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Zap Jump

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Merge.pngIt has been suggested that this article or section be merged withPK Fire.
The reason given for the merge is:Tech specific to PK Fire for both characters, see how Crownerang was handled. (Discuss)

Zap Jumping is an advanced technique that doubles the height ofLucas'ssecond jump. It was discovered by Christopher Daniel Winans.

Execution[edit]

To execute this boost, the player must usePK Fire within oneframe of his double jump, essentially pressing them at virtually the same time (one sixtieth of a second delay). Lucas's double jump propels him with 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 theside special move.

The bolt of fire is released about halfway through the jump, and combined withB-sticking andMagnet Pull, Zap Jumping allows for an impressiverecovery. Due to the obscure nature ofjumping immediately after aspecial, along with the awkward input layout on mostcontrollers: it is advisable to change thecontrols to a more congruent assignment; theL orR button, for example.

Attempting to perform the technique inSSB4 andUltimate results in Lucas's PK Fire weakening the upward ascent of his double jump instead of boosting it, rendering the technique ineffective.

PK Jump & Firebound[edit]

Ness is also strangely affected by usingPK Fire with hissecond jump. When the two moves are used simultaneously, he will be propelled forward and slightly higher. This makes for a greatapproach and extends thespecial considerably, and can also be used forrecovery, acting as a barrier against opponentsedgeguarding from below. This works inSSB4 andUltimate as well.

A variation of this maneuver, known as theFirebound, 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. This works inSSB4 as well.

Lucas jump technique[edit]

This technique can be executed by playing as Lucas on any stage, and have Lucas grab anyitem. Then Lucas shouldjump, and throw the item that he holds upward at the same time as hedouble jumps. Note that the item used does not have to be a throwing item; battering and shooting items can also be used as well. As with Lucas's PK Fire Zap Jump, attempting to perform this technique inSSB4 andUltimate results in the upward ascent of Lucas's double jump being weakened altogether instead of getting boosted, rendering the technique ineffective.

Double Jump Cancel Zair[edit]

Double jump cancel zair or DJCZ is a technique exclusive to Lucas inUltimate where the user performs aShort hop and, at anytime after the fifth frame of the short hop, tilt the control stick and press the jump andGrab button on the same frame. This causes Lucas's velocity to plummet down. This technique is quite difficult to perform, but allows Lucas to perform a tether attack faster than if he were to short hop zair. This can lead to it looping into itself and ending with a forward tilt, fair, dash attack, or grab. It also is useful in neutral for its disjoint and being safe on shield.

Another method can be foundhere.

PSI Floating[edit]

A much easier method of increasing Ness's midair jump height exists exclusively inSSB4, and involves air dodging as Ness uses his midair jump. Dubbed "PSI Floating," this will increase the jump's height by around 25%. This is exclusive to Ness, as attempting to perform it with Lucas or Mewtwo will actually lower their jump height. While this is no longer possible inUltimate, Ness can still get a similar effect using an aerial, as he could in previous games, and is still the only one of the 3 to be able to do so.

Videos[edit]

Lucas' Zap Jump, and other[edit]

Ness' PK Jump[edit]

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