Super Smash Bros. series

Double jump

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Toon Link double jumping inBrawl.

Adouble jump (also called anair jump or amidair jump) is ajump that can be used once every time the user is airborne. Just like the grounded jump, double jumping is achieved by hitting up on theControl Stick or hitting the jump button. Every character has at least one double jump in theSmash Bros. series, regardless of whether such an ability exists in their original series, while some characters can use up to five.

Overview[edit]

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 mostrecovery moves, double jumps are not given back to the player upon being put intohitstun. This can be catastrophic to a character trying to return to the stage if they have already used their double jump(s) and an opponentedge 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 eithershort 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-basedarmor.

Animations[edit]

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 forR.O.B. inSuper 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).

When a character has used up all their midair jumps, they enter a different animation when falling that their usual falling animation to indicate they cannot jump again. However, in every game sinceMelee, if said character performs any action in the air after their double jump, such as an aerial, they revert to their regular falling animation, while in64, the alternate animation persists until they land or grab a ledge and replenish their double jump. InUltimate, burning all midair jumps also causes the character's model to give off small wisps of smoke until they land, 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 andLuigi 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, theircollision bubble moves accordingly, though this has no effect on the jump itself.

Delayed double jumps[edit]

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 asdouble jump canceling and rising aerials.Ness,Mewtwo,Lucas,Kazuya andSora have this type of double jump.Yoshi had a delayed double jump inSuper Smash Bros. 64,Super Smash Bros. Melee andBrawl, whilePeach had it inMelee before losing it inBrawl.

Multiple double jumps[edit]

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 ismetal, these multi-jumps become useless or nearly useless.

Characters with multi-jumps usually have poorair 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 orair dodge.

InMelee,Captain Falcon andGanondorf gain another midair jump after usingFalcon Kick andWizard's Foot, respectively.Bayonetta can also restore her double jump by inputtingWitch Twist 4 frames after initiating the double jump (3 frames prior to version8.0.0 ofSuper 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 ofSuper Smash Bros. for Nintendo 3DS, a bug allowedRobin andKirby, uponcopying Robin, to regain all of their respective midair jumps after chargingThoron; this bug was removed in version1.0.4.

In games fromMelee onward, characters with multiple midair jumps cannot drop throughsoft platforms during any of their midair jumps until their animation completes, even if holding down on the Control Stick or afterfast 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.

ASmash RunPower allows any character to have extra midair jumps, and someSpirits, such asHo-Oh, give players an additional midair jump when equipped.Sephiroth also gains an additional midair jump when inWinged 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[edit]

FighterSuper Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. UltimateDouble jumps
Banjo &KazooieBanjo & Kazooie (SSBU)2
CharizardCharizard (SSBB)Charizard (SSB4)Charizard (SSBU)2
Dark PitDark Pit (SSB4)Dark Pit (SSBU)3
JigglypuffJigglypuff (SSB)Jigglypuff (SSBM)Jigglypuff (SSBB)Jigglypuff (SSB4)Jigglypuff (SSBU)5
King DededeKing Dedede (SSBB)King Dedede (SSB4)King Dedede (SSBU)4
KirbyKirby (SSB)Kirby (SSBM)Kirby (SSBB)Kirby (SSB4)Kirby (SSBU)5
Meta KnightMeta Knight (SSBB)Meta Knight (SSB4)Meta Knight (SSBU)5
PitPit (SSBB)Pit (SSB4)Pit (SSBU)3
RidleyRidley (SSBU)2
SephirothSephiroth (SSBU)2 (inWinged Form)

Double jump heights[edit]

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The editor who added this tag elaborates:Values needed for SSB, SSBM, and SSBB

Super Smash Bros.[edit]

There are three values: the jump multiplier (m), the jump base (b), and the air jump multiplier (a)—thecontrol 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 andYoshi have delayed double jumps, using an animation for their height instead of using any of their listed values.

