Triple jump
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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
- Lucario: ExtremeSpeed
- Lucas: PK Thunder
- Mario: Super Jump Punch
- Marth: Dolphin Slash
- Meta Knight: Shuttle Loop
- 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
- Snake: Cypher
- Sonic: Spring Jump
- Yoshi: Egg Toss (SSBB only)
- Young Link: Spin Attack
- Wario: Corkscrew
- Wolf: Fire Wolf
- 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:
- Captain Falcon: Raptor Boost* , Falcon Punch (Smash 64 only)
- Diddy Kong: Monkey Flip
- Doctor Mario: Super Sheet and Dr. Tornado
- Falco: Falco Phantasm* (SSBM/SSBB only)
- Fox: Fox Illusion* (SSBM/SSBB only)
- Ganondorf: Gerudo Dragon* or Flame Choke*
- Ice Climbers: Squall Hammer*
- Ike: Quick Draw* (causes helpless state if it hits into an opponent off-stage)
- Kirby: Hammer
- Jigglypuff: Rollout* (only puts helpless in SSBM) and Pound
- Luigi: Green Missile (Only SSBB/SSBM) and Luigi Cyclone (easiest to do in brawl, highest distance in smash 64, needs to be charged on the ground in melee and has second highest distance)
- Mario: Cape and Mario Tornado (64/Melee only, but slightly slows descent in Brawl provided it isn't fastfalled)
- Meta Knight: Drill Rush*, Mach Tornado*, and Dimensional Cape*
- Ness: PK Fire (PK Jump, brawl only]]
- Peach: Toad and Peach Bomber
- Pichu: Skull Bash
- Pikachu: Skull Bash (Melee and brawl only)
- Samus: Bomb (All 3 games, easiest to do in melee, cannot bomb jump in smash 64) and Reverse fired Charge Shot (Smash 64 only, melee and brawl charge shots do not send Samus a notable extra distance in brawl or melee)
- Snake: C4 (Snake can drop a C4 and then detonate it with the right timing to send himself upward. This also lets him use his Cypher again if he has used it already)
- Sonic: Homing Attack and Spin Dash
- Wario: Wario Bike and Wario Waft (When fully charged)
- Wolf: Wolf Flash*
- Yoshi: Egg Roll* (SSBB only)
- Zelda: Din's Fire* (SSBB only)
- Zero Suit Samus: Flip Jump
- Link: Bomb (easiest to do in melee, almost impossible in smash 64 without perfect DI, called bomb jumping by either holding the bomb and letting it blow up allowing you to recover again or throwing the bomb up and up b'ing into it)
- Toon Link: See Link
- Young Link: See Link
*Puts the user into a Helpless State