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(The window of timing does not change, as you cannot buffer airdodges during jumpsquat in Melee, nor can you cancel jumpsquat frames with an airdodge/wavedash, like you'd be able to in Rivals of Aether. The window of timing for a perfect wavedash is the same 1 frame for every character, though characters who jump high are more punished by having a late wavedash (unrelated to jumpsquat frames)) |
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[[File:SSBUSoraJump.jpg|thumb|{{SSBU|Sora}} jumping in ''[[Super Smash Bros. Ultimate]]'']] | [[File:SSBUSoraJump.jpg|thumb|{{SSBU|Sora}} jumping in ''[[Super Smash Bros. Ultimate]]'']] | ||
A '''jump''' is an action that moves a character from the ground into the air. All characters can also [[midair jump|jump a second time in midair]], providing they are not [[attack]]ing, [[air dodging]], [[helpless]], in [[hitstun]], or have used it already. It is performed by pressing up on the [[ | A '''jump''' is an action that moves a character from the ground into the air. All characters can also [[midair jump|jump a second time in midair]], providing they are not [[attack]]ing, [[air dodging]], [[helpless]], in [[hitstun]], or have used it already. It is performed by pressing up on the [[control stick]] ([[D-pad]] on a horizontal Wii Remote), or by pressing a certain button, which is by default: | ||
*the [[C button]]s on the [[Nintendo 64]] or [[Wii Remote]] with [[Nunchuk]] | *the [[C button]]s on the [[Nintendo 64 controller]] or [[Wii Remote]] with [[Nunchuk]] | ||
*the [[X]] or [[Y]] | *the [[X button|X]] or [[Y button]] with the [[GameCube controller]], [[Classic Controller]], [[3DS]], [[Wii U Pro Controller]]/[[Wii U GamePad|GamePad]], [[Switch Pro Controller]], and dual [[Joy-Con]]s | ||
*the top and left buttons on | *the top and left buttons on a horizontal Joy-Con, which are the positions of Y and [[B button|B]] on the right Joy-Con. | ||
A few characters can jump more than once in the air: | A few characters can jump more than once in the air: | ||
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In ''Brawl'' and ''Smash 4'', aside from removing the additional lag from a jump squat, softhops have no special properties when compared to full hops, however they allow the player to initiate the jump from slightly beyond the platform. The potential benefits of performing the technique depends on the fighter, as prior to ''Ultimate'' the duration of jump squats vary depending on the fighter. | In ''Brawl'' and ''Smash 4'', aside from removing the additional lag from a jump squat, softhops have no special properties when compared to full hops, however they allow the player to initiate the jump from slightly beyond the platform. The potential benefits of performing the technique depends on the fighter, as prior to ''Ultimate'' the duration of jump squats vary depending on the fighter. | ||
In ''Ultimate'', softhopping has an additional effect on full hops. ''Ultimate'' introduced a mechanic in which the first few frames of a fighter's full hop are sped up, causing them to reach their maximum jump height sooner. Performing a softhop disables this mechanic, causing full hops to behave the same way as midair jumps and full hops prior to ''Ultimate''. This results in fighters taking longer to reach their maximum jump height, but allows them to cover more horizontal distance before beginning to fall, and potentially allows aerials to hit which the user would have otherwise been | In ''Ultimate'', softhopping has an additional effect on full hops. ''Ultimate'' introduced a mechanic in which the first few frames of a fighter's full hop are sped up, causing them to reach their maximum jump height sooner. Performing a softhop disables this mechanic, causing full hops to behave the same way as midair jumps and full hops prior to ''Ultimate''. This results in fighters taking longer to reach their maximum jump height, but allows them to cover more horizontal distance before beginning to fall, and potentially allows aerials to hit which the user would have otherwise been too high up to connect with by the time the first hitbox comes out, similarly to [[instant double jump]]ing. Forcing the user to perform a full hop when performing the technique also removes the risk of accidentally performing a short hop, guaranteeing the full damage output of aerials rather than the reduced 0.85× damage from short hops. | ||
==Jump squat== | ==Jump squat== | ||
