Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.

Zap Jump: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
mNo edit summary
Line 3: Line 3:
To execute this boost, you must use [[PK Fire]] within one [[frame]] of his double jump, essentially pressing them at virtually the same time (one sixtieth of a second delay). Lucas's air jump propels him by an upward force (like most characters), but for some reason the ascent is hindered by a downward force right after this, which is apparently negated by the [[side special attack|side special]].  
To execute this boost, you must use [[PK Fire]] within one [[frame]] of his double jump, essentially pressing them at virtually the same time (one sixtieth of a second delay). Lucas's air jump propels him by an upward force (like most characters), but for some reason the ascent is hindered by a downward force right after this, which is apparently negated by the [[side special attack|side special]].  


The bolt of fire is released about halfway through the jump, and combined with [[B-Sticking]] and [[Magnet Pull]], Zap Jumping allows for an impressive [[recovery]]. Due to the obscure nature of [[jump]]ing immediately after a [[special attack|special]], along with the awkward input layout on most [[controllers]]: it is advisable to change the controls to a more congruent assignment; the [[L]] or [[R button]], for example.
The bolt of fire is released about halfway through the jump, and combined with [[B-Sticking]] and [[Magnet Pull]], Zap Jumping allows for an impressive [[recovery]]. Due to the obscure nature of [[jump]]ing immediately after a [[special attack|special]], along with the awkward input layout on most [[controllers]]: it is advisable to change the [[controls]] to a more congruent assignment; the [[L]] or [[R button]], for example.


===PK Jump & Firebound===
===PK Jump & Firebound===

Revision as of 11:33, April 6, 2010

Zap Jumping is an advanced technique that doubles the height of Lucas's second jump. It was discovered by Christopher Daniel Winans, though it is unclear exactly what the term "Zap" refers to.

To execute this boost, you must use PK Fire within one frame of his double jump, essentially pressing them at virtually the same time (one sixtieth of a second delay). Lucas's air jump propels him by an upward force (like most characters), but for some reason the ascent is hindered by a downward force right after this, which is apparently negated by the side special.

The bolt of fire is released about halfway through the jump, and combined with B-Sticking and Magnet Pull, Zap Jumping allows for an impressive recovery. Due to the obscure nature of jumping immediately after a special, along with the awkward input layout on most controllers: it is advisable to change the controls to a more congruent assignment; the L or R button, for example.

PK Jump & Firebound

Ness is also strangely affected by using PK Fire with his second jump. When the two move are uses simultaneously, he will shoot forward and slightly higher. This makes for a great approach and extends the special considerably, and can also be used for recovery, acting as a barrier against opponents edgeguarding from below.

A variation of this maneuver, known as the Firebound, combines the mechanics of the PK Jump and B-Sticking. By pressing the B-stick backward while holding forward and double jumping, you will shoot backward; a defensive maneuver.

Videos

Lucas' Zap Jump, and other

<youtube>oGjNswHpHGU</youtube>

Ness' PK Jump

<youtube>8QHePOJRNKE</youtube>