Zap Jump
Zap Jumping is an advanced technique that doubles the height of Lucas's second jump. It was discovered by Christopher Daniel Winans.
Execution
To execute this boost, the player must use PK Fire within one frame of his double jump, essentially pressing them at virtually the same time (one sixtieth of a second delay). Lucas's air jump propels him by an upward force (like most characters), but for some reason the ascent is hindered by a downward force right after this, which is apparently negated by the side special move.
The bolt of fire is released about halfway through the jump, and combined with B-Sticking and Magnet Pull, Zap Jumping allows for an impressive recovery. Due to the obscure nature of jumping immediately after a special, along with the awkward input layout on most controllers: it is advisable to change the controls to a more congruent assignment; the L or R button, for example.
PK Jump & Firebound
Ness is also strangely affected by using PK Fire with his second jump. When the two moves are used simultaneously, he will be propelled forward and slightly higher. This makes for a great approach and extends the special considerably, and can also be used for recovery, acting as a barrier against opponents edgeguarding from below.
A variation of this maneuver, known as the Firebound, combines the mechanics of the PK Jump and B-sticking. By pressing the B-stick backwards while holding forward and double jumping, the player will shoot backward; a defensive maneuver.
Lucas jump technique
This technique can be executed by playing as Lucas at any stage, and have Lucas grab any item. Then Lucas should jump, and throw the item that he hold upwards at the same time as he double jumps. Note that the item used doesn't have to be a throwing item, a batting item can also be used as long the item can be thrown away. This also works with Ray Gun and Super Scope, while shooting them.
Z-air Zap Jump
Similar to Lucas' Zap Jump and item throw Zap Jump, except Lucas must use any move in the air, buffer and hold a jump within the move's ending lag, airdodge on the first frame of the jump and immediately interrupt the airdodge with a Z-air (Grab air). This allows Lucas to tether the ledge while going up, however if the ledge is occupied he still retains the boost of his jump.
Because of the relative difficulty in mastering this (in comparison to the Zap Jump), Zap Jump is a better overall choice for recovery.
Videos
Lucas' Zap Jump, and other
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Ness' PK Jump
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