Flip Jump

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Start of the Flip Jump
In the air
Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air.

Flip Jump is Zero Suit Samus' down special move. Zero Suit Samus flashes as she does a flip and an arching jump through the air. This provides some horizontal and vertical recovery. It functions as Zero Suit Samus' third jump, but does not put Zero-suit Samus into a helpless position, allowing her to use her tether recovery in addition, which makes up for its relatively short length compared to other third jumps. In addition, this move provides a short time of invincibility for Zero Suit Samus during the inital rise. She cannot perform the Flip Jump again until she lands, even if she is hit before returning to the stage.

If Zero Suit Samus hits a wall while performing the Flip Jump, she will automatically perform a Wall Jump. This does not count as the wall jump Zero Suit Samus can perform without landing. She will automatically do up to 4 wall jumps if she continues to contact them soon enough, mostly in custom stages.

After using Flip Jump, in the air, Zero Suit Samus can not land on a fall-through platform until the move has completely finished (i.e. she is level in height with when she started), instead she will fall through it.

If the player inputs any attack button while Zero Suit Samus is flashing, she will stick out her foot at a 45 degree angle, performing a kick. Anyone hit by the initial extension of this kick will be sent downwards in a moderate-power meteor smash. This makes for one of her few KO moves. She can also perform her Dair when just past the 180 degree mark.

If the player attempts to footstool jump while Zero Suit Samus is flashing, she will do a special spinning jump that goes about half the height of her double jump. This also works on items, not just characters.

Zero Suit Samus will usually jump up and forwards in the direction she is facing, and then land facing the other way. However, if the player taps backwards as soon as they use the move, she will flip backwards. This is effective for playing mind games as they cannot predict if they are going to strike.

Flip Jump is very similar to Diddy Kong's Monkey Flip in function and effect.

Applications

The Flip Jump is obviously useful for recoveries. However, there are many other uses.

Approach

One useful strategy for the Flip Jump is in an approach. As Samus, the player can run towards their opponent, and when they are a short distance away from them, use Flip Jump and attack. The opponent will most likely be trying to block an attack from the front, so the player can catch them off guard.

Also note that even if the player inputs commands, if Samus is close enough to an opponent, she will automatically perform the kick (sort of like a counter).

Defense

A common use of the Flip Jump is defensive; when the opponent tries to attack the player, use Flip Jump to arc over their heads and counterattack. This can be mixed up with rolls and dodges to make Samus very unpredictable. Very scary for off-stage edge-guarders, as the attack can spike, and the player can edgehog them in succession with a tether.

Smash Ball catching

Another use of it is when the battle for the Smash Ball has gone mid air she can spike them out of the way in one attack.

Glitch

On the Yoshi's Island: Yoshi's Island stage, if Flip Jump is used on either of the 45° slopes at each end of the stage (pipe, or wall), ZSS will not perform the move, but make the sound, and the initial flash, and move a little up the slope. This can be done on a couple other stages as well. Template:Zero Suit Samus Special Moves