JPN
RankCharacterJump multiplierJump baseAir jump mult.Height
1Fox (SSB)Fox1231.11548.4
2Captain Falcon (SSB)Captain Falcon1250.951413.75
3Luigi (SSB)Luigi0.7300.91387.8
4Pikachu (SSB)Pikachu0.673711323
5Samus (SSB)Samus0.5360.941307.58
6Donkey Kong (SSB)Donkey Kong0.47550.911141.448
7Mario (SSB)Mario0.7260.91098
8Link (SSB)Link0.7360.91030
9Kirby (SSB)Kirby0.6300.8780, ?
10Jigglypuff (SSB)Jigglypuff0.7200.7681.2, ?
?Ness (SSB)Ness0.7261.2?
?Yoshi (SSB)Yoshi0.727.51.2?
n/aMetal Mario (SSB)Metal Mario0.7381.1?
n/aGiant Donkey KongGiant Donkey Kong0.85651?
US
RankCharacterJump multiplierJump baseAir jump mult.Height
1Fox (SSB)Fox1231.11548.4
2Luigi (SSB)Luigi0.7300.91387.8
3Pikachu (SSB)Pikachu0.673711323
4Samus (SSB)Samus0.5360.941307.58
5Captain Falcon (SSB)Captain Falcon1240.91242
6Donkey Kong (SSB)Donkey Kong0.47550.911141.448
7Mario (SSB)Mario0.7260.91098
8Link (SSB)Link0.7360.9967.2
9Kirby (SSB)Kirby0.6300.8780, ?
10Jigglypuff (SSB)Jigglypuff0.7200.7681.2, ?
?Ness (SSB)Ness0.7261.2?
?Yoshi (SSB)Yoshi0.727.51.2?
n/aMetal Mario (SSB)Metal Mario0.7381.1?
n/aGiant Donkey KongGiant Donkey Kong0.85651?
PAL
RankCharacterJump multiplierJump baseAir jump mult.Height
1Fox (SSB)Fox1231.11548.4
2Luigi (SSB)Luigi0.7300.91387.8
3Pikachu (SSB)Pikachu0.673711323
4Samus (SSB)Samus0.5360.941307.58
5Captain Falcon (SSB)Captain Falcon1240.91242
6Donkey Kong (SSB)Donkey Kong0.47550.911141.448
7Mario (SSB)Mario0.7260.91098
8Link (SSB)Link0.7360.88923.68
9Kirby (SSB)Kirby0.6300.8780, ?
10Jigglypuff (SSB)Jigglypuff0.7200.7681.2, ?
?Ness (SSB)Ness0.7261.2?
?Yoshi (SSB)Yoshi0.727.51.2?
n/aMetal Mario (SSB)Metal Mario0.7381.1?
n/aGiant Donkey KongGiant Donkey Kong0.85651?
AUS
RankCharacterJump multiplierJump baseAir jump mult.Height
1Fox (SSB)Fox1231.11548.4
2Luigi (SSB)Luigi0.7300.91387.8
3Pikachu (SSB)Pikachu0.673711323
4Samus (SSB)Samus0.5360.941307.58
5Captain Falcon (SSB)Captain Falcon1240.91242
6Donkey Kong (SSB)Donkey Kong0.47550.911141.448
7Mario (SSB)Mario0.7260.91098
8Link (SSB)Link0.7360.85860.2
9Kirby (SSB)Kirby0.6300.8780, ?
10Jigglypuff (SSB)Jigglypuff0.7200.7681.2, ?
?Ness (SSB)Ness0.7261.2?
?Yoshi (SSB)Yoshi0.727.51.2?
n/aMetal Mario (SSB)Metal Mario0.7381.1?
n/aGiant Donkey KongGiant Donkey Kong0.85651?

Super Smash Bros. Melee[edit]

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 bygravity 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.
RankCharacterAir jump multiplierAir jump forceDouble jump height
N/AFighting Wire Frames (SSBM)Male Wire Frame1.33.2557.06
N/AFighting Wire Frames (SSBM)Female Wire Frame1.32.7349.469
1Falco (SSBM)Falco0.943.85441.778
2Fox (SSBM)Fox1.24.41640.204
3Sheik (SSBM)Sheik1.13.0838
N/AGiga Bowser (SSBM)Giga Bowser14.233.2
4Luigi (SSBM)Luigi0.92.1632.736
5Ice Climbers (SSBM)Ice Climbers12.632.5
6-7Pichu (SSBM)Pichu12.629.44
Pikachu (SSBM)Pikachu
8Donkey Kong (SSBM)Donkey Kong0.912.45728.968
9Bowser (SSBM)Bowser12.828.77
10Captain Falcon (SSBM)Captain Falcon0.92.7928.56
11-13Dr. Mario (SSBM)Dr. Mario12.326.7
Mario (SSBM)Mario
Mr. Game & Watch (SSBM)Mr. Game & Watch
14Samus (SSBM)Samus0.91.8926.124
15Marth (SSBM)Marth0.882.11225.188
16Young Link (SSBM)Young Link0.882.305623.012
17Ganondorf (SSBM)Ganondorf0.952.4722.23
18Roy (SSBM)Roy0.882.28821.82
19Zelda (SSBM)Zelda0.861.80621.444
20Link (SSBM)Link0.882.220.9
?Jigglypuff (SSBM)Jigglypuff01.65, 1.59, 1.47, 1.36, 1.25?
?Kirby (SSBM)Kirby02, 2, 1.73, 1.56, 1.33?
?Mewtwo (SSBM)Mewtwo12.3*?
?Ness (SSBM)Ness0.852.125*?
?Peach (SSBM)Peach0.71.54*?
?Yoshi (SSBM)Yoshi1.33.25*?

