Double jump: Difference between revisions

6,328 bytes added ,  2 months ago
(25 intermediate revisions by 13 users not shown)
Line 11: Line 11:


==Animations==
==Animations==
Double jumps are a lot more varied in animation than single jumps. Most characters twist or flip, and some characters inflate themselves ([[Kirby]], [[Jigglypuff]], [[King Dedede]]) or flap their wings ([[Meta Knight]], [[Charizard]], [[Pit]], [[Dark Pit]], [[Bayonetta]], [[Ridley]], [[Kazooie]]). During these animations, all characters cast a double circle platform beneath them that disappears after the jump is completed (except for {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]'', in which a smoke ring is formed instead from the base of his Robo Burner; this does not waste any fuel from his recovery). Like jumps from the ground, characters have a different animation if they are jumping backward. For example, [[Mario]] spins around when performing a regular midair jump, but does rapid backward somersaults when performing a backward midair jump. This does not apply to characters with multiple double jumps, in which case they simply turn 180 degrees horizontally as they jump. If a character flips, their [[collision bubble]] moves accordingly, though this has no effect on the jump itself.
Double jumps are a lot more varied in animation than single jumps. Most characters twist or flip, and some characters inflate themselves ([[Kirby]], [[Jigglypuff]], [[King Dedede]]) or flap their wings ([[Meta Knight]], [[Charizard]], [[Pit]], [[Dark Pit]], [[Bayonetta]], [[Ridley]], [[Kazooie]]). During these animations, all characters cast a double circle platform beneath them that disappears after the jump is completed (except for {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]'', in which a smoke ring is formed instead from the base of his Robo Burner; this does not waste any fuel from his recovery). Like jumps from the ground, characters have a different animation if they are jumping backward. For example, [[Mario]] and [[Luigi]] spin around when performing a regular midair jump, but do rapid backward somersaults when performing a backward midair jump. This does not apply to characters with multiple double jumps, in which case they simply turn 180 degrees horizontally as they jump. If a character flips, their [[collision bubble]] moves accordingly, though this has no effect on the jump itself.


==Delayed double jumps==
==Delayed double jumps==
Line 17: Line 17:


==Multiple double jumps==
==Multiple double jumps==
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. Characters without multiple midair jumps that can turn around include [[Yoshi]], who is also able to turn around with his midair jump, and [[Steve]], who can use [[Minecart]] to turn around at any time midair regardless of having no jumps left.
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. 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.
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.


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).
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]].


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.
[[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 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.
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.
 
Some [[Spirits]], such as [[Ho-Oh]], give players an additional midair jump when equipped.