A '''jump squat''' refers to the length of time between the input of the jump and the moment the character leaves the ground. Each character has a different window of time where they crouch before they jump. Characters with faster jump squats will leave the ground earlier, and can transition between their air and ground games easier; however, depending on the control scheme, the player may find it more technically demanding to perform short hops or up smashes. In ''Melee,'' characters with faster jump squats can also perform | A '''jump squat''' or '''windup''' refers to the length of time between the input of the jump and the moment the character leaves the ground. Each character has a different window of time where they crouch before they jump. Characters with faster jump squats will leave the ground earlier, and can transition between their air and ground games easier; however, depending on the control scheme, the player may find it more technically demanding to perform short hops or up smashes. In ''Melee,'' characters with faster jump squats can also perform [[wavedash]]es quicker. | ||
===Jump squats in ''[[Super Smash Bros.]]''=== | ===Jump squats in ''[[Super Smash Bros.]]''=== | ||
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===''Super Smash Bros.''=== | ===''Super Smash Bros.''=== | ||
The jump physics of ''Smash 64'' are significantly different compared to later games. A jump depends on 3 values: the [[control stick]]'s vertical position (''' | The jump physics of ''Smash 64'' are significantly different compared to later games. A jump depends on 3 values: the [[control stick]]'s vertical position ('''v'''), the jump multiplier ('''m'''), and the jump base ('''b'''). The control stick's vertical position is a value between 53-80 (53 is the minimum amount required for a jump and the stick can reach 127, though it is capped at 80). Unlike later games, a character's gravity ('''g''') is also applied on the same frame as a grounded jump. The resulting jump force formula is <code>(v×m)+b-g</code>. | ||
When using the [[C button]]s to jump, the control stick's horizontal position '''h''' is used instead of the vertical position. The equivalent vertical position follows the formula <code>v = floor(sqrt(80^2 - h^2))</code> and "v" has a minimum value 63 and a maximum of 77. The resulting value takes priority over the control stick's actual vertical position. | |||
<center> | |||
<center> | |||
{|class="wikitable sortable" style="text-align:center; display:inline-table;" | {|class="wikitable sortable" style="text-align:center; display:inline-table;" | ||
|+JPN | |+JPN | ||
|- | |- | ||
!Rank!!Character!!Jump | !Rank!!Character!!Jump multiplier!!Jump base!!Min height!!Max height | ||
|- | |- | ||
|'''1'''||{{CharHead|Luigi|SSB|hsize=15px}}|| | |'''1'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||1038.5||1718 | ||
|- | |- | ||
|'''2'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}|| | |'''2'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||1||25||855.8||1569 | ||
|- | |- | ||
|'''3'''||{{CharHead|Samus|SSB|hsize=15px}}|| | |'''3'''||{{CharHead|Samus|SSB|hsize=15px}}||0.5||36||996.8||1482 | ||
|- | |- | ||
|'''4'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||1406 | |'''4'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||0.7||20||786.8||1406 | ||
|- | |- | ||
|'''5'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}|| | |'''5'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||0.47||55||1024.66||1383 | ||
|- | |- | ||
|'''6'''||{{CharHead|Mario|SSB|hsize=15px}}|| | |'''6'''||{{CharHead|Mario|SSB|hsize=15px}}||0.7||26||798.2||1360 | ||
|- | |- | ||
|'''7'''||{{CharHead|Pikachu|SSB|hsize=15px}}|| | |'''7'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||840.24||1323 | ||
|- | |- | ||
|'''8'''||{{CharHead|Link|SSB|hsize=15px}}|| | |'''8'''||{{CharHead|Link|SSB|hsize=15px}}||0.7||36||798.6||1276.8 | ||
|- | |- | ||
|'''9'''||{{CharHead|Fox|SSB|hsize=15px}}|| | |'''9'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||684||1275 | ||
|- | |- | ||
|'''10'''||{{CharHead|Yoshi|SSB|hsize=15px}}|| | |'''10'''||{{CharHead|Yoshi|SSB|hsize=15px}}||0.7||27.5||740.6||1249.5 | ||
|- | |- | ||
|'''11'''||{{CharHead|Kirby|SSB|hsize=15px}}|| | |'''11'''||{{CharHead|Kirby|SSB|hsize=15px}}||0.6||30||765||1228.8 | ||
|- | |- | ||
|'''12'''||{{CharHead|Ness|SSB|hsize=15px}}|| | |'''12'''||{{CharHead|Ness|SSB|hsize=15px}}||0.7||26||706.1||1204.5 | ||
|} | |} | ||
{|class="wikitable sortable" style="text-align:center; display:inline-table;" | {|class="wikitable sortable" style="text-align:center; display:inline-table;" | ||
|+NA | |+NA/PAL/AUS | ||
|- | |- | ||
!Rank!!Character!! | !Rank!!Character!!Jump multiplier!!Jump base!!Min height!!Max height | ||
|- | |- | ||
|'''1'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||1038.5||1718 | |'''1'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||1038.5||1718 | ||
Line 698: | Line 698: | ||
|{{CharHead|Mii Brawler|SSB4|hsize=20px}}||17||35.5||70.5 | |{{CharHead|Mii Brawler|SSB4|hsize=20px}}||17||35.5||70.5 | ||
