Jump: Difference between revisions

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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)
(Undid edit by Dogleader: None of these are really trivia-worthy)
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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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==Jump squat==
==Jump squat==
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 faster [[wavedash]]es, but the window of timing is also reduced, requiring more precise inputs from the player.
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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|{{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||16.887465||34.799999||69.599998
|'''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
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|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||33.799999||67.599998
|'''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
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===''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||40||70
|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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