Superjump: Difference between revisions

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Most superjumps follow the same principle: If an action is interrupted between a large upwards force and a comparably large downwards force, the downwards force will not happen and the uninhibited upwards force will fling the character skywards. For example, if [[Kirby]] is using his [[up throw]] and the character he's grabbing vanishes after the upwards force but before the downwards force, Kirby will be sent very high.
Most superjumps follow the same principle: If an action is interrupted between a large upwards force and a comparably large downwards force, the downwards force will not happen and the uninhibited upwards force will fling the character skywards. For example, if [[Kirby]] is using his [[up throw]] and the character he's grabbing vanishes after the upwards force but before the downwards force, Kirby will be sent very high.


A similar mechanic enabled [[double jump canceling]] in ''[[Smash Bros. 64]]'' and ''[[Melee]]''.
A similar mechanic enabled [[double jump canceling]] in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''.


[[Category:Glitches (SSB)]]
[[Category:Glitches (SSB)]]