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Instant double jump: Difference between revisions

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(This article is going to need a complete rewrite.)
(I'd add more, but it's 2AM right now.)
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{{incomplete|The page is entirely Ultimate-centric, when IDJ isn't exclusive to Ultimate.}}
{{incomplete|The page is entirely Ultimate-centric, when IDJ isn't exclusive to Ultimate.}}
 
{{Video|Footage of IDJs in games other than Ultimate}}
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.
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.
   
   
==How to perform==
==Details==
{{incomplete|This section is entirely Ultimate-centric}}
[[File:Instant Double Jump Pichu SSBU.gif|thumb|{{SSBU|Pichu}} performing an instant double jump into a neutral aerial in ''Ultimate'']]
There are two types of instant double jump:
 
===Perfect instant double jump===
[[File:Instant Double Jump Pichu SSBU.gif|thumb|{{SSBU|Pichu}} performing a perfect instant double jump into a neutral aerial]]
'''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.
{{clr}}
 
===Delayed instant double jump===
[[File:SSBU Falco Instant Double Jump.gif|thumb|{{SSBU|Falco}} using a delayed instant double jump to extend a combo]]
'''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.
{{clr}}


==Applications==
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.
{{cleanup|Should be in a properly written paragraph structure instead of just a list of bullet points.}}


* Allows for rising aerials that hit at ground level without suffering from the short-hop damage penalty
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.
* 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. For example, {{SSBU|Byleth}}'s down aerial can auto-cancel after a perfect instant double jump, but not a short-hop.
* Consistent late hits on aerials
* Momentum shifts


==Videos==
==Videos==

Revision as of 02:22, March 25, 2023


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The editor who added this tag suggests: Footage of IDJs in games other than Ultimate
If you have a good animated image for this article, upload it here.
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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

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.

Videos