This page defines the naming conventions used within 2P Parkour on Hypixel Parkour for describing boost interactions between players. The community has developed both a simplified and a technical notation system to represent various types of knockback boosts and their relationships.
In 2P Parkour, players use knockback mechanics to propel each other forward through map obstacles. Consistent terminology helps communicate boost sequences, timing, and intensity across different skill levels.
Two primary naming systems exist:
Term | Meaning | Notes |
---|---|---|
1n |
Normal Boost | Boosts the player least distance |
1s |
Sprint Boost | When sprinting, your first hit will hit the player further. Resets when you stop sprinting. |
kb1 |
Knockback Level 1 | When holding a knockback stick, you will deal more knockback. Boosts the same distance as Sprint Boost . |
kb2 |
Knockback Level 2 | Stronger boost, typically equivalent to kb1 + s or a normal boost using an item with knockback 2 |
kb[-] |
Variable Level | Any combination of the above. |
Relationship Rule:
Enchantment level + sprinting state (0 or 1)
Note: if someone intends to hit a certain way multiple times they would change the 1 in front to a different number, e.g. 2.
Example:
2n 1s
Timed boosts refer to coordinated jumps and hits that synchronize movement and knockback to maximize forward momentum.
The notation for this system uses a J-based timing marker, written as xJ
, where x (usually 3) represents the jump on which the player starts sprinting forward.
Usually, people signify that they are about to do a timed boost by crouching twice in quick succession.
3J
or
3 Jam
This marker appears at the beginning of a boost sequence and indicates that the player’s movement timing is structured around this jump pattern.
Optionally, you can also specify whether or not the player should walk or sprint if the boost requires extra precision. This usually goes at the end of the boost notation like so:
3J 1s Sprint
3J
describes the following sequence:
This synchronization allows the movement velocity to combine with the knockback force, producing an amplified boost compared to a stationary boost.
3J 1n 1s sprint
This would mean a third-jump-timed knockback level 1 boost as the booster hits as the player being boosted begins walking (or running) forward on the third jump.
The video to the right demonstrates a 3J
boost in action.
In this case, the target block is 3 blocks away and 2 blocks high.
The canonical method to boost this is using 3J 1n walk
.
Missing video ^^
The advanced notation system mirrors boost timing syntax[1], focusing on numerical representation rather than commonly shortened labels.
kb0 [-]t kb1 [-]t kb2
or alternatively:
1n [-]t 1s [-]t kb2
kb0
— Boosting without knockback or sprinting. Otherwise known as a Normal Boost
.[-]
— Denotes the delay amount. Typical[2] values range [9, ∞]. Where the second boost can be any amount of delay you want.t
— Ticks[3].kb0-11
— Same as a Variable Level
boost. Maximum is a Sprint Boost
paired with Knockback 10
.Examples:
kb1 9t kb1
3J kb0 11t kb1 walk
The video on the right demonstrates what the boost kb1 9t kb1
would look like:
Note: when people say '2s' they usually refer to this.
3J
(Timed) Boosts are usually memorized, meaning that people don't specify when to sprint and when to walk (like the 3 2 boost mentioned above).[4]