Triple jump: Difference between revisions

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*[[Jigglypuff]]: [[Rollout]]* (only puts helpless in SSBM) and [[Pound]]
*[[Jigglypuff]]: [[Rollout]]* (only puts helpless in SSBM) and [[Pound]]
*[[Luigi]]: [[Green Missile]] and [[Luigi Cyclone]]
*[[Luigi]]: [[Green Missile]] and [[Luigi Cyclone]]
*[[Mario]]: [[Cape]] and [[Mario Tornado]] (Melee only, but slightly slows descent in Brawl)
*[[Mario]]: [[Cape]] and [[Mario Tornado]] (''64/Melee'' only, but slightly slows descent in ''Brawl'')
*[[Meta Knight]]: [[Drill Rush]]*, [[Mach Tornado]]*, and [[Dimensional Cape]]*
*[[Meta Knight]]: [[Drill Rush]]*, [[Mach Tornado]]*, and [[Dimensional Cape]]*
*[[Peach]]: [[Toad]] and [[Peach Bomber]]
*[[Peach]]: [[Toad]] and [[Peach Bomber]]

Revision as of 11:11, April 4, 2010

Merge.png It has been suggested that this article or section be merged with Recovery. (Discuss)

A triple jump is a special attack, usually up B, used as a jump. Some characters may use their alternative secondary triple jumps.

List of triple jumps

Secondary triple jumps

Secondary Triple Jumps are alternate recovery options from the Up+B for characters, usually used for mind games to prevent your opponent from easily edguarding recoveries. Many of these put the character in to helpless, replacing the second jump, but some do not, allowing them to contribute to a character's recovery.

Every character in Melee can also use their air dodging as a secondary triple jump. In Brawl, Tether Recovery, Wall clings, and Gliding can be used additionally to aid recovery.

Here are the Secondary Triple Jumps:

*Puts the user into a Helpless State