Double jump: Difference between revisions
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==Animations== | ==Animations== | ||
Double jumps are a lot more varied in animation than single jumps. Most characters twist or flip, and some characters inflate themselves ([[Kirby]], [[Jigglypuff]], [[King Dedede]]) or flap their wings ([[Meta Knight]], [[Charizard]], [[Pit]], [[Dark Pit]], [[Bayonetta]], [[Ridley]], [[Kazooie]]). During these animations, all characters cast a double circle platform beneath them that disappears after the jump is completed (except for {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]'', in which | Double jumps are a lot more varied in animation than single jumps. Most characters twist or flip, and some characters inflate themselves ([[Kirby]], [[Jigglypuff]], [[King Dedede]]) or flap their wings ([[Meta Knight]], [[Charizard]], [[Pit]], [[Dark Pit]], [[Bayonetta]], [[Ridley]], [[Kazooie]]). During these animations, all characters cast a double circle platform beneath them that disappears after the jump is completed (except for {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]'', in which an aesthetic smoke ring is formed instead from the base of his Robo Burner; this does not waste any fuel from his recovery). In ''Ultimate'', burning all midair jumps causes the character's model to give off wisps of smoke, though this effect is difficult to notice unless zoomed in. | ||
Like jumps from the ground, characters have a different animation if they are jumping backward. For example, [[Mario]] and [[Luigi]] spin around when performing a regular midair jump, but do rapid backward somersaults when performing a backward midair jump. This does not apply to characters with multiple double jumps, in which case they simply turn 180 degrees horizontally as they jump. If a character flips, their [[collision bubble]] moves accordingly, though this has no effect on the jump itself. | |||
==Delayed double jumps== | ==Delayed double jumps== |
Revision as of 17:19, October 8, 2024
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. Most characters twist or flip, and some characters inflate themselves (Kirby, Jigglypuff, King Dedede) or flap their wings (Meta Knight, Charizard, Pit, Dark Pit, Bayonetta, Ridley, 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 Super Smash Bros. Brawl, in which an aesthetic smoke ring is formed instead from the base of his Robo Burner; this does not waste any fuel from his recovery). In Ultimate, burning all midair jumps causes the character's model to give off wisps of smoke, though this effect is difficult to notice unless zoomed in.
Like jumps from the ground, characters have a different animation if they are jumping backward. For example, Mario and Luigi spin around when performing a regular midair jump, but do rapid backward somersaults when performing a backward midair jump. This does not apply to characters with multiple double jumps, in which case they simply turn 180 degrees horizontally as they jump. If a character flips, their collision bubble moves accordingly, though this has no effect on the jump itself.
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, Lucas, Kazuya and Sora have this type of double jump. Yoshi had a delayed double jump in Super Smash Bros. 64, Super Smash Bros. 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 midair 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 can also do this despite having only one double jump. Anybody with a special with low lag may also find it useful to turn around midair by b-reversing that special. Steve’s Minecart with no iron is a good example of this.
Fighters with multiple midair jumps tend to gain substantially less height per jump than the jumps of fighters with only one. Additionally, each subsequent jump provides less height than the previous. There is also a brief delay between the end of one jump and being able to start the next, with holding the jump button resulting in the next jump being used as early as possible. 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, who has among the best air speed, in exchange for among the worst jump height). In addition to this, air acceleration is reduced during the animations of multi-jumps, and in the case of Kirby in the first two games, air speed is also reduced, although this can be overridden by interrupting the animation with an aerial attack or air dodge.
In Melee, Captain Falcon and Ganondorf gain another midair jump after using Falcon Kick and Wizard's Foot, respectively. Bayonetta can also restore her double jump by inputting Witch Twist 4 frames after initiating the double jump (3 frames prior to version 8.0.0 of Super Smash Bros. Ultimate). This effectively gives her access to three midair jumps (through two uses of Witch Twist) if the technique is performed correctly. 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, and some Spirits, such as Ho-Oh, give players an additional midair jump when equipped. Sephiroth also gains an additional midair jump when in Winged Form. These additional midair jumps behave like standard double jumps rather than multi-jumps, though Sephiroth still has a delay before he can use his next midair jump.
