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Instant double jump: Difference between revisions

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'''Instant Double Jump''' is an advanced technique in ''[[Super Smash Bros. Ultimate]]'' that involves the use of a [[double jump]] as close to the ground as possible.
{{Video|All of the videos on this page are for Ultimate specifically. Would it be possible to find some for other games?}}
An '''instant double jump''', or '''IDJ''' for short, is the act of inputting a [[double jump]] immediately after a [[jump]], ideally as low to the ground as possible.
==Details==
[[File:Instant Double Jump Pichu SSBU.gif|thumb|{{SSBU|Pichu}} performing an instant double jump into a neutral aerial in ''Ultimate'']]


==How to Perform==
An instant double jump is a double jump performed immediately after inputting Jump. In most cases, this is done by buffering a double jump during a character's jumpsquat. If done correctly, the particles from the double jump should appear close to the ground.
There are two types of Instant Double Jump:


===Perfect Instant Double Jump===
Since the values that determine double jump height are different from regular jump height, the distance covered by an instant double jump is different from a short hop or full hop -- usually somewhere between the two.
'''Perfect Instant Double Jump''', or '''Buffered Instant Double Jump''' is performed by jumping, releasing the jump button, then double-jumping, all within 4 frames of each other. An [[aerial attack]] can be used at any point during these four frames.


===Delayed Instant Double Jump===
The applications of this are numerous. For example, certain windows for late [[auto-canceling]] that are between the two jump heights can be achieved with an instant double jump or IDJ [[fast fall]]. In addition, certain aerials that can only be used once during a short hop can be used twice during an IDJ or followed up with additional aerials. This also makes them useful for combos, since the altered jump height can allow you to extend your combo or hit certain follow-ups at percents or positions that would not be possible otherwise.
'''Delayed Instant Double Jump''', also known as '''Active Hop''' or '''Auto-Cancel Hop''' is performed by double-jumping immediately after another jump (typically a short hop). In this case, aerial attacks can be used after the double jump.
 
==Applications==
<!--TODO: Write out in sentence form-->
* Allows for rising aerials that hit at ground level without suffering from the short-hop damage penalty
* Allows for attacks at heights that a regular short hop or full hop on their own may not reach, allowing for extended combos
* Makes some aerial follow-ups with strict timings easier
* Potential for more options on landing than a regular full hop
* More [[autocancel]] options
* Consistent late hits on aerials
* Momentum shifts


An obvious drawback of instant double jumps is that they use up your double jump. This can be extremely detrimental if you end up offstage for whatever reason, since recovery becomes much more difficult for a lot of characters without it.
==Videos==
==Videos==
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[[Category:Advanced techniques]][[Category:Techniques]][[Category:Techniques (SSBU)]]
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[[Category:Techniques (SSB)]]
[[Category:Techniques (SSBM)]]
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[[Category:Techniques (SSBU)]]

Latest revision as of 18:53, January 20, 2024

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VideoNeeded.png This article could use additional or higher-quality animated images or videos.
The editor who added this tag suggests: All of the videos on this page are for Ultimate specifically. Would it be possible to find some for other games?
If you have a good animated image for this article, upload it here.
If you have a good video for this article, link to it or embed it with the {{#widget:YouTube|id=}} tag.

An instant double jump, or IDJ for short, is the act of inputting a double jump immediately after a jump, ideally as low to the ground as possible.

Details[edit]

Pichu performing an instant double jump into a neutral aerial in Ultimate

An instant double jump is a double jump performed immediately after inputting Jump. In most cases, this is done by buffering a double jump during a character's jumpsquat. If done correctly, the particles from the double jump should appear close to the ground.

Since the values that determine double jump height are different from regular jump height, the distance covered by an instant double jump is different from a short hop or full hop -- usually somewhere between the two.

The applications of this are numerous. For example, certain windows for late auto-canceling that are between the two jump heights can be achieved with an instant double jump or IDJ fast fall. In addition, certain aerials that can only be used once during a short hop can be used twice during an IDJ or followed up with additional aerials. This also makes them useful for combos, since the altered jump height can allow you to extend your combo or hit certain follow-ups at percents or positions that would not be possible otherwise.

An obvious drawback of instant double jumps is that they use up your double jump. This can be extremely detrimental if you end up offstage for whatever reason, since recovery becomes much more difficult for a lot of characters without it.

Videos[edit]