing it can be unexpected. I personally walked off three times, but I could've done more to prevent it.
Jump 4 (Pane to pane neo, 1 block landing) - pretty easy if you're good at pane jumps. For practice, I would recommend 10 Jumps to Pane God by kyurem2115. The trick for this one is to make a sharp turn to around 126°. As with Jump 1, much of the difficulty is in not walking off. The landing is so tight that it's possible to fall off even if you sneak at the correct time. I fell off three times but got lucky on the fourth. The best strategy would probably be chaining the jump to the checkpoint.
Jump 2 (1.1875bm 4.4375b) - decently precise double 45 strafe. If you're good at double 45s this should be a breeze, but my only double 45 before this was J3 of Parkour Master. I actually missed the jump by less than 0.001 on three separate occasions, but I still made it with a pretty sloppy double 45. Xleep's suggestion was a great help: try it with a macro first--in a separate world please lol--to see if your timing is correct. Timing is more important than turning accuracy, so if you nail the timing it shouldn't take long.
Jump 5 (Trapdoor to trapdoor cross neo) - this would probably be easier using sidestep, the coords of which are the same except the yaw. The jump isn't hard on paper--I made it by 0.091, which is more than a full pixel--but the turning is hard to master. As you can see in the video, despite landing almost every attempt in practice, I failed "jump 6" three times, which extended my time from 13 hours to 23 hours. Those are 10 hours of my life I'm never getting back.
Jump 3 (Single block butterfly neo) - if you're good at butterflies (not me), this shouldn't take too long. The trick 5BlockNeo gave me is to flick to 126°, and eventually you'll make it. As before, actively prepare to land during each attempt by sneaking, releasing w, or backwards jamming. I'm lucky I never walked off, but I guess Jump 5 was karma for that.
Joshyscott cheered me on, not sure if it helped with the jumps though lol
Sorry for any bad editing. iMovie isn't the greatest.5 Jumps to Parkour Master by ub3rl337z4urbenjamaster72020-08-18 | 1st song: Silent Partner - Spring In My Step
Sorry about any bad editing, I made this with iMovie on an old laptop.Geometry Dash - Memory Demon Mix by AxxOrz 100%benjamaster72019-05-31 | First on mobile!
This is an awesome level, and it was really fun to learn. Unfortunately, QuickTime Player didn't record my phone's audio so I had to edit it in.Geometry Dash - Neon Overdrive by GBoy 100%benjamaster72019-05-04 | This is a really fun demon but there are a few annoying timings you gotta watch out for.Windings by Xnail (10k Stars, All Map Packs Completed, 150 Demons)benjamaster72019-04-28 | rip everyplayWho What Where When Why Howbenjamaster72017-05-02 | Who What Where When Why How everyplay.com/videos/42708677 Video recorded with Everyplay. Download Geometry Dash on the App Store: itunes.apple.com/app/id625334537Sonic Wave 22%benjamaster72017-04-10 | Sonic Wave 22% everyplay.com/videos/41946520 Video recorded with Everyplay. Download Geometry Dash on the App Store: itunes.apple.com/app/id625334537Bryson37 Challenge 2 by Benjamaster7 (ME)benjamaster72017-04-09 | Bryson37 Challenge 2 by Benjamaster7 (ME)
If you beat this I will put your name in this level
For some reason, an invisible portal or an invisible block sometimes spawns there and prevents me from passing that part. I have to exit and reenter the level to make it go away.
2102 attempts total. I spent so long practicing the last wave, and I actually didn't die there. I didn't even get the slightest bit annoyed at this level.
Given how I died over 100 times past 70% in deadlocked and 32 times past the last maze in Mechanicalwave, I knew I was under a curse. I have absolutely no idea what happened on this level. Sorry Rock.