Short hop: Difference between revisions

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==Mechanics==
==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 {{SSBM|Fox}} must release the jump button before the 3rd [[frame]] of jump squat to achieve a short hop, while a player using {{SSBM|Bowser}} must release within 8 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.
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 button before the 3rd [[frame]] of jump squat to achieve a short hop, while a player using {{SSBM|Bowser}} must release within 8 frames. For frame data, refer to {{h1|Jumping|Jump timing}}. 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 ''[[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.
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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.
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 [[L-canceling#In_SSB|Z-cancels]] and [[Double jump cancel|double jump cancels]] to cause perfect shield pressure, [[Shield#Shield_breaking|shield breaks]], or grab confirms.
In ''Super Smash Bros.'', short hops can be used in conjunction with [[L-canceling#In_SSB|Z-cancels]] and [[double jump cancel]]s 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 ''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'', ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate'', 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.
In ''Brawl'', ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate'', 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]]s and [[wavebounce]]s 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]].
Outside of its applications in competitive play, short hopping can also be used for [[bat dropping]] in the [[Home-Run Contest]].


==Short hop heights==
==Short hop heights==
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===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
{|class="wikitable sortable" align="center" style="text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!date-sort-type="number"|Rank!!Character!!Jump force!!Jump height!!{{rollover|Difference|Compared to normal jump height|y}}
!date-sort-type="number"|Rank!!Character!!Jump force!!Jump height!!{{rollover|Difference|Compared to normal jump height|y}}
{{RankedCharRow|    1|SSBM|Samus}}||1.7||21.05218939||65.041%
{{RankedCharRow|    1|SSBM|Samus}}||1.7||21.05218939||65.041%
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===''[[Super Smash Bros. 4]]''===
===''[[Super Smash Bros. 4]]''===
{| class="wikitable sortable" align="center" style="text-align:center"
{| class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!date-sort-type="number"| Rank !! Character !! Full Hop !! Short Hop
!date-sort-type="number"| Rank !! Character !! Full Hop !! Short Hop
|-
|-
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| '''11''' || {{SSB4|Captain Falcon}} || 37.306652 || 17.980684
| '''11''' || {{SSB4|Captain Falcon}} || 37.306652 || 17.980684
|-
|-
| '''12-13''' || {{SSB4|Mario}}, {{SSB4|Dr. Mario}} || <span class="explain" title="In Dr. Mario's case, the value is stored in-game as the same as Mario's, then affected by a negative multiplier.">36.331814</span> || <span class="explain" title="In Dr. Mario's case, the value is stored in-game as the same as Mario's, then affected by a negative multiplier.">17.539339</span>
| '''12-13''' || {{SSB4|Mario}}, {{SSB4|Dr. Mario}} || {{rollover|36.331814|In Dr. Mario's case, the value is stored in-game as the same as Mario's, then affected by a negative multiplier.|?}} || {{rollover|17.539339|In Dr. Mario's case, the value is stored in-game as the same as Mario's, then affected by a negative multiplier.|?}}
|-
|-
| '''14''' || {{SSB4|Mii Gunner}} || 32 || 17.539339
| '''14''' || {{SSB4|Mii Gunner}} || 32 || 17.539339
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===''[[Super Smash Bros. Ultimate]]''===
===''[[Super Smash Bros. Ultimate]]''===
{| class="wikitable sortable" align="center" style="text-align:center"
{| class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!date-sort-type="number"| Rank !! Character !! Full Hop !! Short Hop
!date-sort-type="number"| Rank !! Character !! Full Hop !! Short Hop
|-
|-
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| '''74''' || {{SSBU|King K. Rool}} || 33 || 13.5
| '''74''' || {{SSBU|King K. Rool}} || 33 || 13.5
|-
|-
| '''75''' || {{SSBU|Dr. Mario}} || 30.8805 || <span class="explain" title="In Dr. Mario's case, the value is stored in-game as the same as Mario's, then affected by a negative multiplier.">13.414592</span>
| '''75''' || {{SSBU|Dr. Mario}} || 30.8805 || {{rollover|13.414592|In Dr. Mario's case, the value is stored in-game as the same as Mario's, then affected by a negative multiplier.|?}}
|-
|-
| '''76''' || {{SSBU|Link}} || 27.8 || 13.38
| '''76''' || {{SSBU|Link}} || 27.8 || 13.38
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