Triple jump: Difference between revisions

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(Added Snake)
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*[[Ice Climbers]]: [[Squall Hammer]]*
*[[Ice Climbers]]: [[Squall Hammer]]*
*[[Ike]]: [[Quick Draw]]* (causes helpless state if it hits into an opponent off-stage)
*[[Ike]]: [[Quick Draw]]* (causes helpless state if it hits into an opponent off-stage)
*[[Kirby]]: [[Hammer]]
*[[Jigglypuff]]: [[Rollout]]* (only puts helpless in SSBM) and [[Pound]]
*[[Jigglypuff]]: [[Rollout]]* (only puts helpless in SSBM) and [[Pound]]
*[[Luigi]]: [[Green Missile]] (Only SSBB/SSBM) and [[Luigi Cyclone]] (easiest to do in brawl, highest distance in smash 64, needs to be charged on the ground in melee and has second highest distance)
*[[Luigi]]: [[Green Missile]] (Only SSBB/SSBM) and [[Luigi Cyclone]] (easiest to do in brawl, highest distance in smash 64, needs to be charged on the ground in melee and has second highest distance)

Revision as of 22:41, April 20, 2010

Merge.png It has been suggested that this article or section be merged with Recovery. (Discuss)

A triple jump is a special attack, usually up B, used as a jump. Some characters may use their alternative secondary triple jumps.

List of triple jumps

Secondary triple jumps

Secondary Triple Jumps are alternate recovery options from the Up+B for characters, usually used for mind games to prevent your opponent from easily edguarding recoveries. Many of these put the character in to helpless, replacing the second jump, but some do not, allowing them to contribute to a character's recovery.

Every character in Melee can also use their air dodging as a secondary triple jump. In Brawl, Tether Recovery, Wall clings, and Gliding can be used additionally to aid recovery.

Here are the Secondary Triple Jumps:

*Puts the user into a Helpless State