===Multiple double jumpers===
===Multiple double jumpers===
{|class="wikitable sortable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!width="20%"|Fighter
!Fighter
!width="10%"|{{GameIcon|SSB|24px}}
!{{GameIcon|SSB|24px}}
!width="10%"|{{GameIcon|SSBM|24px}}
!{{GameIcon|SSBM|24px}}
!width="10%"|{{GameIcon|SSBB|24px}}
!{{GameIcon|SSBB|24px}}
!width="10%"|{{GameIcon|SSB4|24px}}
!{{GameIcon|SSB4|24px}}
!width="10%"|{{GameIcon|SSBU|24px}}
!{{GameIcon|SSBU|24px}}
!width="10%"|Double jumps
!Double jumps
|-
|-
|style="text-align:left"|[[Banjo]] & [[Kazooie]]
|style="text-align:left"|[[Banjo]] & [[Kazooie]]
Line 49: Line 46:
|
|
|{{head|Banjo & Kazooie|s=24px|g=SSBU}}
|{{head|Banjo & Kazooie|s=24px|g=SSBU}}
|'''2'''
|2
|-
|-
|style="text-align:left"|[[Charizard]]
|style="text-align:left"|[[Charizard]]
Line 57: Line 54:
|{{head|Charizard|s=24px|g=SSB4}}
|{{head|Charizard|s=24px|g=SSB4}}
|{{head|Charizard|s=24px|g=SSBU}}
|{{head|Charizard|s=24px|g=SSBU}}
|'''2'''
|2
|-
|-
|style="text-align:left"|[[Dark Pit]]
|style="text-align:left"|[[Dark Pit]]
Line 65: Line 62:
|{{head|Dark Pit|s=24px|g=SSB4}}
|{{head|Dark Pit|s=24px|g=SSB4}}
|{{head|Dark Pit|s=24px|g=SSBU}}
|{{head|Dark Pit|s=24px|g=SSBU}}
|'''3'''
|3
|-
|-
|style="text-align:left"|[[Jigglypuff]]
|style="text-align:left"|[[Jigglypuff]]
Line 73: Line 70:
|{{head|Jigglypuff|s=24px|g=SSB4}}
|{{head|Jigglypuff|s=24px|g=SSB4}}
|{{head|Jigglypuff|s=24px|g=SSBU}}
|{{head|Jigglypuff|s=24px|g=SSBU}}
|'''5'''
|5
|-
|-
|style="text-align:left"|[[King Dedede]]
|style="text-align:left"|[[King Dedede]]
Line 81: Line 78:
|{{head|King Dedede|s=24px|g=SSB4}}
|{{head|King Dedede|s=24px|g=SSB4}}
|{{head|King Dedede|s=24px|g=SSBU}}
|{{head|King Dedede|s=24px|g=SSBU}}
|'''4'''
|4
|-
|-
|style="text-align:left"|[[Kirby]]
|style="text-align:left"|[[Kirby]]
Line 89: Line 86:
|{{head|Kirby|s=24px|g=SSB4}}
|{{head|Kirby|s=24px|g=SSB4}}
|{{head|Kirby|s=24px|g=SSBU}}
|{{head|Kirby|s=24px|g=SSBU}}
|'''5'''
|5
|-
|-
|style="text-align:left"|[[Meta Knight]]
|style="text-align:left"|[[Meta Knight]]
Line 97: Line 94:
|{{head|Meta Knight|s=24px|g=SSB4}}
|{{head|Meta Knight|s=24px|g=SSB4}}
|{{head|Meta Knight|s=24px|g=SSBU}}
|{{head|Meta Knight|s=24px|g=SSBU}}
|'''5'''
|5
|-
|-
|style="text-align:left"|[[Pit]]
|style="text-align:left"|[[Pit]]
Line 105: Line 102:
|{{head|Pit|s=24px|g=SSB4}}
|{{head|Pit|s=24px|g=SSB4}}
|{{head|Pit|s=24px|g=SSBU}}
|{{head|Pit|s=24px|g=SSBU}}
|'''3'''
|3
|-
|-
|style="text-align:left"|[[Ridley]]
|style="text-align:left"|[[Ridley]]
Line 113: Line 110:
|
|
|{{head|Ridley|s=24px|g=SSBU}}
|{{head|Ridley|s=24px|g=SSBU}}
|'''2'''
|2
|-
|-
|style="text-align:left"|[[Sephiroth]]
|style="text-align:left"|[[Sephiroth]]
Line 121: Line 118:
|
|
|{{head|Sephiroth|s=24px|g=SSBU}}
|{{head|Sephiroth|s=24px|g=SSBU}}
|'''2''' (in [[Winged Form]])
|2 (in [[Winged Form]])
|}
|}


Line 128: Line 125:


===''[[Super Smash Bros.]]''===
===''[[Super Smash Bros.]]''===
===''[[Super Smash Bros. Melee]]''===
There are three values: the jump multiplier ('''m'''), the jump base ('''b'''), and the air jump multiplier ('''a''')&mdash;the [[control stick]]'s vertical position is always assumed to be 80. The air jump multiplier is applied after multiplying the jump multiplier by the stick position and adding the jump base. A character's gravity ('''g''') is also applied on the same frame as the double jump. The resulting jump force formula is <code>(80*m+b)*a-g</code>. {{SSB|Ness}} and {{SSB|Yoshi}} have delayed double jumps, using an animation for their height instead of using any of their listed values.
Air Jump Force is calculated using the character's Fullhop Jump Force multiplied by the Air Jump Multiplier. A character's Double Jump Height is calculated similarly to a Fullhop - using the respective Jump Force value as an overriding initial vertical velocity. Notably, unlike grounded jumps, the first frame of a Double Jump is ''always'' affected by gravity as the character is already airborne. The velocity of the character is decremented by their [[Gravity]] value each frame until the velocity would exceed their Max [[Falling Speed]], at which point it is locked to the Max Falling Speed.


