Flip Jump: Difference between revisions
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{{ArticleIcons| | {{ArticleIcons|brawl=y|ssb4=y|ultimate=y}} | ||
{{Infobox Special Move | {{Infobox Special Move | ||
|name=Flip Jump | |name=Flip Jump | ||
|image=[[File: | |image=[[File:Zero Suit Samus Down B SSBU.gif|300px]] | ||
|caption=Zero Suit Samus Flip Jumping | |caption=Zero Suit Samus Flip Jumping and doing the kick in ''Ultimate''. | ||
|user=[[Zero Suit Samus]] | |user=[[Zero Suit Samus]] | ||
|universe={{uv|Metroid}} | |universe={{uv|Metroid}} | ||
}} | }} | ||
'''Flip Jump''' ({{ja|フリップジャンプ|Furippu Janpu}}, ''Flip Jump'') is [[Zero Suit Samus]]'s [[down special move]]. | |||
'''Flip Jump''' ({{ja|フリップジャンプ|Furippu Janpu}}, ''Flip Jump'') is [[Zero Suit Samus]]'s [[down special move]] | |||
==Overview== | |||
Zero Suit Samus flashes as she does a Ce Kong Fan through the air. This provides some horizontal and vertical [[recovery]], though the move's ending lag means it will actually garner a net loss to height if Zero Suit Samus does not grab the ledge, even if she comes into contact with a [[wall]]. It functions as Zero Suit Samus' third jump, but does not put her into a [[helpless]] position, allowing her to use her [[tether recovery]] and/or [[Boost Kick]] in addition, which compensates for its relatively short distance compared to other third jumps. In addition, this move provides a short period of [[intangibility]] for Zero Suit Samus during the initial rise (frames 1-12 in ''Brawl'', frames 3-12 in ''Smash 4'' and ''Ultimate''). She cannot perform the Flip Jump again until she lands, even if she is hit before returning to the stage. | |||
If the player inputs any attack button while Zero Suit Samus is flashing, she will stick out her foot at a 45 degree angle, performing a kick. Any aerial opponent hit by the initial extension of this kick will be sent downwards in an above average power meteor smash, while grounded opponents, if hit by the initial frame will be sent horizontally with rather high knockback. If anyone is hit after the first frame, they are sent horizontally as well, being deadly off-stage This makes for one of her few KO moves. She can also perform her [[down aerial]] attack when just past the 180 degree mark. The actual kick is a [[sex kick]], being the only special move with that attribute. | In ''[[Brawl]]'', if Zero Suit Samus hits a wall while performing the Flip Jump, she will automatically perform a [[wall jump]]. She will automatically do up to four wall jumps if she continues to contact them soon enough, mostly in custom stages. In ''[[Super Smash Bros. 4]]'', however, the huntress can only wall jump if the jump button is manually pressed, though she can still perform four wall jumps as in ''Brawl.'' After using Flip Jump in the air, Zero Suit Samus cannot land on a fall-through platform until the move has completely finished (i.e. she is level in height with when she started); instead, she will fall through it. | ||
If the player inputs any attack button while Zero Suit Samus is flashing, she will stick out her foot at a 45 degree angle, performing a kick. Any aerial opponent hit by the initial extension of this kick will be sent downwards in an above average power meteor smash, while grounded opponents, if hit by the initial frame, will be sent horizontally with rather high knockback. If anyone is hit after the first frame, they are sent horizontally as well, being deadly off-stage. This makes for one of her few reliable KO moves. She can also perform her [[down aerial]] attack when just past the 180 degree mark. The actual kick is a [[sex kick]], being the only special move with that attribute. | |||
If the player attempts to [[footstool jump]] while Zero Suit Samus is flashing, she will do a special spinning jump that goes about half the height of her double jump. This also works on items and is commonly known as the "flipstool". | If the player attempts to [[footstool jump]] while Zero Suit Samus is flashing, she will do a special spinning jump that goes about half the height of her double jump. This also works on items and is commonly known as the "flipstool". | ||
