Editing Triple jump

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
[[File:Triple Jump.gif|thumb|330x330px]]
[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]]  
A '''triple jump''' is the most effective way to gain height in Super Mario Odyssey and is used for many trickjumps and speedrun techniques. It is initiated by jumping a third time in a row while moving directly forward, after performing a [[double jump]].
A triple jump is the most effective way to gain height in Super Mario Odyssey and is used for many trickjumps and speedrun techniques. It is initiated by jumping three times in quick succession while moving.


== Properties ==
==Properties==


=== Height-based jumps ===
Out of all of the various jump types in Super Mario Odyssey, triple jumps are the highest by a decent margin, with a height ranging from 375 to 550 units depending on how long the jump button is held. A full-height triple jump edges out the ground pound jump by 36.5 units, making it the best choice for trickjumps that require height.
Out of all of the various jump types in Super Mario Odyssey, triple jumps are the highest by a decent margin, with a height ranging from 325 to 550 units depending on how long the jump button is held<ref>https://www.youtube.com/watch?v=HynGdti4JSw</ref>. A full-height triple jump edges out the next highest jump type, the [[ground pound jump]], by 36.5 units, making it the best choice for trickjumps that require height.  


It is worth noting that initiating a triple jump requires Mario to be moving, while executing a [[double jump]] does not. Therefore, it is only necessary to begin moving Mario forward right as the second jump is initiated, in order to begin accelerating him to the proper speed that is required to initiate the third jump. This is useful when attempting to initiate a triple jump sequence off of a very small platform.
==Uses==


=== Distance-based jumps ===
Triple jumps are often used for the following speedrun techniques and trickjumps:
If there is enough room on the ground, a triple jump can be given momentum by using a ground pound roll. The roll can either be drawn out until Mario exits it, or [[Roll cancel|canceled]] if there is little room, and then followed up immediately by a triple jump sequence. This is one of the best ways to gain distance, since it supplies nearly the same amount of momentum as a [[vault]] but with a bit of extra height. However, it is not always possible to utilize this for distance-based jumps if there is little room on the starting platform, as is the case with jumps such as [[Snow Dram]].


In many cases, triple jumps also have an advantage over [[Vectoring|vectored]] [[Roll cancel|roll cancels]] off the very edge of a platform, since roll cancels start with zero height. However, since roll canceling from the edge of the platform provides slightly more momentum, it is generally more effective for jumps in which the target is extremely far away.
*Left Side


=== Other properties ===
*Flower Road Skip
Because a [[cap return jump]] takes priority over a triple jump, catching Cappy just as the third jump is being performed will result in a cap return jump replacing the triple jump. Because cap return jumps are lower than triple jumps, this may interfere with certain maneuvers, so one must be careful not to catch Cappy while executing the third jump in a sequence. Cap return jumps also take priority over single and double jumps, but the triple jump can still be executed if this occurs during the sequence. Other jump types may also be substituted into the sequence, including the use of [[backflip|backflips]], [[ground pound jump|ground pound jumps]] or spin jumps instead of the single jump, and [[vault|vaults]] instead of either the single jump or the double jump.


A triple jump can only be performed if Mario is moving roughly in the direction that he was facing as he initiated the second jump. If Mario rotates too much between jumps or is not moving fast enough at the time of the third jump, the third jump will not be performed as a triple jump. Instead, it will result in Mario performing a "false triple jump", which appears to be a single jump. However, a false triple jump cannot be used as the first jump in a new triple jump sequence.
*Cage Triple
 
== Uses ==
Triple jumps are often used for the following speedrun techniques and trickjumps:
* [[Left Side]]
* [[Flower Road Skip]]
* [[Cage Triple]]
* [[Salt Triple]]


== References ==
*Salt Triple
<references />
[[Category:Movement]]
Please note that all contributions to SMO.wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see SMO.wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)