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(→Triple jump glitch: I still think mentioning spirits is important because, while irrelevant to competitive players, it is relevant to casual players (read, the majority)) |
(Once again this is clearly a violation of SW:SPEC, but since multiple users have insisted on including this, we may as well be accurate with what this proposed explanation says) |
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==Triple jump glitch== | ==Triple jump glitch== | ||
In ''Ultimate'', a glitch exists which allows Steve to gain a second midair jump (i.e. triple jump), if the move is interrupted by a hitbox at the right time. Specifically, if Steve is hit out of the move on frames 1-7 for the aerial version, or frames 6-12 for the grounded version, he will gain the ability to jump twice in the air. This glitch can be activated deliberately by Steve himself using [[TNT]], and will even work if Steve has used up his midair jump, giving him a further two jumps in the air | In ''Ultimate'', a glitch exists which allows Steve to gain a second midair jump (i.e. triple jump), if the move is interrupted by a hitbox at the right time. Specifically, if Steve is hit out of the move on frames 1-7 for the aerial version, or frames 6-12 for the grounded version, he will gain the ability to jump twice in the air. This glitch can be activated deliberately by Steve himself using [[TNT]], and will even work if Steve has used up his midair jump, giving him a further two jumps in the air. Likewise, using [[spirit]]s with the Additional Midair Jump skill will increase Steve's number of jumps and therefore the number of jumps usable by this glitch, allowing up to four in normal gameplay (five if using the skill from the [[Skill Tree]] in [[World of Light]]). | ||
While the cause of this glitch is largely unknown, it has been proposed that the glitch functions by causing the game to reset Steve's maximum jump counter, including his grounded jump, which he is allowed to use as a midair jump. | |||
==Instructional quotes== | ==Instructional quotes== |