Zero Suit Samus will usually jump up and forwards in the direction she is facing, and then land facing the other way. However, if the player taps backwards as soon as they use the move, she will flip backwards. This is effective for playing mind games as they cannot predict if they are going to strike. | Zero Suit Samus will usually jump up and forwards in the direction she is facing, and then land facing the other way. However, if the player taps backwards as soon as they use the move, she will flip backwards. This is effective for playing mind games as they cannot predict if they are going to strike. The same thing happens with the kick, as the player can choose if she kicks forward or backwards. | ||
''Super Smash Bros. 4'' adds a few more qualities to the move: any opponent in contact with Zero Suit Samus at the end of the move's arc will automatically be hit without the player's input. If the opponent is grounded, they will be [[buried]]. If the opponent is airborne, they will be [[meteor smash]]ed. The player can still input a kick during the jump with an attack button. Peculiarly, if a teammate is caught at the end of the Flip Jump's arc, they will be footstooled, even if [[Team Attack]] is off. | |||
'' | In ''Super Smash Bros. Ultimate'' the move has been buffed further, now travelling faster with reduced ending lag that makes it a more effective tool at escaping disadvantage. Additionally, the manual kick can be inputted five frames faster, which combined with the aforementioned changes grants this move a potent [[kill confirm]] out of [[Zero Suit Samus (SSBU)/Neutral aerial|neutral aerial]] near the ledge at around 30%. However, the burying hitbox of the move has reduced knockback which reduces its KO setups at high percents. Despite this, this iteration of Flip Jump is considered to be heavily buffed and is commonly considered to be one of the best moves in all of ''Ultimate''. | ||
The Flip Jump is very useful for recoveries. However, there are many other uses. | |||
The Flip Jump is useful for recoveries | |||
===Approach=== | ===Approach=== | ||
One useful strategy for the Flip Jump is | One useful strategy for the Flip Jump is as an approach. As Samus, the player can run towards their opponent, and when they are a short distance away from them, use Flip Jump and attack. The opponent will most likely be trying to block an attack from the front, so the player can catch them off guard. | ||
One should keep in mind partners and Assist Trophies when using this however, since the attack will trigger when connecting with either of those (regardless of whether the assist is Samus's or the enemy's) causing the momentum to be lost, and sometimes killing the partner player (if done off the edge). Of particular note is the Andross assist who causes a full-screen trigger, making it fatal when trying to reach the edge. | One should keep in mind partners and Assist Trophies when using this however, since the attack will trigger when connecting with either of those (regardless of whether the assist is Samus's or the enemy's) causing the momentum to be lost, and sometimes killing the partner player (if done off the edge). Of particular note is the Andross assist who causes a full-screen trigger, making it fatal when trying to reach the edge. | ||
===Defense=== | ===Defense=== | ||
A common use of the Flip Jump is defensive; when the opponent tries to attack the player, use Flip Jump to arc over their heads and counterattack. This can be mixed up with rolls and dodges to make Samus very unpredictable. The move can be scary for off-stage [[edgeguard]]ers, as the attack can spike (and even if it doesn't spike, it still inflicts strong horizontal knockback), and the player can [[edgehog]] them in succession with a tether. | A common use of the Flip Jump is defensive; when the opponent tries to attack the player, use Flip Jump to arc over their heads and counterattack. This can be mixed up with rolls and dodges to make Samus very unpredictable. The move can be scary for off-stage [[edgeguard]]ers, as the attack can spike (and even if it doesn't spike, it still inflicts strong horizontal knockback), and the player can [[edgehog]] them in succession with a tether. | ||
