Editing Jump

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[[File:SSBUSoraJump.jpg|thumb|{{SSBU|Sora}} jumping in ''[[Super Smash Bros. Ultimate]]'']]
[[File:SSBUSoraJump.jpg|thumb|{{SSBU|Sora}} jumping in ''[[Super Smash Bros. Ultimate]]'']]


A '''jump''' is an action that moves a character from the ground into the air. All characters can also [[midair jump|jump a second time in midair]], providing they are not [[attack]]ing, [[air dodging]], [[helpless]], in [[hitstun]], or have used it already. It is performed by pressing up on the [[control stick]] ([[D-pad]] on a horizontal Wii Remote), or by pressing a certain button, which is by default:
A '''jump''' is an action that moves a character from the ground into the air. All characters can also [[midair jump|jump a second time in midair]], providing they are not [[attack]]ing, [[air dodging]], [[helpless]], in [[hitstun]], or have used it already. It is performed by pressing up on the [[Control Stick]]/[[D-Pad]], or by pressing a certain button, which is by default:
*the [[C button]]s on the [[Nintendo 64 controller]] or [[Wii Remote]] with [[Nunchuk]]
*the [[C button]]s on the [[Nintendo 64]] or [[Wii Remote]] with [[Nunchuk]]
*the [[X button|X]] or [[Y button]] with the [[GameCube controller]], [[Classic Controller]], [[3DS]], [[Wii U Pro Controller]]/[[Wii U GamePad|GamePad]], [[Switch Pro Controller]], and dual [[Joy-Con]]s
*the [[X]] or [[Y]] buttons with the [[GameCube controller|GameCube]], [[Classic Controller]], [[3DS]], [[Wii U Pro Controller]]/[[Wii U GamePad|GamePad]], [[Switch Pro Controller]], and dual [[Joy-Con]]s
*the top and left buttons on a horizontal Joy-Con, which are the positions of Y and [[B button|B]] on the right Joy-Con.
*the top and left buttons on single Joy-Con (left)
*the Y and [[B]] buttons on single Joy-Con (right)


A few characters can jump more than once in the air:
A few characters can jump more than once in the air:
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In ''Brawl'' and ''Smash 4'', aside from removing the additional lag from a jump squat, softhops have no special properties when compared to full hops, however they allow the player to initiate the jump from slightly beyond the platform. The potential benefits of performing the technique depends on the fighter, as prior to ''Ultimate'' the duration of jump squats vary depending on the fighter.
In ''Brawl'' and ''Smash 4'', aside from removing the additional lag from a jump squat, softhops have no special properties when compared to full hops, however they allow the player to initiate the jump from slightly beyond the platform. The potential benefits of performing the technique depends on the fighter, as prior to ''Ultimate'' the duration of jump squats vary depending on the fighter.


In ''Ultimate'', softhopping has an additional effect on full hops. ''Ultimate'' introduced a mechanic in which the first few frames of a fighter's full hop are sped up, causing them to reach their maximum jump height sooner. Performing a softhop disables this mechanic, causing full hops to behave the same way as midair jumps and full hops prior to ''Ultimate''. This results in fighters taking longer to reach their maximum jump height, but allows them to cover more horizontal distance before beginning to fall, and potentially allows aerials to hit which the user would have otherwise been too high up to connect with by the time the first hitbox comes out, similarly to [[instant double jump]]ing. Forcing the user to perform a full hop when performing the technique also removes the risk of accidentally performing a short hop, guaranteeing the full damage output of aerials rather than the reduced 0.85× damage from short hops.
In ''Ultimate'', softhopping has an additional effect on full hops. ''Ultimate'' introduced a mechanic in which the first few frames of a fighter's full hop are sped up, causing them to reach their maximum jump height sooner. Performing a softhop disables this mechanic, causing full hops to behave the same way as midair jumps and full hops prior to ''Ultimate''. This results in fighters taking longer to reach their maximum jump height, but allows them to cover more horizontal distance before beginning to fall, and potentially allows aerials to hit which the user would have otherwise been to high up to connect with by the time the first hitbox comes out, similarly to [[instant double jump]]ing. Forcing the user to perform a full hop when performing the technique also removes the risk of accidentally performing a short hop, guaranteeing the full damage output of aerials rather than the reduced 0.85× damage from short hops.


==Jump squat==
==Jump squat==
A '''jump squat''' or '''windup''' refers to the length of time between the input of the jump and the moment the character leaves the ground. Each character has a different window of time where they crouch before they jump. Characters with faster jump squats will leave the ground earlier, and can transition between their air and ground games easier; however, depending on the control scheme, the player may find it more technically demanding to perform short hops or up smashes. In ''Melee,'' characters with faster jump squats can also perform faster [[wavedash]]es, but the window of timing is also reduced, requiring more precise inputs from the player.
A '''jump squat''' refers to the length of time between the input of the jump and the moment the character leaves the ground. Each character has a different window of time where they crouch before they jump. Characters with faster jump squats will leave the ground earlier, and can transition between their air and ground games easier; however, depending on the control scheme, the player may find it more technically demanding to perform short hops or up smashes. In ''Melee,'' characters with faster jump squats can also perform faster [[wavedash]]es, but the window of timing is also reduced, requiring more precise inputs from the player.


