Editing Superjump

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:''For other uses of the term "Super Jump", see [[Super Jump (disambiguation)]].''
{{move|Super Jump}}
A '''superjump''' is a type of [[glitch]] where, under certain conditions, a [[character]] will be sent far upwards in their neutral falling animation. The force is often enough to launch the character past the top [[blast line]] (because the character is not in [[hitstun]], they will not be [[KO]]'d). If a solid [[platform]] gets in the way while the character is going upwards, they will float under it for several seconds (not [[jump]]ing and not being in hitstun means no bouncing off ceilings). Notable superjumps include the [[Boomerang superjump]], [[Flight of Ganon]], [[super death jump]], and the [[size change super jump]]. [[Jigglypuff]]'s [[shield jump]] can be considered a superjump; however, it is not a glitch, and it can [[Self-destruct|KO]] it (and in fact always will without an intervening ceiling).
:''For the article about an advanced Yoshi technique that allows a player to do two double jumps off the ground, see [[Super Jump (Yoshi)]].''
A '''superjump''' is a type of [[glitch]] where, under certain conditions, a [[character]] will be sent far upwards in their neutral falling animation. The force is often enough to launch the character past the top [[blast line]] (because the character is not in [[hitstun]], he/she will not be [[KO]]'d). If a solid [[platform]] gets in the way while the character is going upwards, they will float under it for several seconds (not [[jump]]ing and not being in hitstun means no bouncing off ceilings). Notable superjumps include the [[Boomerang superjump]], [[Flight of Ganon]], [[super death jump]] and the [[size change super jump]]. [[Jigglypuff]]'s [[shield jump]] can be considered a superjump, however it is not a glitch and it can only [[Self-destruct|KO]] it.


==Superjump physics==
==Superjump physics==
Most superjumps follow the same principle: If an action is interrupted between a large upwards force and a comparably large downwards force, the downwards force will not happen and the uninhibited upwards force will fling the character skywards. For example, if [[Kirby]] is using his [[up throw]] and the character he's grabbing vanishes after the upwards force but before the downwards force, Kirby will be sent very high.
Most superjumps follow the same principle: If an action is interrupted between a large upwards force and a comparably large downwards force, the downwards force will not happen and the uninhibited upwards force will fling the character skywards. For example, if [[Kirby]] is using his [[up throw]] and the character he's grabbing vanishes after the upwards force but before the downwards force, Kirby will be sent very high.


A similar mechanic enabled [[double jump canceling]] in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''.
A similar mechanic enabled [[double jump canceling]] in ''[[Smash Bros. 64]]'' and ''[[Melee]]''.


[[Category:Glitches (SSB)]]
[[Category:Glitches (SSB)]]
[[Category:Glitches (SSBM)]]
[[Category:Glitches (SSBM)]]
[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSB4)]]

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