==Instructional quotes== | |||
{{InstructionalQuotes | |||
|ssbbchar=Zero Suit Samus | |||
|ssbbdesc=Perform an agile flip over foes that will let you attack from behind. | |||
|ssb4-3char=Zero Suit Samus | |||
|ssb4-3desc=Flip through the air, and kick enemies into the ground. | |||
|ssbuchar=Zero Suit Samus | |||
|ssbudesc=Flips through the air and buries opponents into the ground if she lands on them. | |||
}} | |||
==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|ZSSamus|Down|name1=Flip Jump|desc1=Flip through the air. If you land on | {{CustomSet|ZSSamus|Down|name1=Flip Jump|desc1=Flip through the air. If you land on opponents, they'll be buried in the ground.|name2=Shooting Star Flip Kick|desc2=The flip itself doesn't attack, but press the button again to do a descending kick.|name3=Low Flip|desc3=A flip that doesn't go very high but quickly covers a lot of ground.}} | ||
# '''Flip Jump''': Default. | # '''Flip Jump''': Default. | ||
# '''Shooting Star Flip Kick''': Press the button while airborne to deliver a sharp falling kick, does not drive opponents into the ground while flipping. | # '''Shooting Star Flip Kick''': Press the button while airborne to deliver a sharp falling kick, does not drive opponents into the ground while flipping. Bears a resemblance to [[Feint Jump]]. | ||
# | # '''Low Flip''': A flip that doesn't go very high but covers a lot of ground. Does less damage and knockback. Zero Suit Samus glows a darker blue than usual. | ||
==Flipstool video== | ==Flipstool video== | ||
A video of the Flipstool in action. | A video of the Flipstool in action. | ||
{{#widget:YouTube|id=Qh4jPRFR3n0}} | |||
==Glitch== | ==Glitch== | ||
[[File:Flip Jump ZSS Yoshi's Island Glitch.gif|thumb|250px|The glitch as performed in Yoshi's Island in ''Brawl''.]] | [[File:Flip Jump ZSS Yoshi's Island Glitch.gif|thumb|250px|The glitch as performed in Yoshi's Island in ''Brawl''.]] | ||
On the {{SSBM|Yoshi's Island}} ''[[Melee]]'' stage, or any other stage with a 45° slope, if Flip Jump is used while facing the slope, Zero Suit Samus will hit the sloped ground almost immediately after the move begins, resulting in no effect other than moving up the slope slightly. This can be done repetitively to make for an odd-looking way to | On the {{SSBM|Yoshi's Island}} ''[[Melee]]'' stage, or any other stage with a 45° slope, if Flip Jump is used while facing the slope, Zero Suit Samus will hit the sloped ground almost immediately after the move begins, resulting in no effect other than moving up the slope slightly. This can be done repetitively to make for an odd-looking way to go up the slope, but has no practical use in combat. This was fixed in {{forwiiu}}. | ||
{{clr}} | |||
==Origin== | |||
The flip Jump, and the overall improved agility of Zero Suit Samus, is original to the ''Smash'' franchise. In ''Metroid: Zero Mission'', she is no more agile than normal. The kick and fire effects are also original to ''Smash''. Zero Suit Samus could only use the [[Paralyzer]] in ''Zero Mission''. She was first depicted as being able to kick in ''Brawl'', and the jet-propelled platform boots were introduced in ''Smash 4''. | |||
==Gallery== | ==Gallery== | ||
Line 55: | Line 68: | ||
Flip Jump 1.jpg|Zero Suit Samus in the air after using Flip Jump. | Flip Jump 1.jpg|Zero Suit Samus in the air after using Flip Jump. | ||
Flip Jump 2.jpg|Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air. | Flip Jump 2.jpg|Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air. | ||
SSB4 - Acrobatics.jpg|Flip Jumping with {{SSB4|Wii Fit Trainer}} in ''[[Super Smash Bros. 4]]''. | |||
Flip_Jump_Kick.jpeg|The kick in {{forwiiu}}. | Flip_Jump_Kick.jpeg|The kick in {{forwiiu}}. | ||