*Characters with Delayed Double Jumps seemingly do not use the Air Jump Force value
*Due to having Multiple Double Jumps, Jigglypuff and Kirby have several different Air Jump Force Values and an Air Jump Multiplier of 0
<center>
<center>
{|class="wikitable sortable" style="text-align:center; display:inline-table;"
{|class="wikitable sortable" style="text-align:center; display:inline-table;"
|+Jump
|+JPN
|-
!Rank!!Character!!Jump multiplier!!Jump base!!Air jump mult.!!Height
|-
|'''1'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||1.1||1548.4
|-
|'''2'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||1||25||0.95||1413.75
|-
|'''3'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||0.9||1387.8
|-
|'''4'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||1||1323
|-
|'''5'''||{{CharHead|Samus|SSB|hsize=15px}}||0.5||36||0.94||1307.58
|-
|'''6'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||0.47||55||0.91||1141.448
|-
|'''7'''||{{CharHead|Mario|SSB|hsize=15px}}||0.7||26||0.9||1098
|-
|'''8'''||{{CharHead|Link|SSB|hsize=15px}}||0.7||36||0.9||1030
|-
|'''9'''||{{CharHead|Kirby|SSB|hsize=15px}}||0.6||30||0.8||780, ?
|-
|'''10'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||0.7||20||0.7||681.2, ?
|-
|'''?'''||{{CharHead|Ness|SSB|hsize=15px}}||0.7||26||1.2||?
|-
|'''?'''||{{CharHead|Yoshi|SSB|hsize=15px}}||0.7||27.5||1.2||?
|-
|n/a||{{CharHead|Metal Mario|SSB|hsize=15px}}||0.7||38|||1.1||? <!--formula shaked up to be 42.2-->
|-
|n/a||{{Head|Donkey Kong|g=SSB|s=15px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||0.85||65||1||? <!--formula shaked up to be 129-->
|}
 
{|class="wikitable sortable" style="text-align:center; display:inline-table;"
|+US
|-
!Rank!!Character!!Jump multiplier!!Jump base!!Air jump mult.!!Height
|-
|'''1'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||1.1||1548.4
|-
|'''2'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||0.9||1387.8
|-
|'''3'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||1||1323
|-
|'''4'''||{{CharHead|Samus|SSB|hsize=15px}}||0.5||36||0.94||1307.58
|-
|'''5'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||1||24||0.9||1242
|-
|'''6'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||0.47||55||0.91||1141.448
|-
|'''7'''||{{CharHead|Mario|SSB|hsize=15px}}||0.7||26||0.9||1098
|-
|'''8'''||{{CharHead|Link|SSB|hsize=15px}}||0.7||36||0.9||967.2
|-
|'''9'''||{{CharHead|Kirby|SSB|hsize=15px}}||0.6||30||0.8||780, ?
|-
|'''10'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||0.7||20||0.7||681.2, ?
|-
|'''?'''||{{CharHead|Ness|SSB|hsize=15px}}||0.7||26||1.2||?
|-
|'''?'''||{{CharHead|Yoshi|SSB|hsize=15px}}||0.7||27.5||1.2||?
|-
|n/a||{{CharHead|Metal Mario|SSB|hsize=15px}}||0.7||38|||1.1||? <!--formula shaked up to be 42.2-->
|-
|n/a||{{Head|Donkey Kong|g=SSB|s=15px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||0.85||65||1||? <!--formula shaked up to be 129-->
|}
 
{|class="wikitable sortable" style="text-align:center; display:inline-table;"
|+PAL
|-
!Rank!!Character!!Jump multiplier!!Jump base!!Air jump mult.!!Height
|-
|'''1'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||1.1||1548.4
|-
|'''2'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||0.9||1387.8
|-
|'''3'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||1||1323
|-
|'''4'''||{{CharHead|Samus|SSB|hsize=15px}}||0.5||36||0.94||1307.58
|-
|'''5'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||1||24||0.9||1242
|-
|'''6'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||0.47||55||0.91||1141.448
|-
|'''7'''||{{CharHead|Mario|SSB|hsize=15px}}||0.7||26||0.9||1098
|-
|'''8'''||{{CharHead|Link|SSB|hsize=15px}}||0.7||36||0.88||923.68
|-
|'''9'''||{{CharHead|Kirby|SSB|hsize=15px}}||0.6||30||0.8||780, ?
|-
|'''10'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||0.7||20||0.7||681.2, ?
|-
|'''?'''||{{CharHead|Ness|SSB|hsize=15px}}||0.7||26||1.2||?
|-
|'''?'''||{{CharHead|Yoshi|SSB|hsize=15px}}||0.7||27.5||1.2||?
|-
|n/a||{{CharHead|Metal Mario|SSB|hsize=15px}}||0.7||38|||1.1||? <!--formula shaked up to be 42.2-->
|-
|n/a||{{Head|Donkey Kong|g=SSB|s=15px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||0.85||65||1||? <!--formula shaked up to be 129-->
|}
 