Super Smash Bros. Brawl[edit]

Data.pngThis article or section may require additional technical data.
The editor who added this tag elaborates:Need double jump heights for all Brawl characters
You can discuss this issue on thetalk page oredit this page to improve it.

Super Smash Bros. 4[edit]

RankCharacterDouble Jump Height
N/AGiga Bowser75
1Mewtwo (SSB4)Mewtwo58.543
2Yoshi (SSB4)Yoshi51.56
3Falco (SSB4)Falco50.506073
4Greninja (SSB4)Greninja46
5Zero Suit Samus (SSB4)Zero Suit Samus44.2
6Bayonetta (SSB4)Bayonetta42
7Luigi (SSB4)Luigi41.305771
8Diddy Kong (SSB4)Diddy Kong41.208694
9-10Sheik (SSB4)Sheik40
Rosalina & Luma (SSB4)Rosalina & Luma
N/AGiga Mac40
11R.O.B. (SSB4)R.O.B.38
12Lucario (SSB4)Lucario37.62
N/AMega Lucario37.62
13Captain Falcon (SSB4)Captain Falcon37.306652
14-15Samus (SSB4)Samus37
Fox (SSB4)Fox
16Mario (SSB4)Mario36.331814
17Charizard (SSB4)Charizard36
18Palutena (SSB4)Palutena35.9
19Wii Fit Trainer (SSB4)Wii Fit Trainer35.6
20-22Donkey Kong (SSB4)Donkey Kong35.5
Pikachu (SSB4)Pikachu
Mii Brawler (SSB4)Mii Brawler
23Sonic (SSB4)Sonic35
N/AWario-Man35
24Shulk (SSB4)Shulk34.8
25Lucas (SSB4)Lucas34.48
26Ness (SSB4)Ness34.476265
27Bowser Jr. (SSB4)Bowser Jr.34.4
28Pac-Man (SSB4)Pac-Man34.1
29-30Toon Link (SSB4)Toon Link33.8
Duck Hunt (SSB4)Duck Hunt
31-32Marth (SSB4)Marth33.660133
Lucina (SSB4)Lucina
33Mii Gunner (SSB4)Mii Gunner33.500343
34Olimar (SSB4)Olimar33.5
35Robin (SSB4)Robin33.208813
36King Dedede (SSB4)King Dedede32.85
37Mega Man (SSB4)Mega Man32.8
38Bowser (SSB4)Bowser32.611839
39-40Villager (SSB4)Villager32.5
Cloud (SSB4)Cloud
41Zelda (SSB4)Zelda31.552761
42-45Pit (SSB4)Pit31
Dark Pit (SSB4)Dark Pit
Ike (SSB4)Ike
Corrin (SSB4)Corrin
46Wario (SSB4)Wario30.5
47Peach (SSB4)Peach30.025824
48Ryu (SSB4)Ryu29.5
49Link (SSB4)Link29
50Meta Knight (SSB4)Meta Knight28.925524
51Dr. Mario (SSB4)Dr. Mario28.649234
52Mii Swordfighter (SSB4)Mii Swordfighter28.3
53Roy (SSB4)Roy28
54Mr. Game & Watch (SSB4)Mr. Game & Watch27.511969
55-56Ganondorf (SSB4)Ganondorf26
Little Mac (SSB4)Little Mac
57Kirby (SSB4)Kirby22
58Jigglypuff (SSB4)Jigglypuff19.786329

Update history[edit]

1.1.3[edit]
  • Buff Ganondorf's air jump height increased: 25.488228 → 26

Super Smash Bros. Ultimate[edit]

