Triple jump: Difference between revisions

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==Secondary triple jumps==
==Secondary triple jumps==
Secondary Triple Jumps are the shorter triple jump for a character, used against [[Metagame|Metagames]]. For preventing your opponent an easy edguarding technique.
Secondary Triple Jumps are alternate recovery options from the Up+B for characters, usually used for mindgames 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.


For example: Captain Falcon is recovering from a Donkey Kong who is waiting with a Giant Punch. C. Falcon uses his Raptor Boost instead of his Falcon Dive and C.Falcon hits Donkey Kong by surprise and C.Falcon ends grabbing in the edge and then rolling far away.
Every character in Melee can also use their air dodging as a secondary triple jump. In Brawl, [[Tether recovery]], [[Wall cling]]s, and [[Gliding]] can be used additionally to aid recovery.
 
Every character can also use their air dodging as a secondary triple jump.
 
For example:
Fox is at little distance of the edge and Falco is awaiting.
If Fox startes his Fox Illusion (forward + B) Falco will be awaiting with a Forward Smash.
 
If Fox startes his Fire Fox (Up + B) Falco will [[spike]] down Fox on it's start up lag or he will be awaiting him on the edge and preparing for [[spike|spiking]] him down.
 
But now if Fox uses his [[air dodge]] for passing through Falco ,or grabbing the edge and roll far away, he will be succesfully on the stage safely.


Here are the Secondary Triple Jumps:
Here are the Secondary Triple Jumps:
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*[[Ice Climbers]]: [[Squall Hammer]]  
*[[Ice Climbers]]: [[Squall Hammer]]  
*[[Zelda]]: [[Din's Fire]]
*[[Zelda]]: [[Din's Fire]]
*[[Jigglypuff]]: [[Rollout]] and [[Pound]]
*[[Jigglypuff]]: [[Rollout]] and [[Pound]]. Pound does not put in to helpless
*[[Yoshi]]: [[Egg Roll]]  (When Yoshi Air dodges he comes further than Egg Rolling)
*[[Yoshi]]: [[Egg Roll]]  (When Yoshi Air dodges he comes further than Egg Rolling)
*Every Character : [[Air Dodge]] (forward or up)
*[[Diddy Kong]]: [[Monkey Flip]]. Does not put in to helpless
*[[Ike]]: [[Quick Draw]]
*[[Mario]]: [[Cape]] (does not put in to helpless)
*[[Doctor Mario]]: [[Super Sheet]] (Does not put in to helpless)
*[[Meta Knight]]: [[Drill Rush]], [[Mach Tornado]], [[Dimensional Cape]]
*[[Peach]]: [[Toad]], [[Peach Bomber]]. Do not put in to helpless
*[[Pikachu]] and [[Pichu]]: [[Skull Bash]]
*[[Samus]]: [[Bomb]]. Does not put in to helpless, used for [[Bomb Jumping]]
*[[Zero Suit Samus]]: [[Flip Jump]]. Does not put in to helpless
*[[Wario]]: [[Wario Chopper]], [[Wario Waft]]. Do not put in to helpless
*[[Luigi]]: [[Green Missile]], [[Luigi Tornado]]. Do not put in to helpless


[[Category:Game Controls]]
[[Category:Game Controls]]

Revision as of 15:09, March 4, 2008

A triple jump is a special attack, usually up B, used as a jump. Every Character except Yoshi and Jigglypuff have a Triple Jump. Some characters may use their alternative ,secondary triple jumps.Every character in SSBM have at least a secondary triple jump as the air dodge acts as one.

List of triple jumps

Template:Spoiler

Secondary triple jumps

Secondary Triple Jumps are alternate recovery options from the Up+B for characters, usually used for mindgames 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: Template:Spoiler