{|class="wikitable sortable" style="text-align:center; display:inline-table;"
|+AUS
|-
!Rank!!Character!!Jump multiplier!!Jump base!!Air jump mult.!!Height
|-
|'''1'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||1.1||1548.4
|-
|-
!Rank!!Character!!Air Jump Multiplier!!Air Jump Force!!Double Jump height
|'''2'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||0.9||1387.8
|-
|'''3'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||1||1323
|-
|'''4'''||{{CharHead|Samus|SSB|hsize=15px}}||0.5||36||0.94||1307.58
|-
|'''5'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||1||24||0.9||1242
|-
|'''6'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||0.47||55||0.91||1141.448
|-
|'''7'''||{{CharHead|Mario|SSB|hsize=15px}}||0.7||26||0.9||1098
|-
|'''8'''||{{CharHead|Link|SSB|hsize=15px}}||0.7||36||0.85||860.2
|-
|'''9'''||{{CharHead|Kirby|SSB|hsize=15px}}||0.6||30||0.8||780, ?
|-
|'''10'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||0.7||20||0.7||681.2, ?
|-
|'''?'''||{{CharHead|Ness|SSB|hsize=15px}}||0.7||26||1.2||?
|-
|'''?'''||{{CharHead|Yoshi|SSB|hsize=15px}}||0.7||27.5||1.2||?
|-
|n/a||{{CharHead|Metal Mario|SSB|hsize=15px}}||0.7||38|||1.1||? <!--formula shaked up to be 42.2-->
|-
|n/a||{{Head|Donkey Kong|g=SSB|s=15px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||0.85||65||1||? <!--formula shaked up to be 129-->
|}
</center>
 
===''[[Super Smash Bros. Melee]]''===
Air jump force is calculated using the character's fullhop jump force multiplied by the air jump multiplier. A character's double jump height is calculated similarly to a fullhop, using the respective jump force value as an overriding initial vertical velocity. Unlike grounded jumps, the first frame of a double jump is always affected by [[gravity]] as the character is already airborne.
 
*Characters with delayed double jumps have velocity mapped to the animation of the double jump. As a result, the air jump force is seemingly unused.
*Due to having multiple double jumps, Jigglypuff and Kirby have several different air jump force values and an air jump multiplier of 0.
 