Zero Suit Samus SSBU Skill Preview Down Special.png|Flip Jump as shown by the Move List in ''Ultimate''. | |||
</gallery> | </gallery> | ||
==Names in other languages== | |||
{{langtable | |||
|ja={{ja|フリップジャンプ|Furippu Janpu}}, ''Flip Jump'' | |||
|en=Flip Jump | |||
|fr=Saut vrillé | |||
|es=Salto mortal | |||
|de=Stilettosprung | |||
|it=Salto ad arco | |||
|nl=Schroefsprong | |||
|ru={{rollover|Сальто|Salto|?}} | |||
|ko={{rollover|플립 점프|Peullip Jeompeu|?}}, ''Flip Jump'' | |||
|zh={{rollover|前空翻|Qiánkōngfān|?}} | |||
}} | |||
{{Special Moves|char=Zero Suit Samus}} | {{Special Moves|char=Zero Suit Samus}} | ||
[[Category:Metroid universe]] | [[Category:Metroid universe]] | ||
[[Category:Down special moves]] | [[Category:Down special moves]] | ||
[[Category:Glitches (SSBB)]] | [[Category:Glitches (SSBB)]] | ||
[[Category:Zero Suit Samus]] | [[Category:Zero Suit Samus]] | ||
[[Category:Zero Suit Samus (SSBB)]] | |||
[[Category:Zero Suit Samus (SSB4)]] | |||
[[Category:Zero Suit Samus (SSBU)]] |
Latest revision as of 14:10, September 16, 2022
Flip Jump | |
---|---|
Zero Suit Samus Flip Jumping and doing the kick in Ultimate. | |
User | Zero Suit Samus |
Universe | Metroid |
Flip Jump (フリップジャンプ, Flip Jump) is Zero Suit Samus's down special move.
Overview[edit]
Zero Suit Samus flashes as she does a Ce Kong Fan through the air. This provides some horizontal and vertical recovery, though the move's ending lag means it will actually garner a net loss to height if Zero Suit Samus does not grab the ledge, even if she comes into contact with a wall. It functions as Zero Suit Samus' third jump, but does not put her into a helpless position, allowing her to use her tether recovery and/or Boost Kick in addition, which compensates for its relatively short distance compared to other third jumps. In addition, this move provides a short period of intangibility for Zero Suit Samus during the initial rise (frames 1-12 in Brawl, frames 3-12 in Smash 4 and Ultimate). She cannot perform the Flip Jump again until she lands, even if she is hit before returning to the stage.
In Brawl, if Zero Suit Samus hits a wall while performing the Flip Jump, she will automatically perform a wall jump. She will automatically do up to four wall jumps if she continues to contact them soon enough, mostly in custom stages. In Super Smash Bros. 4, however, the huntress can only wall jump if the jump button is manually pressed, though she can still perform four wall jumps as in Brawl. After using Flip Jump in the air, Zero Suit Samus cannot land on a fall-through platform until the move has completely finished (i.e. she is level in height with when she started); instead, she will fall through it.
If the player inputs any attack button while Zero Suit Samus is flashing, she will stick out her foot at a 45 degree angle, performing a kick. Any aerial opponent hit by the initial extension of this kick will be sent downwards in an above average power meteor smash, while grounded opponents, if hit by the initial frame, will be sent horizontally with rather high knockback. If anyone is hit after the first frame, they are sent horizontally as well, being deadly off-stage. This makes for one of her few reliable KO moves. She can also perform her down aerial attack when just past the 180 degree mark. The actual kick is a sex kick, being the only special move with that attribute.
If the player attempts to footstool jump while Zero Suit Samus is flashing, she will do a special spinning jump that goes about half the height of her double jump. This also works on items and is commonly known as the "flipstool".
Zero Suit Samus will usually jump up and forwards in the direction she is facing, and then land facing the other way. However, if the player taps backwards as soon as they use the move, she will flip backwards. This is effective for playing mind games as they cannot predict if they are going to strike. The same thing happens with the kick, as the player can choose if she kicks forward or backwards.
