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Zap Jump

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Merge.png It has been suggested that this article or section be merged with PK Fire.
The reason given for the merge is: Tech specific to PK Fire for both characters, see how Crownerang was handled. (Discuss)

Zap Jumping is an advanced technique that doubles the height of Lucas's second jump. It was discovered by Christopher Daniel Winans.

Execution[edit]

To execute this boost, the player 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 double jump propels him with 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 move.

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.

Attempting to perform the technique in SSB4 and Ultimate results in Lucas's PK Fire weakening the upward ascent of his double jump instead of boosting it, rendering the technique ineffective.

PK Jump & Firebound[edit]

Ness is also strangely affected by using PK Fire with his second jump. When the two moves are used simultaneously, he will be propelled 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. This works in SSB4 and Ultimate as well.

A variation of this maneuver, known as the Firebound, combines the mechanics of the PK Jump and B-sticking. By pressing the B-stick backwards while holding forward and double jumping, the player will shoot backward; a defensive maneuver. This works in SSB4 as well.

Lucas jump technique[edit]

This technique can be executed by playing as Lucas on any stage, and have Lucas grab any item. Then Lucas should jump, and throw the item that he holds upward at the same time as he double jumps. Note that the item used does not have to be a throwing item; battering and shooting items can also be used as well. As with Lucas's PK Fire Zap Jump, attempting to perform this technique in SSB4 and Ultimate results in the upward ascent of Lucas's double jump being weakened altogether instead of getting boosted, rendering the technique ineffective.

Double Jump Cancel Zair[edit]

Double jump cancel zair or DJCZ is a technique exclusive to Lucas in Ultimate where the user performs a Short hop and, at anytime after the fifth frame of the short hop, tilt the control stick and press the jump and Grab button on the same frame. This causes Lucas's velocity to plummet down. This technique is quite difficult to perform, but allows Lucas to perform a tether attack faster than if he were to short hop zair. This can lead to it looping into itself and ending with a forward tilt, fair, dash attack, or grab. It also is useful in neutral for its disjoint and being safe on shield.

Another method can be found here.

PSI Floating[edit]

A much easier method of increasing Ness's midair jump height exists exclusively in SSB4, and involves air dodging as Ness uses his midair jump. Dubbed "PSI Floating," this will increase the jump's height by around 25%. This is exclusive to Ness, as attempting to perform it with Lucas or Mewtwo will actually lower their jump height. While this is no longer possible in Ultimate, Ness can still get a similar effect using an aerial, as he could in previous games, and is still the only one of the 3 to be able to do so.

Videos[edit]

Lucas' Zap Jump, and other[edit]

Ness' PK Jump[edit]