Super Smash Bros. Ultimate

Instant double jump: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Line 18: Line 18:
* Makes some aerial follow-ups with strict timings easier
* Makes some aerial follow-ups with strict timings easier
* Potential for more options on landing than a regular full hop
* Potential for more options on landing than a regular full hop
* More [[autocancel]] options (for example, {{SSBU|Charizard's}} forward aerial can auto-cancel after a perfect Instant Double Jump, but not a short-hop)
* More [[autocancel]] options (for example, {{SSBU|Charizard}}'s forward aerial can auto-cancel after a perfect Instant Double Jump, but not a short-hop)
* Consistent late hits on aerials
* Consistent late hits on aerials
* Momentum shifts
* Momentum shifts

Revision as of 18:30, July 9, 2021

VideoNeeded.png This article could use additional or higher-quality animated images or videos.
The editor who added this tag suggests: Animated images of characters performing both variations of the technique
If you have a good animated image for this article, upload it here.
If you have a good video for this article, link to it or embed it with the {{#widget:YouTube|id=}} tag.

Instant Double Jump is an advanced technique in Super Smash Bros. Ultimate that involves the use of a double jump as close to the ground as possible.

How to Perform

There are two types of Instant Double Jump:

Perfect Instant Double Jump

Perfect Instant Double Jump, or Buffered Instant Double Jump is performed by jumping, releasing the jump button, then double-jumping, all within 4 frames of each other. An aerial attack can be used at any point during these four frames.

Delayed Instant Double Jump

Delayed Instant Double Jump, also known as Active Hop or Auto-Cancel Hop is performed by double-jumping immediately after another jump (typically a short hop). In this case, aerial attacks can be used after the double jump.

Applications

  • Allows for rising aerials that hit at ground level without suffering from the short-hop damage penalty
  • Allows for attacks at heights that a regular short hop or full hop on their own may not reach, allowing for extended combos
  • Makes some aerial follow-ups with strict timings easier
  • Potential for more options on landing than a regular full hop
  • More autocancel options (for example, Charizard's forward aerial can auto-cancel after a perfect Instant Double Jump, but not a short-hop)
  • Consistent late hits on aerials
  • Momentum shifts

Videos