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Instant double jump: Difference between revisions

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{{incomplete|The page is entirely Ultimate-centric, when IDJ isn't exclusive to Ultimate.}}
{{incomplete|The page is entirely Ultimate-centric, when IDJ isn't exclusive to Ultimate.}}


'''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.
An '''instant double jump''', or '''IDJ''' for short, is the act of inputting a double-jump immediately after a jump, ideally as low to the ground as possible.
 
==How to perform==
==How to perform==
{{incomplete|This section is entirely Ultimate-centric}}
There are two types of instant double jump:
There are two types of instant double jump:


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[[Category:Advanced techniques]]
[[Category:Techniques]]
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Revision as of 09:07, March 24, 2023


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An instant double jump, or IDJ for short, is the act of inputting a double-jump immediately after a jump, ideally as low to the ground as possible.

How to perform

An icon for denoting incomplete things.

There are two types of instant double jump:

Perfect instant double jump

Pichu performing a perfect instant double jump into a neutral aerial

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

Falco using a delayed instant double jump to extend a combo

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

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  • 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, Byleth's down aerial can auto-cancel after a perfect instant double jump, but not a short-hop.
  • Consistent late hits on aerials
  • Momentum shifts

Videos