Multiple double jumpers
Fighter | Double jumps | |||||
---|---|---|---|---|---|---|
Banjo & Kazooie | 2 | |||||
Charizard | 2 | |||||
Dark Pit | 3 | |||||
Jigglypuff | 5 | |||||
King Dedede | 4 | |||||
Kirby | 5 | |||||
Meta Knight | 5 | |||||
Pit | 3 | |||||
Ridley | 2 | |||||
Sephiroth | 2 (in Winged Form) |
Double jump heights
Super Smash Bros.
There are three values: the jump multiplier (m), the jump base (b), and the air jump multiplier (a)—the control stick's vertical position is always assumed to be 80. The air jump multiplier is applied after multiplying the jump multiplier by the stick position and adding the jump base. A character's gravity (g) is also applied on the same frame as the double jump. The resulting jump force formula is (80*m+b)*a-g
. Ness and Yoshi have delayed double jumps, using an animation for their height instead of using any of their listed values.
Rank | Character | Jump multiplier | Jump base | Air jump mult. | Height |
---|---|---|---|---|---|
1 | Fox | 1 | 23 | 1.1 | 1548.4 |
2 | Captain Falcon | 1 | 25 | 0.95 | 1413.75 |
3 | Luigi | 0.7 | 30 | 0.9 | 1387.8 |
4 | Pikachu | 0.67 | 37 | 1 | 1323 |
5 | Samus | 0.5 | 36 | 0.94 | 1307.58 |
6 | Donkey Kong | 0.47 | 55 | 0.91 | 1141.448 |
7 | Mario | 0.7 | 26 | 0.9 | 1098 |
8 | Link | 0.7 | 36 | 0.9 | 1030 |
9 | Kirby | 0.6 | 30 | 0.8 | 780, ? |
10 | Jigglypuff | 0.7 | 20 | 0.7 | 681.2, ? |
? | Ness | 0.7 | 26 | 1.2 | ? |
? | Yoshi | 0.7 | 27.5 | 1.2 | ? |
n/a | Metal Mario | 0.7 | 38 | 1.1 | ? |
n/a | Giant Donkey Kong | 0.85 | 65 | 1 | ? |
Rank | Character | Jump multiplier | Jump base | Air jump mult. | Height |
---|---|---|---|---|---|
1 | Fox | 1 | 23 | 1.1 | 1548.4 |
2 | Luigi | 0.7 | 30 | 0.9 | 1387.8 |
3 | Pikachu | 0.67 | 37 | 1 | 1323 |
4 | Samus | 0.5 | 36 | 0.94 | 1307.58 |
5 | Captain Falcon | 1 | 24 | 0.9 | 1242 |
6 | Donkey Kong | 0.47 | 55 | 0.91 | 1141.448 |
7 | Mario | 0.7 | 26 | 0.9 | 1098 |
8 | Link | 0.7 | 36 | 0.9 | 967.2 |
9 | Kirby | 0.6 | 30 | 0.8 | 780, ? |
10 | Jigglypuff | 0.7 | 20 | 0.7 | 681.2, ? |
? | Ness | 0.7 | 26 | 1.2 | ? |
? | Yoshi | 0.7 | 27.5 | 1.2 | ? |
n/a | Metal Mario | 0.7 | 38 | 1.1 | ? |
n/a | Giant Donkey Kong | 0.85 | 65 | 1 | ? |
Rank | Character | Jump multiplier | Jump base | Air jump mult. | Height |
---|---|---|---|---|---|
1 | Fox | 1 | 23 | 1.1 | 1548.4 |
2 | Luigi | 0.7 | 30 | 0.9 | 1387.8 |
3 | Pikachu | 0.67 | 37 | 1 | 1323 |
4 | Samus | 0.5 | 36 | 0.94 | 1307.58 |
5 | Captain Falcon | 1 | 24 | 0.9 | 1242 |
6 | Donkey Kong | 0.47 | 55 | 0.91 | 1141.448 |
7 | Mario | 0.7 | 26 | 0.9 | 1098 |
8 | Link | 0.7 | 36 | 0.88 | 923.68 |
9 | Kirby | 0.6 | 30 | 0.8 | 780, ? |
