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Short hop: Difference between revisions

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[[Image:Smalljump.jpg|200px|right|thumbnail|{{SSBB|Sheik}}'s short hop (right) compared to her normal jump (left).]]
[[Image:Smalljump.jpg|200px|right|thumbnail|{{SSBB|Sheik}}'s short hop (right) compared to her normal jump (left).]]
[[Image:Shorthopexample.jpg|200px|right|thumbnail|An example of where short hops are useful. {{SSBB|Link}} dodges {{SSBB|Meta Knight}}'s forward smash by short hopping over him, then using a down aerial to [[punish]].]]
[[Image:Shorthopexample.jpg|200px|right|thumbnail|An example of where short hops are useful. {{SSBB|Link}} dodges {{SSBB|Meta Knight}}'s forward smash by short hopping over him, then using a down aerial to [[punish]].]]
A '''short hop''', officially a '''short jump''' ({{ja|ショートジャンプ}}, ''short jump''), '''small jump''' ({{ja|小ジャンプ}}, ''small jump''), or '''low jump''' in ''[[Super Smash Bros. 4]]'', is the act of inputting a jump command and letting go of the appropriate button or control stick during a character's jump squat. This will result in a jump that is lower than a normal [[jump]]. This technique can be performed in all ''{{b|Super Smash Bros.|series}}'' games thus far.
A '''short hop''', officially a '''short jump''' ({{ja|ショートジャンプ}}, ''short jump''), '''small jump''' ({{ja|小ジャンプ}}, ''small jump''), or '''low jump''' in ''[[Super Smash Bros. 4]]'', is the act of inputting a jump command and letting go of the appropriate button or control stick during a character's jump squat. This will result in a jump height that is lower than that of a normal [[jump]]. This technique can be performed in all ''{{b|Super Smash Bros.|series}}'' games.


The short hop technique is an essential move in [[competitive play]], allowing the user to perform aerial attacks closer to the ground. This is useful for [[spam]]ming [[aerial]]s, especially with the [[SHFFL]] technique in ''[[Melee]]'', as the aerials can be done closer to the ground and possibly hit targets who are still on the ground, with other techniques such as [[double jump cancelling]] allowing even lower aerials. Hitting grounded targets is especially important for characters whose aerials play a significant part of their [[metagame]], such as {{SSB|Ness}}, who can perform powerful [[double jump cancel]] combos in conjunction with other moves such as his up tilt in ''Smash 64'' and ''Melee''. Characters who have strong aerial attacks, such as [[Captain Falcon]], also benefit from short hopping. Short hopped aerials are also very useful for aerial [[approach]]es and [[spacing]], especially for characters such as [[Marth]].
==Mechanics==


Jumping speed affects the timing of the short hop, with longer jumping speeds leading to more lenient timing for short hopping. In ''Melee'', for instance, a {{SSBM|Fox}} player must release the jump button within 2 [[frame]]s to short hop, while {{SSBM|Bowser}} requires 7 frames. The height of a short hop varies from character to character as well. Short hopping is also used during [[wavedashing]], to an extreme degree. For frame data, refer to [[Jumping#Jump_timing|Jumping]].
A short hop can be performed using any controller and configured control scheme, including button-jump and control-stick-jump methods. A character's [[jump]] timing or '''jumpsquat''' affects the timing of the short hop, with longer jumpsquats leading to more lenient timing for short hopping. In ''[[Super Smash Bros. Melee]]'', for instance, a player using {{SSBM|Fox}} must release the jump input within 2 [[frame]]s of animation to achieve a short hop, while a player using {{SSBM|Bowser}} must release within 7 frames. For frame data, refer to [[Jumping#Jump_timing|Jumping]]. The height of a short hop varies from character to character, but the height is not directly proportional to the height of a character's full jump.


Outside of its applications in competitive play, short hopping can also be used for [[Bat dropping]] in the [[Home-Run Contest]].
In ''[[Super Smash Bros.]]'', characters have a different full jump height depending on the input type; a jump using the c buttons has a different height from a jump using the control stick. A short hop in ''SSB'' refers to an input from lightly tapping the c button to jump, but it is also possible to cause low or medium jump heights using the control stick by not tilting it to 100% threshold.