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
|-
!Rank!!Character!!Air jump multiplier!!Air jump force!!Double jump height
|-
|-
|'''N/A'''||{{Head|Fighting Wire Frames|g=SSBM|s=20px}} [[Male Wire Frame]]||1.3||3.25||57.06
|'''N/A'''||{{Head|Fighting Wire Frames|g=SSBM|s=20px}} [[Male Wire Frame]]||1.3||3.25||57.06
Line 149: Line 285:
|'''3'''||{{CharHead|Sheik|SSBM|hsize=20px}}||1.1||3.08||38
|'''3'''||{{CharHead|Sheik|SSBM|hsize=20px}}||1.1||3.08||38
|-
|-
|'''4'''||{{CharHead|Luigi|SSBM|hsize=20px}}||0.9||2.25||35.568
|'''N/A'''||{{CharHead|Giga Bowser|SSBM|hsize=20px}}||1||4.2||33.2
|-
|-
|'''N/A'''||{{CharHead|Giga Bowser|SSBM|hsize=20px}}||1||4.2||33.2
|'''4'''||{{CharHead|Luigi|SSBM|hsize=20px}}||0.9||2.16||32.736
|-
|-
|'''5'''||{{CharHead|Ice Climbers|SSBM|hsize=20px}}||1||2.6||32.5
|'''5'''||{{CharHead|Ice Climbers|SSBM|hsize=20px}}||1||2.6||32.5
Line 182: Line 318:
|-
|-
|'''19'''||{{CharHead|Zelda|SSBM|hsize=20px}}||0.86||1.806||21.444
|'''19'''||{{CharHead|Zelda|SSBM|hsize=20px}}||0.86||1.806||21.444
|-
|'''20'''||{{CharHead|Link|SSBM|hsize=20px}}||0.88||2.2||20.9
|-
|-
|'''?'''||{{CharHead|Jigglypuff|SSBM|hsize=20px}}||0||1.65, 1.59, 1.47, 1.36, 1.25||?
|'''?'''||{{CharHead|Jigglypuff|SSBM|hsize=20px}}||0||1.65, 1.59, 1.47, 1.36, 1.25||?
Line 189: Line 327:
|'''?'''||{{CharHead|Mewtwo|SSBM|hsize=20px}}||1||2.3*||?
|'''?'''||{{CharHead|Mewtwo|SSBM|hsize=20px}}||1||2.3*||?
|-
|-
|'''?'''||{{CharHead|Ness|SSBM|hsize=20px}}||.85||2.125*||?
|'''?'''||{{CharHead|Ness|SSBM|hsize=20px}}||0.85||2.125*||?
|-
|-
|'''?'''||{{CharHead|Peach|SSBM|hsize=20px}}||0.7||1.54*||?
|'''?'''||{{CharHead|Peach|SSBM|hsize=20px}}||0.7||1.54*||?
|-
|-
|'''?'''||{{CharHead|Yoshi|SSBM|hsize=20px}}||1.3||3.25*||?
|'''?'''||{{CharHead|Yoshi|SSBM|hsize=20px}}||1.3||3.25*||?
|-}
|}


===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
{{technical data|Need double jump heights for all Brawl characters}}
===''[[Super Smash Bros. 4]]''===
===''[[Super Smash Bros. 4]]''===
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
Line 253: Line 393:
|'''23'''||{{CharHead|Sonic|SSB4|hsize=20px}}||35
|'''23'''||{{CharHead|Sonic|SSB4|hsize=20px}}||35
|-
|-
|'''N/A'''||[[Wario Man]]||35
|'''N/A'''||[[Wario-Man]]||35
|-
|-
|'''24'''||{{CharHead|Shulk|SSB4|hsize=20px}}||34.8
|'''24'''||{{CharHead|Shulk|SSB4|hsize=20px}}||34.8
Line 524: Line 664:
==Trivia==
==Trivia==
*Despite being able to actually fly, both [[Charizard]] and [[Ridley]] have fewer midair jumps than both [[Pit]] and [[Dark Pit]], who cannot actually fly on their own.
*Despite being able to actually fly, both [[Charizard]] and [[Ridley]] have fewer midair jumps than both [[Pit]] and [[Dark Pit]], who cannot actually fly on their own.
*[[King Dedede]] is the only character to not share his amount of midair jumps with any other character, with a total of four.
*In ''SSB4'', with any character that can turn around using their midair jump, holding backward and pressing the attack button a few frames before the character fully turns around will cause them to use their [[back aerial]] instead of their [[forward aerial]] as they turn around, thus erroneously attacking in the opposite direction. This appears to be a glitch, as it did not happen in previous games.
*In ''SSB4'', with any character that can turn around using their midair jump, holding backward and pressing the attack button a few frames before the character fully turns around will cause them to use their [[back aerial]] instead of their [[forward aerial]] as they turn around, thus erroneously attacking in the opposite direction. This appears to be a glitch, as it did not happen in previous games.
*''Melee'' is the only game to not introduce any characters with multiple double jumps.
*''Melee'' is the only game to not introduce any characters with multiple double jumps.
*[[Banjo]] & [[Kazooie]] are the only third party and [[Downloadable content|DLC]] fighter to always have multiple double jumps. [[Sephiroth]] also has the ability to perform more than one midair jump, but only in his winged form.
*''SSB4'' is the only game to not introduce any characters with a delayed double jump.
*''SSB4'' is the only game to not Introduce any characters with a delayed double jump.
*[[Sephiroth]] is the only character who has a varied amount of midair jumps; one by default, and two in his [[Winged Form]].
*[[Banjo]] & [[Kazooie]] are the only third-party and [[Downloadable content|DLC]] fighter to always have multiple double jumps. Sephiroth also has the ability to perform more than one midair jump, but only in his winged form.


==See also==
==See also==
6,724

edits