10 | Jigglypuff | 0.7 | 20 | 0.7 | 681.2, ? |
? | Ness | 0.7 | 26 | 1.2 | ? |
? | Yoshi | 0.7 | 27.5 | 1.2 | ? |
n/a | Metal Mario | 0.7 | 38 | 1.1 | ? |
n/a | Giant Donkey Kong | 0.85 | 65 | 1 | ? |
Rank | Character | Jump multiplier | Jump base | Air jump mult. | Height |
---|---|---|---|---|---|
1 | Fox | 1 | 23 | 1.1 | 1548.4 |
2 | Luigi | 0.7 | 30 | 0.9 | 1387.8 |
3 | Pikachu | 0.67 | 37 | 1 | 1323 |
4 | Samus | 0.5 | 36 | 0.94 | 1307.58 |
5 | Captain Falcon | 1 | 24 | 0.9 | 1242 |
6 | Donkey Kong | 0.47 | 55 | 0.91 | 1141.448 |
7 | Mario | 0.7 | 26 | 0.9 | 1098 |
8 | Link | 0.7 | 36 | 0.85 | 860.2 |
9 | Kirby | 0.6 | 30 | 0.8 | 780, ? |
10 | Jigglypuff | 0.7 | 20 | 0.7 | 681.2, ? |
? | Ness | 0.7 | 26 | 1.2 | ? |
? | Yoshi | 0.7 | 27.5 | 1.2 | ? |
n/a | Metal Mario | 0.7 | 38 | 1.1 | ? |
n/a | Giant Donkey Kong | 0.85 | 65 | 1 | ? |
Super Smash Bros. Melee
Air jump force is calculated using the character's fullhop jump force multiplied by the air jump multiplier. A character's double jump height is calculated similarly to a fullhop, using the respective jump force value as an overriding initial vertical velocity. Unlike grounded jumps, the first frame of a double jump is always affected by gravity as the character is already airborne.
- Characters with delayed double jumps have velocity mapped to the animation of the double jump. As a result, the air jump force is seemingly unused.
- Due to having multiple double jumps, Jigglypuff and Kirby have several different air jump force values and an air jump multiplier of 0.
Rank | Character | Air jump multiplier | Air jump force | Double jump height |
---|---|---|---|---|
N/A | Male Wire Frame | 1.3 | 3.25 | 57.06 |
N/A | Female Wire Frame | 1.3 | 2.73 | 49.469 |
1 | Falco | 0.94 | 3.854 | 41.778 |
2 | Fox | 1.2 | 4.416 | 40.204 |
3 | Sheik | 1.1 | 3.08 | 38 |
N/A | Giga Bowser | 1 | 4.2 | 33.2 |
4 | Luigi | 0.9 | 2.16 | 32.736 |
5 | Ice Climbers | 1 | 2.6 | 32.5 |
6-7 | Pichu | 1 | 2.6 | 29.44 |
Pikachu | ||||
8 | Donkey Kong | 0.91 | 2.457 | 28.968 |
9 | Bowser | 1 | 2.8 | 28.77 |
10 | Captain Falcon | 0.9 | 2.79 | 28.56 |
11-13 | Dr. Mario | 1 | 2.3 | 26.7 |
Mario | ||||
Mr. Game & Watch | ||||
14 | Samus | 0.9 | 1.89 | 26.124 |
15 | Marth | 0.88 | 2.112 | 25.188 |
16 | Young Link | 0.88 | 2.3056 | 23.012 |
17 | Ganondorf | 0.95 | 2.47 | 22.23 |
18 | Roy | 0.88 | 2.288 | 21.82 |
19 | Zelda | 0.86 | 1.806 | 21.444 |
20 | Link | 0.88 | 2.2 | 20.9 |
? | Jigglypuff | 0 | 1.65, 1.59, 1.47, 1.36, 1.25 | ? |
? | Kirby | 0 | 2, 2, 1.73, 1.56, 1.33 | ? |
? | Mewtwo | 1 | 2.3* | ? |
? | Ness | 0.85 | 2.125* | ? |
? | Peach | 0.7 | 1.54* | ? |
? | Yoshi | 1.3 | 3.25* | ? |