In ''Brawl's'' [[Subspace Emissary]] mode, the time frame to input a short hop is reduced by 2 frames, increasing the difficulty of performing a short hop.
In ''Brawl's'' [[Subspace Emissary]] mode, the time frame to input a short hop is reduced by 2 frames, increasing the difficulty of performing a short hop.
==In Competitive Play==
The short hop technique is an essential move in [[competitive play]], allowing the user to perform aerial attacks close to the ground and connect with grounded opponents. This can allow for a wider variety of options from a grounded neutral position.
In ''Super Smash Bros.'', short hops can be used in conjunction with [[Z-cancels|Z-cancel]] and [[Double jump cancel|double jump cancels]] to cause perfect shield pressure, [[Shield#Shield_breaking|shield breaks]], or grab confirms.
In ''Melee'', short hops are used as part of the [[SHFFL]] technique to aid in aerial approaches and pressure. ''Melee'' also features the ability to combine short hops with double jump cancels, but it is not nearly as powerful as it is in ''Super Smash Bros.'' Short hopping is also used during [[wavedashing]].
In ''Brawl'' and ''Super Smash Bros. 4'', short hops can be combined with a [[reverse aerial rush]] for characters to approach with back aerials close to the ground. Short hops can also be combined with [[B-reverse|b-reverses]] and [[Wavebounce|wavebounces]] for tricky and unusual momentum changes.
Outside of its applications in competitive play, short hopping can also be used for [[Bat dropping]] in the [[Home-Run Contest]].


[[Category:Techniques]]
[[Category:Techniques]]
{{AllGames|Techniques}}
{{AllGames|Techniques}}
[[Category:Terms]]
[[Category:Terms]]

Revision as of 15:17, March 14, 2017

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Sheik performing a small jump.
Sheik's short hop (right) compared to her normal jump (left).
An example of what short hops are used for
An example of where short hops are useful. Link dodges Meta Knight's forward smash by short hopping over him, then using a down aerial to punish.

A short hop, officially a short jump (ショートジャンプ, short jump), small jump (小ジャンプ, small jump), or low jump in Super Smash Bros. 4, is the act of inputting a jump command and letting go of the appropriate button or control stick during a character's jump squat. This will result in a jump height that is lower than that of a normal jump. This technique can be performed in all Super Smash Bros. games.

Mechanics

A short hop can be performed using any controller and configured control scheme, including button-jump and control-stick-jump methods. A character's jump timing or jumpsquat affects the timing of the short hop, with longer jumpsquats leading to more lenient timing for short hopping. In Super Smash Bros. Melee, for instance, a player using Fox must release the jump input within 2 frames of animation to achieve a short hop, while a player using Bowser must release within 7 frames. For frame data, refer to Jumping. The height of a short hop varies from character to character, but the height is not directly proportional to the height of a character's full jump.

In Super Smash Bros., characters have a different full jump height depending on the input type; a jump using the c buttons has a different height from a jump using the control stick. A short hop in SSB refers to an input from lightly tapping the c button to jump, but it is also possible to cause low or medium jump heights using the control stick by not tilting it to 100% threshold.

In Brawl's Subspace Emissary mode, the time frame to input a short hop is reduced by 2 frames, increasing the difficulty of performing a short hop.

In Competitive Play

The short hop technique is an essential move in competitive play, allowing the user to perform aerial attacks close to the ground and connect with grounded opponents. This can allow for a wider variety of options from a grounded neutral position.

In Super Smash Bros., short hops can be used in conjunction with Z-cancel and double jump cancels to cause perfect shield pressure, shield breaks, or grab confirms.

In Melee, short hops are used as part of the SHFFL technique to aid in aerial approaches and pressure. Melee also features the ability to combine short hops with double jump cancels, but it is not nearly as powerful as it is in Super Smash Bros. Short hopping is also used during wavedashing.

In Brawl and Super Smash Bros. 4, short hops can be combined with a reverse aerial rush for characters to approach with back aerials close to the ground. Short hops can also be combined with b-reverses and wavebounces for tricky and unusual momentum changes.

Outside of its applications in competitive play, short hopping can also be used for Bat dropping in the Home-Run Contest.