Zap Jump: Difference between revisions

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'''Zap Jump'''ing is an advanced technique that doubles the height of [[Lucas (SSBB)|Lucas]]'s [[second jump]]. It was discovered by Christopher Daniel Winans, though it is unclear exactly what the term "Zap" refers to.
'''Zap Jump'''ing is an [[advanced technique]] that doubles the height of [[Lucas (SSBB)|Lucas]]'s [[second jump]]. It was discovered by Christopher Daniel Winans, though it is unclear exactly what the term "Zap" refers to.


To execute this boost, you 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). This can also be combined with [[B-Sticking]] and [[Magnet Pull]] for an impressive [[recovery]].  
To execute this boost, you 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 air jump propels him by 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 attack|side special]].  


Due to the obscure nature of [[jump]]ing immediately after a [[special]], combined with the input layout on most [[controllers]]: it is advisable to set the [[L]] or [[R button]] to jump, making usage easier.
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 [[jump]]ing immediately after a [[special attack|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.


===PK Jump===
===PK Jump & Firebound===
There is also an interesting effect when [[Ness (SSBB)|Ness]]' [[PK Fire]] interacts with his second jump. When PK Fire is executed at the same time as his second jump, he shoots forwards and up a bit while using his PK Fire. It makes a great approach and it extends PK Fire's range greatly. It can also be used as recovery. While it is not as long as Ness' second jump, the PK Fire acts as a barrier against any opponents trying to [[edgeguard]] from below.
[[Ness (SSBB)|Ness]] is also strangely affected by using [[PK Fire]] with his [[second jump]]. When the two move are uses simultaneously, he will shoot forward and slightly higher. This makes for a great [[approach]] and extends the [[special attack|special]] considerably, and can also be used for [[recovery]], acting as a barrier against opponents [[edgeguard]]ing from below.


A variation of this maneuver, known as the Firebound, combines the mechanics of the PK Jump and [[B-Sticking]]. If you tilt the B-stick backwards while holding forwards and double jumping, you will shoot backwards and slightly. This is used as a defensive move compared to the PK Jump's use for attack.
A variation of this maneuver, known as the '''Firebound''', combines the mechanics of the PK Jump and [[B-Sticking]]. By pressing the B-stick backward while holding forward and double jumping, you will shoot backward; a defensive maneuver.
 
==How it works==
Members of [[Smashboards]] have discovered why this happens. Normally on Lucas's second jump, an upward force propels him upwards, like most characters, but the ascent is hindered by a downward force right after this. PK Fire somehow cancels the downward force, causing a huge, fast jump.


==Videos==
==Videos==


===Lucas' Advanced techniques (Zap Jump is first one shown)===
===Lucas' Zap Jump, and other===
<youtube>oGjNswHpHGU</youtube>
<youtube>oGjNswHpHGU</youtube>



Revision as of 07:37, April 5, 2010

Zap Jumping is an advanced technique that doubles the height of Lucas's second jump. It was discovered by Christopher Daniel Winans, though it is unclear exactly what the term "Zap" refers to.

To execute this boost, you 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 air jump propels him by 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.

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.

PK Jump & Firebound

Ness is also strangely affected by using PK Fire with his second jump. When the two move are uses simultaneously, he will shoot 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.

A variation of this maneuver, known as the Firebound, combines the mechanics of the PK Jump and B-Sticking. By pressing the B-stick backward while holding forward and double jumping, you will shoot backward; a defensive maneuver.

Videos

Lucas' Zap Jump, and other

<youtube>oGjNswHpHGU</youtube>

Ness' PK Jump

<youtube>8QHePOJRNKE</youtube>