===Jump squats in ''[[Super Smash Bros.]]''===
===Jump squats in ''[[Super Smash Bros.]]''===
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===Jump squats in ''[[Super Smash Bros. Ultimate]]''===
===Jump squats in ''[[Super Smash Bros. Ultimate]]''===
Every character has a 3-frame jump squat, with the exception of {{SSBU|Kazuya}} (who has a 7-frame jump squat, though the value is defined as 6 in fighter_param.prc) and [[Giga Bowser]] (who has a 15-frame jump squat).
Every character has a 3-frame jump squat, with the exception of {{SSBU|Kazuya}} (who has a 7-frame jump squat, though the value is defined as 6 in fighter_param.prc).


==Jump height ranking==
==Jump height ranking==
Below are characters ranked by the height of their first jump. Jump force is measured in [[unit]]s per [[frame]].
Below are characters ranked by the height of their first jump.


Note that there are two methods to determine jump height, depending on the game.
Note that there are two methods to encode jump height, depending on the game.
*In ''Smash 64'', ''Melee'', and ''Brawl'', the game uses jump ''force'', or the speed at which the character leaves the ground. In ''Smash 64'', jump ''force'' is calculated at the time of the jump. In ''Melee'' and ''Brawl'' it is encoded. The resulting jump height is dependent on the character's [[gravity]].<!--Formula: ?:h=((2f-g)^2)/(8g), Melee:h=(f/2)+((f^2)/(2g))-->
*In ''Smash 64'', ''Melee'', and ''Brawl'', the game encodes jump ''force'', or the speed at which the character leaves the ground. The resulting jump height is dependent on the character's [[gravity]].<!--Formula: ?:h=((2f-g)^2)/(8g), Melee:h=(f/2)+((f^2)/(2g))-->
*In ''Smash 4'' and ''Ultimate'', the game encodes jump ''height'', and works backwards using gravity to figure out the correct force to use. This allows more natural behaviour to modifications of jump height from [[equipment]] or special moves such as [[Monado Arts]].<!--Formula: f=sqrt(2g*h)+g/2-->
*In ''Smash 4'' and ''Ultimate'', the game encodes jump ''height'', and works backwards using gravity to figure out the correct force to use. This allows more natural behaviour to modifications of jump height from [[equipment]] or special moves such as [[Monado Arts]].<!--Formula: f=sqrt(2g*h)+g/2-->
**However, for multiple aerial jumps, the game encodes jump ''force'' (except for [[Charizard]] and [[Sephiroth]]).
**However, for multiple aerial jumps, the game encodes jump ''force'' (except for [[Charizard]] and [[Sephiroth]]).
*In ''Ultimate'', the game also encodes jump ''initial height'', or the height that a character will reach in the first 4 frames of a full hop. After the first 4 frames, the normal method for ''Smash 4'' will be used with the height being reduced by the initial height.<!--Formula: f=sqrt(2g*(h-i))+g/2--> This results in characters moving significantly faster during the beginning of their jump and reaching their peak a few frames sooner. This has no affect on short hops or aerial jumps.
*In ''Ultimate'', the game also encodes jump ''initial height'', or the height that a character will reach in the first 4 frames of a full hop. After the first 4 frames, the normal method for ''Smash 4'' will be used with the height being reduced by the intial height.<!--Formula: f=sqrt(2g*(h-i))+g/2--> This results in characters moving significantly faster during the begining of their jump and reaching their peak a few frames sooner. This has no affect on short hops or aerial jumps.


===''Super Smash Bros.''===
===''Super Smash Bros.''===
The jump physics of ''Smash 64'' are significantly different compared to later games. A jump depends on 3 values: the [[control stick]]'s vertical position ('''v'''), the jump multiplier ('''m'''), and the jump base ('''b'''). The control stick's vertical position is a value between 53-80 (53 is the minimum amount required for a jump and the stick can reach 127, though it is capped at 80). Unlike later games, a character's gravity ('''g''') is also applied on the same frame as a grounded jump. The resulting jump force formula is <code>(v×m)+b-g</code>.
The jump physics of ''Smash 64'' are significantly less understood than later games due to extra complexity in the data. It is currently believed that there are two values involved in a normal jump: a base jump force, and an additional jump force based on how much height is given to the Control Stick. Until this is more elaborated, only the typical maximum jump force is listed here.


When using the [[C button]]s to jump, the control stick's horizontal position '''h''' is used instead of the vertical position. The equivalent vertical position follows the formula <code>v = floor(sqrt(80^2 - h^2))</code> and "v" has a minimum value 63 and a maximum of 77. The resulting value takes priority over the control stick's actual vertical position.
The calculation of short hop jump force is currently unknown.


{{incomplete|PAL/AUS}}
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|'''3'''||{{CharHead|Samus|SSB|hsize=15px}}||rowspan=2|76||1482.2375
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!Rank!!Character!!Jump force!!Jump height
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|'''7'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||840.24||1323
|'''7'''||{{CharHead|Pikachu|SSB|hsize=15px}}||90.6||1323.135
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|'''8'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||684||1275
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===''Super Smash Bros. Melee''===
===''Super Smash Bros. Melee''===
In ''Melee'', jump height has been drastically decreased across the cast, with even the third highest full hop height value being lower than the lowest full hop height value in ''Smash 64''.
<center>
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|'''58'''||{{CharHead|Jigglypuff|SSB4|hsize=20px}}||19.786329||11.260982||{{rollover|24.82302388|24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771 for each air jump.|?}}||{{rollover|118.0996838|5 air jumps|?}}
|'''58'''||{{CharHead|Jigglypuff|SSB4|hsize=20px}}||19.786329||11.260982||{{rollover|24.865587|24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771 for each air jump.|?}}||{{rollover|118.0996838|5 air jumps|?}}
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|}


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