Editing Double jump

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Most characters can only jump once while in the air; however, some characters can jump multiple times without touching the ground. Most characters cannot turn around in midair using their double jump, but all characters with multi-jumps can turn around when in midair by using jump while holding away from the direction the character is facing on the Control Stick. [[Yoshi]] can also do this despite having only one double jump. Anybody with a special with low lag may also find it useful to turn around midair by b-reversing that special. [[Steve]]’s Minecart with no iron is a good example of this.
Most characters can only jump once while in the air; however, some characters can jump multiple times without touching the ground. Most characters cannot turn around in midair using their double jump, but all characters with multi-jumps can turn around when in midair by using jump while holding away from the direction the character is facing on the Control Stick. [[Yoshi]] can also do this despite having only one double jump. Anybody with a special with low lag may also find it useful to turn around midair by b-reversing that special. [[Steve]]’s Minecart with no iron is a good example of this.


Fighters with multiple midair jumps tend to gain substantially less height per jump than the jumps of fighters with only one. Additionally, each subsequent jump provides less height than the previous. There is also a brief delay between the end of one jump and being able to start the next, with holding the jump button resulting in the next jump being used as early as possible. Usually, this delay is small enough for the character to gain a decent amount of height with all of their jumps, but if the character is [[metal]], these multi-jumps become useless or nearly useless.
Fighters with multiple midair jumps tend to gain substantially less height per jump than the jumps of fighters with only one. There is usually also a brief delay between the end of one jump and being able to start the next. Usually, this delay is small enough for the character to gain a decent amount of height with all of their jumps, but if the character is [[metal]], these multi-jumps become useless or nearly useless.


Characters with multi-jumps usually have poor [[air speed]] (with the exception of Jigglypuff, who has among the best air speed, in exchange for among the worst jump height). In addition to this, [[air acceleration]] is reduced during the animations of multi-jumps, and in the case of Kirby in the first two games, air speed is also reduced, although this can be overridden by interrupting the animation with an aerial attack or [[air dodge]].
Characters with multi-jumps usually have poor [[air speed]] (with the exception of Jigglypuff, who has among the best air speed, in exchange for among the worst jump height).


In ''Melee'', {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}} gain another midair jump after using [[Falcon Kick]] and [[Wizard's Foot]], respectively.  
In ''Melee'', {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}} gain another midair jump after using [[Falcon Kick]] and [[Wizard's Foot]], respectively.  
[[Bayonetta]] can also restore her double jump by inputting [[Witch Twist]] 4 frames after initiating the double jump (3 frames prior to version {{SSBU|8.0.0}} of ''[[Super Smash Bros. Ultimate]]''). This effectively gives her access to three midair jumps (through two uses of Witch Twist) if the technique is performed correctly. In the initial release of {{for3ds}}, a bug allowed {{SSB4|Robin}} and {{SSB4|Kirby}}, upon [[Copy ability (SSB4)|copying]] Robin, to regain all of their respective midair jumps after charging [[Thunder (Robin)|Thoron]]; this bug was removed in version [[1.0.4]].  
[[Bayonetta]] can also restore her double jump by inputting [[Witch Twist]] 4 frames after initiating the double jump (3 frames prior to version {{SSBU|8.0.0}} of ''[[Super Smash Bros. Ultimate]]''). This effectively gives her access to three midair jumps (through two uses of Witch Twist) if the technique is performed correctly.
In the initial release of {{for3ds}}, a bug allowed {{SSB4|Robin}} and {{SSB4|Kirby}}, upon [[Copy ability (SSB4)|copying]] Robin, to regain all of their respective midair jumps after charging [[Thunder (Robin)|Thoron]]; this bug was removed in version [[1.0.4]].  


In games from ''Melee'' onward, characters with multiple midair jumps cannot drop through [[soft platform]]s during any of their midair jumps until their animation completes, even if holding down on the Control Stick or after [[fast falling]]. This does not apply to their ground jumps and is unlike other characters, who can all drop through platforms during any portion of their midair jump.
In games from ''Melee'' onward, characters with multiple midair jumps cannot drop through [[soft platform]]s during any of their midair jumps until their animation completes, even if holding down on the Control Stick or after [[fast falling]]. This does not apply to their ground jumps and is unlike other characters, who can all drop through platforms during any portion of their midair jump.


A [[Smash Run]] [[Power]] allows any character to have extra midair jumps, and some [[Spirits]], such as [[Ho-Oh]], give players an additional midair jump when equipped. {{SSBU|Sephiroth}} also gains an additional midair jump when in [[Winged Form]]. These additional midair jumps behave like standard double jumps rather than multi-jumps, though Sephiroth still has a delay before he can use his next midair jump.
A [[Smash Run]] [[Power]] allows any character to have extra midair jumps.
 
Some [[Spirits]], such as [[Ho-Oh]], give players an additional midair jump when equipped.


===Multiple double jumpers===
===Multiple double jumpers===

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