Editing Triple jump
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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 a third time in a row while moving directly forward, after performing a [[double jump]]. | ||
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=== Height-based jumps === | === 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 | 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<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. | 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. | ||
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=== Other properties === | === Other properties === | ||
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 | 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. | ||
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. | 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. |