Super Smash Bros. Brawl
Super Smash Bros. 4
Rank | Character | Double Jump Height |
---|---|---|
N/A | Giga Bowser | 75 |
1 | Mewtwo | 58.543 |
2 | Yoshi | 51.56 |
3 | Falco | 50.506073 |
4 | Greninja | 46 |
5 | Zero Suit Samus | 44.2 |
6 | Bayonetta | 42 |
7 | Luigi | 41.305771 |
8 | Diddy Kong | 41.208694 |
9-10 | Sheik | 40 |
Rosalina & Luma | ||
N/A | Giga Mac | 40 |
11 | R.O.B. | 38 |
12 | Lucario | 37.62 |
N/A | Mega Lucario | 37.62 |
13 | Captain Falcon | 37.306652 |
14-15 | Samus | 37 |
Fox | ||
16 | Mario | 36.331814 |
17 | Charizard | 36 |
18 | Palutena | 35.9 |
19 | Wii Fit Trainer | 35.6 |
20-22 | Donkey Kong | 35.5 |
Pikachu | ||
Mii Brawler | ||
23 | Sonic | 35 |
N/A | Wario-Man | 35 |
24 | Shulk | 34.8 |
25 | Lucas | 34.48 |
26 | Ness | 34.476265 |
27 | Bowser Jr. | 34.4 |
28 | Pac-Man | 34.1 |
29-30 | Toon Link | 33.8 |
Duck Hunt | ||
31-32 | Marth | 33.660133 |
Lucina | ||
33 | Mii Gunner | 33.500343 |
34 | Olimar | 33.5 |
35 | Robin | 33.208813 |
36 | King Dedede | 32.85 |
37 | Mega Man | 32.8 |
38 | Bowser | 32.611839 |
39-40 | Villager | 32.5 |
Cloud | ||
41 | Zelda | 31.552761 |
42-45 | Pit | 31 |
Dark Pit | ||
Ike | ||
Corrin | ||
46 | Wario | 30.5 |
47 | Peach | 30.025824 |
48 | Ryu | 29.5 |
49 | Link | 29 |
50 | Meta Knight | 28.925524 |
51 | Dr. Mario | 28.649234 |
52 | Mii Swordfighter | 28.3 |
53 | Roy | 28 |
54 | Mr. Game & Watch | 27.511969 |
55-56 | Ganondorf | 26 |
Little Mac | ||
57 | Kirby | 22 |
58 | Jigglypuff | 19.786329 |
Update history
1.1.3
- Ganondorf's air jump height increased: 25.488228 → 26
Super Smash Bros. Ultimate
Origin
Double jumping is a common mechanic in many platforming video games, with the oldest game to include such an ability being Namco's Dragon Buster. 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 Bayonetta, Daisy, Kazooie, Kirby, Samus, Sonic, Wario, Yoshi, King Dedede, Meta Knight, and Richter.
Gallery
Trivia
- Despite being able to actually fly, both Charizard and Ridley have fewer midair jumps than both Pit and Dark Pit, who cannot actually fly on their own.
- King Dedede is the only character to not share his amount of midair jumps with any other character, with a total of four.
- In SSB4, 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.
- SSB4 is the only game to not introduce any characters with a delayed double jump.
- Sephiroth is the only character who has a varied amount of midair jumps; one by default, and two in his Winged Form.
- Banjo & Kazooie are the only third-party and DLC fighter to always have multiple double jumps. Sephiroth also has the ability to perform more than one midair jump, but only in his winged form.