Triple jump: Difference between revisions
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A '''triple jump''' is a [[special attack]], usually [[up B]], used as a [[jump]] | 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== | ==List of triple jumps== | ||
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==Secondary triple jumps== | ==Secondary triple jumps== | ||
Secondary Triple Jumps are alternate recovery options from the Up+B for characters, usually used for | 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 cling]]s, and [[Gliding]] can be used additionally to aid recovery. | 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. |
Revision as of 07:14, March 12, 2008
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
- Bowser: Whirling Fortress
- C. Falcon: Falcon Dive
- D.K.: Spinning Kong
- Diddy Kong: Rocketbarrel Boost
- Dr. Mario: Super Jump Punch
- Falco: Fire Bird
- Fox: Fire Fox
- Ganondorf: Dark Dive
- Ice Climbers: Belay
- Ike: Aether
- Kirby: Final Cutter
- Link: Spin Attack
- Luigi: Super Jump Punch
- Lucas: PK Thunder
- Mario: Super Jump Punch
- Marth: Dolphin Slash
- Mewtwo: Teleport
- Mr. Game & Watch: Fire
- Ness: PK Thunder
- Peach: Parasol
- Pichu: Agility
- Pikachu: Quick Attack
- Pit: Wings of Icarus
- Roy: Blazer
- Samus: Screw Attack
- Sheik: Vanish
- Sonic: Spring Jump
- Yoshi: Egg Toss (SSBB only)
- Young Link: Spin Attack
- Wolf: Booster Pack (Unconfirmed name)
- Zelda: Farore's Wind
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: Template:Spoiler
- Puts the user into a Helpless State
- Captain Falcon: Raptor Boost*
- Diddy Kong: Monkey Flip
- Doctor Mario: Super Sheet and Dr. Tornado
- Falco: Falco Phantasm*
- Fox: Fox Illusion*
- Ganondorf: Gerudo Dragon*
- Ice Climbers: Squall Hammer*
- Ike: Quick Draw*
- Jigglypuff: Rollout* and Pound
- Luigi: Green Missile and Luigi Cyclone
- Mario: Cape
- Meta Knight: Drill Rush*, Mach Tornado*, and Dimensional Cape*
- Peach: Toad and Peach Bomber
- Pichu: Skull Bash
- Pikachu: Skull Bash
- Samus: Bomb
- Wario: Wario Chopper and Wario Waft
- Yoshi: Egg Roll
- Zelda: Din's Fire*
- Zero Suit Samus: Flip Jump