Double jump: Difference between revisions
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Revision as of 20:22, October 19, 2020
A double jump (also called an air jump or a midair jump) is a jump that can be used once every time the user is airborne. Just like the grounded jump, double jumping is achieved by hitting up on the Control Stick or hitting the jump button. Every character has at least one double jump in the Smash Bros. series, regardless of whether such an ability exists in their original series, while some characters can use up to five.
Overview
A character's double jump(s) are restored upon landing, grabbing a ledge, being KO'd and respawning, or being grabbed by an opposing character (even if the character being grabbed does not touch the ground). Unlike most recovery moves, double jumps are not given back to the player upon being put into hitstun. This can be catastrophic to a character trying to return to the stage if they have already used their double jump(s) and an opponent edge guards their attempt to recover.
In contrast with jumps from the ground, each character only has one height of a double jump, whereas the player can control grounded jumps to be either short hops or full hops. The exception to this is with characters with more than one midair jump, as these usually decay in height with each successive jump.
Yoshi's double jump is unique in that it provides a significant amount of knockback-based armor.
Animations
Double jumps are a lot more varied in animation than single jumps. Some characters twist, others flip, and some characters inflate themselves (Kirby, Jigglypuff, King Dedede) or flap their wings (Meta Knight, Charizard, Pit, Dark Pit, Bayonetta, Ridley, Banjo & Kazooie). During these animations, all characters cast a double circle platform beneath them that disappears after the jump is completed (except for R.O.B. in Brawl, in which a smoke ring is formed instead from the base of his Robo Burner; this does not waste any fuel from his recovery). Like jumps from the ground, characters have a different animation if they are jumping backward. For example, Mario spins around when performing a regular midair jump, but does rapid backward somersaults when performing a backward midair jump. If a character flips, their collision bubble moves accordingly, though this has no effect on the jump itself. Some[citation needed] characters will create a brief "ripple" effect in the air at the start of their mid-air jump.
Delayed double jumps
Most characters have their vertical speed instantly set to their given value upon using their double jump, providing an immediate height boost. Certain characters instead have double jumps that have a short pause before applying a slower and constant upwards boost, controlled by animation rather than an immediate velocity change. Depending on the game, the floatiness of such second jumps allows for several techniques such as double jump canceling and rising aerials. Ness, Mewtwo and Lucas have this type of double jump. Yoshi had a delayed double jump in Smash 64, Melee and Brawl, while Peach had it in Melee before losing it in Brawl.
Multiple double jumps
Most characters can only jump once while in the air; however, some characters can jump multiple times without touching the ground. Most characters cannot turn around in mid-air using their double jump, but all characters with multi-jumps can turn around when in midair by using jump while holding away from the direction the character is facing on the Control Stick (Yoshi is also able to do this, despite only having a single midair jump).
However, these specific fighters tend to gain substantially less height per jump than the jumps of fighters with only one midair jump. There is usually also a brief delay between the end of one jump and being able to start the next. Usually, this delay is small enough for the character to gain a decent amount of height with all of their jumps, but if the character is metal, these multi-jumps become useless or nearly useless.
Characters with multi-jumps usually have poor air speed (with the exception of Jigglypuff).
In Melee, Captain Falcon and Ganondorf gain another midair jump after using Falcon Kick and Wizard's Foot, respectively. In the initial release of Super Smash Bros. for Nintendo 3DS, a bug allowed Robin and Kirby, upon copying Robin, to regain all of their respective midair jumps after charging Thoron; this bug was removed in version 1.0.4.
In games from Melee onward, characters with multiple midair jumps cannot drop through soft platforms during any of their midair jumps until their animation completes, even if holding down on the Control Stick or after fast falling. This does not apply to their ground jumps and is unlike other characters, who can all drop through platforms during any portion of their midair jump.
A Smash Run Power allows any character to have extra midair jumps.
Some Spirits such as Ho-Oh give players an additional midair jump when equipped.