Super Smash Bros. 4 adds a few more qualities to the move: any opponent in contact with Zero Suit Samus at the end of the move's arc will automatically be hit without the player's input. If the opponent is grounded, they will be buried. If the opponent is airborne, they will be meteor smashed. The player can still input a kick during the jump with an attack button. Peculiarly, if a teammate is caught at the end of the Flip Jump's arc, they will be footstooled, even if Team Attack is off.
In Super Smash Bros. Ultimate the move has been buffed further, now travelling faster with reduced ending lag that makes it a more effective tool at escaping disadvantage. Additionally, the manual kick can be inputted five frames faster, which combined with the aforementioned changes grants this move a potent kill confirm out of neutral aerial near the ledge at around 30%. However, the burying hitbox of the move has reduced knockback which reduces its KO setups at high percents. Despite this, this iteration of Flip Jump is considered to be heavily buffed and is commonly considered to be one of the best moves in all of Ultimate.
The Flip Jump is very useful for recoveries. However, there are many other uses.
Approach[edit]
One useful strategy for the Flip Jump is as an approach. As Samus, the player can run towards their opponent, and when they are a short distance away from them, use Flip Jump and attack. The opponent will most likely be trying to block an attack from the front, so the player can catch them off guard. One should keep in mind partners and Assist Trophies when using this however, since the attack will trigger when connecting with either of those (regardless of whether the assist is Samus's or the enemy's) causing the momentum to be lost, and sometimes killing the partner player (if done off the edge). Of particular note is the Andross assist who causes a full-screen trigger, making it fatal when trying to reach the edge.
Defense[edit]
A common use of the Flip Jump is defensive; when the opponent tries to attack the player, use Flip Jump to arc over their heads and counterattack. This can be mixed up with rolls and dodges to make Samus very unpredictable. The move can be scary for off-stage edgeguarders, as the attack can spike (and even if it doesn't spike, it still inflicts strong horizontal knockback), and the player can edgehog them in succession with a tether.
Instructional quotes[edit]
instruction booklet | Perform an agile flip over foes that will let you attack from behind. | |
case foldout | Flip through the air, and kick enemies into the ground. | |
Move List | Flips through the air and buries opponents into the ground if she lands on them. |
Customization[edit]
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Flip Jump | 2. Shooting Star Flip Kick | 3. Low Flip |
---|---|---|
"Flip through the air. If you land on opponents, they'll be buried in the ground." | "The flip itself doesn't attack, but press the button again to do a descending kick." | "A flip that doesn't go very high but quickly covers a lot of ground." |
- Flip Jump: Default.
- Shooting Star Flip Kick: Press the button while airborne to deliver a sharp falling kick, does not drive opponents into the ground while flipping. Bears a resemblance to Feint Jump.
- Low Flip: A flip that doesn't go very high but covers a lot of ground. Does less damage and knockback. Zero Suit Samus glows a darker blue than usual.
Flipstool video[edit]
A video of the Flipstool in action.
Glitch[edit]
On the Yoshi's Island Melee stage, or any other stage with a 45° slope, if Flip Jump is used while facing the slope, Zero Suit Samus will hit the sloped ground almost immediately after the move begins, resulting in no effect other than moving up the slope slightly. This can be done repetitively to make for an odd-looking way to go up the slope, but has no practical use in combat. This was fixed in Super Smash Bros. for Wii U.
Origin[edit]
The flip Jump, and the overall improved agility of Zero Suit Samus, is original to the Smash franchise. In Metroid: Zero Mission, she is no more agile than normal. The kick and fire effects are also original to Smash. Zero Suit Samus could only use the Paralyzer in Zero Mission. She was first depicted as being able to kick in Brawl, and the jet-propelled platform boots were introduced in Smash 4.
Gallery[edit]
Flip Jumping with Wii Fit Trainer in Super Smash Bros. 4.
The kick in Super Smash Bros. for Wii U.