|- | |- | ||
|{{CharHead|Sonic|SSB4|hsize=20px}}||16.887465||35||{{rollover|70|Spring Jump can send Sonic higher than his full hop.|?}} | |{{CharHead|Sonic|SSB4|hsize=20px}}||rowspan=2|16.887465||35||{{rollover|70|Spring Jump can send Sonic higher than his full hop.|?}} | ||
|- | |- | ||
|'''21'''||{{CharHead|Shulk|SSB4|hsize=20px}}||34.799999 | |'''21'''||{{CharHead|Shulk|SSB4|hsize=20px}}||34.799999||34.799999||69.599998 | ||
|- | |- | ||
|'''22'''||{{CharHead|Ness|SSB4|hsize=20px}}||34.476265||16.652296||34.476265||68.95253 | |'''22'''||{{CharHead|Ness|SSB4|hsize=20px}}||34.476265||16.652296||34.476265||68.95253 | ||
Line 710: | Line 710: | ||
|rowspan=2|'''25-26'''||{{CharHead|Donkey Kong|SSB4|hsize=20px}}||rowspan=2|34||17.297209||35.5||69.5 | |rowspan=2|'''25-26'''||{{CharHead|Donkey Kong|SSB4|hsize=20px}}||rowspan=2|34||17.297209||35.5||69.5 | ||
|- | |- | ||
|{{CharHead|Duck Hunt|SSB4|hsize=20px}}||16.477137||33.799999||67.799999 | |{{CharHead|Duck Hunt|SSB4|hsize=20px}}||16.477137||rowspan=2|33.799999||67.799999 | ||
|- | |- | ||
|'''27'''||{{CharHead|Toon Link|SSB4|hsize=20px}}||33.799999||16.320242 | |'''27'''||{{CharHead|Toon Link|SSB4|hsize=20px}}||33.799999||16.320242||67.599998 | ||
|- | |- | ||
|rowspan=2|'''28-29'''||{{CharHead|Lucina|SSB4|hsize=20px}}||rowspan=2|33.660133||rowspan=2|16.263107||rowspan=2|33.660133||rowspan=2|67.320266 | |rowspan=2|'''28-29'''||{{CharHead|Lucina|SSB4|hsize=20px}}||rowspan=2|33.660133||rowspan=2|16.263107||rowspan=2|33.660133||rowspan=2|67.320266 | ||
Line 774: | Line 774: | ||
|'''57'''||{{CharHead|Kirby|SSB4|hsize=20px}}||25.368114||12.241816||{{rollover|21.04669712|21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463 for each air jump.|?}}||{{rollover|104.9938427|5 air jumps|?}} | |'''57'''||{{CharHead|Kirby|SSB4|hsize=20px}}||25.368114||12.241816||{{rollover|21.04669712|21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463 for each air jump.|?}}||{{rollover|104.9938427|5 air jumps|?}} | ||
|- | |- | ||
|'''58'''||{{CharHead|Jigglypuff|SSB4|hsize=20px}}||19.786329||11.260982||{{rollover|24. | |'''58'''||{{CharHead|Jigglypuff|SSB4|hsize=20px}}||19.786329||11.260982||{{rollover|24.82302388|24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771 for each air jump.|?}}||{{rollover|118.0996838|5 air jumps|?}} | ||
|} | |} | ||
===''Super Smash Bros. Ultimate''=== | ===''Super Smash Bros. Ultimate''=== | ||
The mechanic of "jump initial height" was introduced in ''Ultimate''. This value is the height that a character will reach within the first 4 frames of their full hop (doesn't affect short hops or air jumps). It results in characters being able gain more height in less time compared to ''Smash 4'', often having 1.5-3× the starting speed and reaching the same heights a few frames faster. For most characters the initial height is 0.55× their full hop height, the exceptions being the {{SSBU|Ice Climbers}} at 0.35×, {{SSBU|Simon}} and {{SSBU|Richter}} at 0.4×, and {{SSBU|Pyra}} and {{SSBU|Mythra}} at 0.56×. | The mechanic of "jump initial height" was introduced in ''Ultimate''. This value is the height that a character will reach within the first 4 frames of their full hop (doesn't affect short hops or air jumps). It results in characters being able to gain more height in less time compared to ''Smash 4'', often having 1.5-3× the starting speed and reaching the same heights a few frames faster. For most characters the initial height is 0.55× their full hop height, the exceptions being the {{SSBU|Ice Climbers}} at 0.35×, {{SSBU|Simon}} and {{SSBU|Richter}} at 0.4×, and {{SSBU|Pyra}} and {{SSBU|Mythra}} at 0.56×. | ||
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center" | {|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center" | ||
!Rank!!Character!!Full Hop!!Initial Height!!Short Hop!!Air Jump!!Combined Jump Height | !Rank!!Character!!Full Hop!!Initial Height!!Short Hop!!Air Jump!!Combined Jump Height | ||
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|{{CharHead|Daisy|SSBU|hsize=20px}} | |{{CharHead|Daisy|SSBU|hsize=20px}} | ||
|- | |- | ||
|rowspan=3|'''68-70'''||{{CharHead|Sora|SSBU|hsize=20px}}||rowspan=3|30||16.5||17.2|| | |rowspan=3|'''68-70'''||{{CharHead|Sora|SSBU|hsize=20px}}||rowspan=3|30||16.5||17.2||50.4||80.4 | ||
|- | |- | ||
|{{CharHead|Simon|SSBU|hsize=20px}}||rowspan=2|12||rowspan=2|18||rowspan=2|29||rowspan=2|59 | |{{CharHead|Simon|SSBU|hsize=20px}}||rowspan=2|12||rowspan=2|18||rowspan=2|29||rowspan=2|59 | ||
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*[[Double jump]] | *[[Double jump]] | ||
*[[Triple jump]] | *[[Triple jump]] | ||
[[Category:Game controls]] | [[Category:Game controls]] | ||
[[Category:Character attributes]] | [[Category:Character attributes]] |
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