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Instant double jump: Difference between revisions
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{{Video|All of the videos on this page are for Ultimate specifically. Would it be possible to find some for other games?}} | {{Video|All of the videos on this page are for Ultimate specifically. Would it be possible to find some for other games?}} | ||
An '''instant double jump''', or '''IDJ''' for short, is the act of inputting a [[double jump]] immediately after a [[jump]], ideally as low to the ground as possible. | An '''instant double jump''', or '''IDJ''' for short, is the act of inputting a [[double jump]] immediately after a [[jump]], ideally as low to the ground as possible. | ||
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An instant double jump is a double jump performed immediately after inputting Jump. In most cases, this is done by buffering a double jump during a character's jumpsquat. If done correctly, the particles from the double jump should appear close to the ground. | An instant double jump is a double jump performed immediately after inputting Jump. In most cases, this is done by buffering a double jump during a character's jumpsquat. If done correctly, the particles from the double jump should appear close to the ground. | ||
Since | Since most characters' double jump heights are different from their jump heights, the distance covered by an instant double jump is different from a short hop or full hop. | ||
The applications of this are numerous. For example, certain windows for late [[auto-canceling]] that are between the two jump heights can be achieved with an instant double jump or IDJ [[fast fall]]. In addition, certain aerials that can only be used once during a short hop can be used twice during an IDJ or followed up with additional aerials. This also makes them useful for combos, since the altered jump height can allow you to extend your combo or hit certain follow-ups at percents or positions that would not be possible otherwise. | The applications of this are numerous. For example, certain windows for late [[auto-canceling]] that are between the two jump heights can be achieved with an instant double jump or IDJ [[fast fall]]. In addition, certain aerials that can only be used once during a short hop can be used twice during an IDJ or followed up with additional aerials. This also makes them useful for combos, since the altered jump height can allow you to extend your combo or hit certain follow-ups at percents or positions that would not be possible otherwise. | ||
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==Videos== | ==Videos== | ||
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{{#widget:YouTube|id=FT1FCiG2c20}} | {{#widget:YouTube|id=FT1FCiG2c20}} |
Latest revision as of 08:07, January 25, 2025
An instant double jump, or IDJ for short, is the act of inputting a double jump immediately after a jump, ideally as low to the ground as possible.
Details[edit]

An instant double jump is a double jump performed immediately after inputting Jump. In most cases, this is done by buffering a double jump during a character's jumpsquat. If done correctly, the particles from the double jump should appear close to the ground.
Since most characters' double jump heights are different from their jump heights, the distance covered by an instant double jump is different from a short hop or full hop.
The applications of this are numerous. For example, certain windows for late auto-canceling that are between the two jump heights can be achieved with an instant double jump or IDJ fast fall. In addition, certain aerials that can only be used once during a short hop can be used twice during an IDJ or followed up with additional aerials. This also makes them useful for combos, since the altered jump height can allow you to extend your combo or hit certain follow-ups at percents or positions that would not be possible otherwise.
An obvious drawback of instant double jumps is that they use up your double jump. This can be extremely detrimental if you end up offstage for whatever reason, since recovery becomes much more difficult for a lot of characters without it.