Multiple double jumpers
Fighter | Jumps | |||||
---|---|---|---|---|---|---|
Banjo & Kazooie | 2 | |||||
Charizard | 2 | |||||
Dark Pit | 3 | |||||
Jigglypuff | 5 | |||||
King Dedede | 4 | |||||
Kirby | 5 | |||||
Meta Knight | 5 | |||||
Pit | 3 | |||||
Ridley | 2 |
Double jump heights
Super Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Rank | Character | Double Jump Height |
---|---|---|
1 | Mewtwo | 58.542999 |
2 | Yoshi | 51.560001 |
3 | Falco | 50.506073 |
4 | Greninja | 46 |
5 | Zero Suit Samus | 44.199909 |
6 | Bayonetta | 42 |
7 | Luigi | 41.305771 |
8 | Diddy Kong | 41.208694 |
9 | Rosalina | 40 |
10 | Sheik | 40 |
11 | R.O.B. | 38 |
12 | Lucario | 37.619999 |
13 | Captain Falcon | 37.306652 |
14 | Samus | 37 |
15 | Fox | 37 |
16-17 | Mario, Dr. Mario | 36.331814 |
18 | Charizard | 36 |
19 | Palutena | 35.900002 |
20 | Wii Fit Trainer | 35.599998 |
21 | Pikachu | 35.5 |
22 | Mii Brawler | 35.5 |
23 | Donkey Kong | 35.5 |
24 | Sonic | 35 |
25 | Shulk | 34.799999 |
26 | Lucas | 34.48 |
27 | Ness | 34.476265 |
28 | Bowser Jr. | 34.400002 |
29 | Pac-Man | 34.099998 |
30 | Duck Hunt | 33.799999 |
31 | Toon Link | 33.799999 |
32-33 | Lucina, Marth | 33.660133 |
34 | Mii Gunner | 33.500343 |
35 | Olimar | 33.5 |
36 | Robin | 33.208813 |
37 | King Dedede | 32.849998 |
38 | Mega Man | 32.799999 |
39 | Bowser | 32.611839 |
40 | Cloud | 32 |
41 | Villager | 32 |
42 | Zelda | 31.552761 |
43 | Corrin | 31 |
44-45 | Dark Pit, Pit | 31 |
46 | Ike | 31 |
47 | Wario | 30.5 |
48 | Peach | 30.025824 |
49 | Ryu | 29.5 |
50 | Link | 29 |
51 | Meta Knight | 28.925524 |
52 | Mii Swordfighter | 28.299999 |
53 | Roy | 28 |
54 | Mr. Game & Watch | 27.511969 |
55 | Little Mac | 26 |
56 | Ganondorf | 26 |
57 | Kirby | 22 |
58 | Jigglypuff | 19.786329 |
Super Smash Bros. Ultimate
Rank | Character | Double Jump Height |
---|---|---|
1 | Mewtwo | 57.35 |
2 | Yoshi | 51.56 |
3 | Falco | 50.51 |
4 | Greninja | 46 |
5 | Ness | 45.65 |
6 | Zero Suit Samus | 44.2 |
7 | Lucas | 44.13 |
8 | Bayonetta | 42 |
9 | Luigi | 41.31 |
10 | Diddy Kong | 41.21 |
11-12 | Rosalina & Luma | 40 |
11-12 | Sheik | 40 |
13 | Piranha Plant | 38.52 |
14 | R.O.B. | 38 |
15 | Lucario | 37.62 |
16 | Captain Falcon | 37.31 |
17-19 | Samus | 37 |
17-19 | Dark Samus | 37 |
17-19 | Fox | 37 |
20-22 | Mario | 36.33 |
20-22 | Inkling | 36.33 |
20-22 | Dr. Mario | 36.33 |
23 | Pichu | 36.02 |
24 | Charizard | 36 |
25 | Palutena | 35.9 |
26 | Wii Fit Trainer | 35.6 |
27-29 | Pikachu | 35.5 |
27-29 | Mii Brawler | 35.5 |
27-29 | Donkey Kong | 35.5 |
30 | Squirtle | 35.35 |
31 | Sonic | 35 |
32 | Ice Climbers | 34.69 |
33 | Bowser Jr. | 34.4 |
34 | Pac-Man | 34.1 |
35 | Snake | 34.07 |
36 | Joker | 34 |
37-38 | Duck Hunt | 33.8 |
37-38 | Toon Link | 33.8 |
39-41 | Marth | 33.66 |
39-41 | Lucina | 33.66 |
39-41 | Young Link | 33.66 |
42-43 | Olimar | 33.5 |
42-43 | Shulk | 33.5 |
44 | Robin | 33.21 |
45 | King Dedede | 32.85 |
46-47 | Mega Man | 32.8 |
46-47 | Incineroar | 32.8 |
48-49 | Bowser | 32.61 |
48-49 | King K. Rool | 32.61 |
50-52 | Cloud | 32.5 |
50-52 | Isabelle | 32.5 |
50-52 | Villager | 32.5 |
53 | Mii Gunner | 32.3 |
54 | Ivysaur | 32.25 |
55-56 | Ridley | 32 |
55-56 | Banjo & Kazooie | 32 |
57 | Zelda | 31.55 |
58-62 | Corrin | 31 |
58-62 | Pit | 31 |
58-62 | Dark Pit | 31 |
58-62 | Ike | 31 |
58-62 | Hero | 31 |
63 | Wolf | 30.71 |
64 | Wario | 30.5 |
65-66 | Peach | 30.03 |
65-66 | Daisy | 29.5 |
67-68 | Ryu | 29.5 |
67-68 | Ken | 29.5 |
69-72 | Simon | 29 |
69-72 | Richter | 29 |
69-72 | Link | 29 |
69-72 | Terry | 29 |
73 | Meta Knight | 28.93 |
74 | Byleth | 28.5 |
75 | Mii Swordfighter | 28.3 |
76-77 | Roy | 28 |
76-77 | Chrom | 28 |
78 | Mr. Game & Watch | 27.51 |
79-80 | Little Mac | 26 |
79-80 | Ganondorf | 26 |
81 | Kirby | 22 |
82 | Jigglypuff | 19.79 |
Origin
Double jumping is a common mechanic in many platforming video games. Occasionally it is given as a power-up or an upgrade, while other times it is just a natural ability. Fighters who can double jump in their native games include Banjo and Kazooie, Bayonetta, Daisy, Kirby, Samus, Sonic, Wario, and Yoshi.
Gallery
Trivia
- Despite being able to actually fly, both Charizard and Ridley have fewer midair jumps than both Pit and Dark Pit, who can't actually fly on their own.
- In Smash 4, with any character that can turn around using their midair jump, holding backward and pressing the attack button a few frames before the character fully turns around will cause them to use their back aerial instead of their forward aerial as they turn around, thus erroneously attacking in the opposite direction. This appears to be a glitch, as it did not happen in previous games.
- Melee is the only game to not introduce any characters with multiple double jumps.
- Banjo & Kazooie is the only Third Party and DLC fighter to have multiple double jumps.