Editing Short hop

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A short hop can be performed using any controller and configured control scheme, including button-jump and control-stick-jump methods, although exactly how it functions depends on the game. In the original ''[[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 ''Smash 64'' refers to an input from lightly tapping the C button to jump. Every character in ''Smash 64'' has a 3 [[frame]] window to perform a short hop, regardless of the length of their '''jumpsquat'''. If the jump button is still held after the third frame of a character's jumpsquat, they will perform a full hop. The height of a short hop in ''Smash 64'' also depends to the horizontal position of the control stick. If the player is holding the stick fully forwards or backwards for example, they will perform a lower short hop than if they do not hold the control stick at all.  
A short hop can be performed using any controller and configured control scheme, including button-jump and control-stick-jump methods, although exactly how it functions depends on the game. In the original ''[[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 ''Smash 64'' refers to an input from lightly tapping the C button to jump. Every character in ''Smash 64'' has a 3 [[frame]] window to perform a short hop, regardless of the length of their '''jumpsquat'''. If the jump button is still held after the third frame of a character's jumpsquat, they will perform a full hop. The height of a short hop in ''Smash 64'' also depends to the horizontal position of the control stick. If the player is holding the stick fully forwards or backwards for example, they will perform a lower short hop than if they do not hold the control stick at all.  


Starting from ''Super Smash Bros Melee'', the window to perform a short hop is now based on the length of a character's jumpsquat, with longer jumpsquats leading to more lenient timing to perform a short hop. In addition to this, the jump buttons and the control stick have the exact same effect on jumping, so it is now possible to perform a short hop with the control stick. In ''[[Super Smash Bros. Melee]]'', the window to perform a short hop is one frame shorter than the length of the character's jumpsquat. {{SSBM|Fox}} for example has a 3 frame jumpsquat, so the player must release the jump button before the 3rd [[frame]] of jumpsquat to achieve a short hop, giving the player a 2 frame window to jumpsquat. {{SSBM|Bowser}} on the other hand has an 8 frame jumpsquat, so the player has a 7 frame window to short hop with Bowser. The horizontal position of the control stick also no longer affects the height of the short hop, with a short hop granting the player a consistent amount of height in all situations.
Starting from ''Super Smash Bros Melee'', the window to perform a short hop is now based on the length of a character's jumpsquat, with longer jumpsquats leading to more lenient timing to perform a short hop. In addition to this, the jumps buttons and the control stick have the exact same effect on jumping, so it is now possible to perform a short hop with the control stick. In ''[[Super Smash Bros. Melee]]'', the window to perform a short hop is one frame shorter than the length of the character's jumpsquat. {{SSBM|Fox}} for example has a 3 frame jumpsquat, so the player must release the jump button before the 3rd [[frame]] of jumpsquat to achieve a short hop, giving the player a 2 frame window to jumpsquat. {{SSBM|Bowser}} on the other hand has an 8 frame jumpsquat, so the player has a 7 frame window to short hop with Bowser. The horizontal position of the control stick also no longer affects the height of the short hop, with a short hop granting the player a consistent amount of height in all situations.


In ''[[Super Smash Bros. Brawl]]'', the window to short hop is still based on the length of a character's jumpsquat but the window is now active until the character is airborne, rather than until the last frame of the character's jumpsquat, making short hopping easier to perform overall. Bowser for example still has an 8 frame jumpsquat but the player now has an 8 frame window to short hop with Bowser rather than a 7 frame window due to this change. It is also now possible to [[buffer]] a jump starting from ''Brawl'' and when a jump is buffered, a short hop will occur as long as the player lets go of jump before the character becomes airborne from the jump. This naturally gives the player up to 10 frames more leniency to perform a short hop in some situations, making a buffered short hop very lenient.
In ''[[Super Smash Bros. Brawl]]'', the window to short hop is still based on the length of a character's jumpsquat but the window is now active until the character is airborne, rather than until the last frame of the character's jumpsquat, making short hopping easier to perform overall. Bowser for example still has an 8 frame jumpsquat but the player now has an 8 frame window to short hop with Bowser rather than a 7 frame window due to this change. It is also now possible to [[buffer]] a jump starting from ''Brawl'' and when a jump is buffered, a short hop will occur as long as the player lets go of jump before the character becomes airborne from the jump. This naturally gives the player up to 10 frames more leniency to perform a short hop in some situations, making a buffered short hop very lenient.

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