Zap Jump: Difference between revisions

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To execute this boost, the player 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 move]].  
To execute this boost, the player 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 move]].  


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.
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 & Firebound===
===PK Jump & Firebound===

Revision as of 19:52, November 6, 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. It probably refers to the bolt of PSI that comes out when executed.

To execute this boost, the player 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 move.

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 moves are used simultaneously, he will be propelled 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 backwards while holding forward and double jumping, the player will shoot backward; a defensive maneuver.

Videos

Lucas' Zap Jump, and other

<youtube>oGjNswHpHGU</youtube>

Ness' PK Jump

<youtube>8QHePOJRNKE</youtube>