Super Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate

Instant double jump: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
{{ArticleIcons|allgames=y}}
{{incomplete|Are there any game-specific details worth mentioning?}}
{{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.
Line 9: Line 8:
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 the values that determine double jump height are different from regular jump height, the distance covered by an instant double jump is different from a short hop or full hop -- usually somewhere between the two.
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.

Latest revision as of 20:51, August 24, 2024

VideoNeeded.png This article could use additional or higher-quality animated images or videos.
The editor who added this tag suggests: All of the videos on this page are for Ultimate specifically. Would it be possible to find some for other games?
If you have a good animated image for this article, upload it here.
If you have a good video for this article, link to it or embed it with the {{#widget:YouTube|id=}} tag.

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]

Pichu performing an instant double jump into a neutral aerial in Ultimate

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.

Videos[edit]