RankCharacterDouble Jump Height
1Mewtwo (SSBU)Mewtwo57.35
2Yoshi (SSBU)Yoshi51.56
3Falco (SSBU)Falco50.51
4Sora (SSBU)Sora50.4
5Kazuya (SSBU)Kazuya49
6Greninja (SSBU)Greninja46
7Ness (SSBU)Ness45.65
8Zero Suit Samus (SSBU)Zero Suit Samus44.2
9Lucas (SSBU)Lucas44.13
10Bayonetta (SSBU)Bayonetta42
11Luigi (SSBU)Luigi41.31
12Diddy Kong (SSBU)Diddy Kong41.21
13-14Sheik (SSBU)Sheik40
Rosalina & Luma (SSBU)Rosalina & Luma
15Piranha Plant (SSBU)Piranha Plant38.52
16R.O.B. (SSBU)R.O.B.38
17Lucario (SSBU)Lucario37.62
18Captain Falcon (SSBU)Captain Falcon37.31
19-21Samus (SSBU)Samus37
Dark Samus (SSBU)Dark Samus
Fox (SSBU)Fox
22-23Mario (SSBU)Mario36.33
Inkling (SSBU)Inkling
24Pichu (SSBU)Pichu36.02
25Charizard (SSBU)Charizard36
26Palutena (SSBU)Palutena35.9
27Wii Fit Trainer (SSBU)Wii Fit Trainer35.6
28-30Donkey Kong (SSBU)Donkey Kong35.5
Pikachu (SSBU)Pikachu
Mii Brawler (SSBU)Mii Brawler
31Squirtle (SSBU)Squirtle35.35
32Sonic (SSBU)Sonic35
33Ice Climbers (SSBU)Ice Climbers34.69
34Bowser Jr. (SSBU)Bowser Jr.34.4
35Pac-Man (SSBU)Pac-Man34.1
36Snake (SSBU)Snake34.07
37-38Joker (SSBU)Joker34
Sephiroth (SSBU)Sephiroth34
39-40Toon Link (SSBU)Toon Link33.8
Duck Hunt (SSBU)Duck Hunt
41-43Marth (SSBU)Marth33.66
Lucina (SSBU)Lucina
Young Link (SSBU)Young Link
44-45Olimar (SSBU)Olimar33.5
Shulk (SSBU)Shulk
46Robin (SSBU)Robin33.21
47Mythra (SSBU)Mythra33
48King Dedede (SSBU)King Dedede32.85
49-50Mega Man (SSBU)Mega Man32.8
Incineroar (SSBU)Incineroar
51-52Bowser (SSBU)Bowser32.61
King K. Rool (SSBU)King K. Rool
53-55Villager (SSBU)Villager32.5
Cloud (SSBU)Cloud
Isabelle (SSBU)Isabelle
56Mii Gunner (SSBU)Mii Gunner32.3
57Ivysaur (SSBU)Ivysaur32.25
58-59Ridley (SSBU)Ridley32
Banjo & Kazooie (SSBU)Banjo & Kazooie
60Zelda (SSBU)Zelda31.55
61-65Pit (SSBU)Pit31
Dark Pit (SSBU)Dark Pit
Ike (SSBU)Ike
Corrin (SSBU)Corrin
Hero (SSBU)Hero
66Wolf (SSBU)Wolf30.71
67Wario (SSBU)Wario30.5
68-69Peach (SSBU)Peach30.03
Daisy (SSBU)Daisy
70-71Ryu (SSBU)Ryu29.5
Ken (SSBU)Ken
72-77Link (SSBU)Link29
Simon (SSBU)Simon
Richter (SSBU)Richter
Terry (SSBU)Terry
Min Min (SSBU)Min Min
Pyra (SSBU)Pyra
78Meta Knight (SSBU)Meta Knight28.93
79Byleth (SSBU)Byleth28.5
80Mii Swordfighter (SSBU)Mii Swordfighter28.3
81-82Roy (SSBU)Roy28
Chrom (SSBU)Chrom
83Dr. Mario (SSBU)Dr. Mario27.785184
84Mr. Game & Watch (SSBU)Mr. Game & Watch27.51
85-86Ganondorf (SSBU)Ganondorf26
Little Mac (SSBU)Little Mac
87Steve (SSBU)Steve22.5
88Kirby (SSBU)Kirby22
89Jigglypuff (SSBU)Jigglypuff19.79

Origin[edit]

Double jumping is a common mechanic in many platforming video games, with the oldest game to include such an ability beingNamco'sDragon 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 includeBayonetta,Daisy,Kazooie,Kirby,Samus,Sonic,Wario,Yoshi,King Dedede,Meta Knight, andRichter.

Gallery[edit]

  • Mario performing his double jump in Melee.

    Mario performing his double jump inMelee.

  • Mario's double jump backward.

    Mario's double jump backward.

Trivia[edit]

  • Despite being able to actually fly, bothCharizard andRidley have fewer midair jumps than bothPit andDark 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.
  • InSSB4, 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 theirback aerial instead of theirforward 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 hisWinged Form.
  • Banjo &Kazooie are the only third-party andDLC 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.
  • Kirby is the only universe with multiple fighters in which all of its characters have multiple double jumps.

See also[edit]