Long jump: Difference between revisions

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== Advantages ==
== Advantages ==
Due to their fixed speed, long jumps are rarely used at high level play but can be used in [[long jump cancel clip|long jump cancel clips]] (ljccs), [[yellow dram|yellow drams]] and as an alternative to rolling if you are playing with a controller without motion controls. Long jumps are usually used for specific instances like gaining speed in a small area, usually in conjunction with a triple jump and can be utilised in low% runs such as [[motioncontrolless%]].
Due to their fixed speed, long jumps are rarely used at high level play but can be used in [[long jump cancel clip|long jump cancel clips]] (ljccs), [[yellow dram|yellow drams]] and as an alternative to rolling if one is playing with a controller without motion controls. Long jumps are usually used for specific instances like gaining speed in a small area, usually in conjunction with a triple jump and can be utilised in low% runs such as [[motioncontrolless%]].


== References ==
== References ==
<references />[[Category:Movement]]
<references />[[Category:Movement]]

Revision as of 10:18, 23 November 2019

A long jump is a type of jump that spans a long distance while remaining close to the ground. Long jumping is performed by pressing the crouch button followed by the jump button while moving. Although long jumps are not the most powerful method of gaining distance in Super Mario Odyssey, they are often convenient due to being very quick to execute.

Execution

A long jump can be executed in two ways. The first method involves getting a running start, and then pressing the crouch button followed by the jump button. This is the same button sequence as a backflip, meaning the only thing that differentiates the two is whether or not Mario is moving. The second way of initiating a long jump is pressing the jump button while Mario is rolling.

Properties

Long jumps have a height of only 144 units[1], making them one of the shortest types of jumps. This sometimes makes them useful for clearing a low ceiling.

One of the defining properties of long jumps is that they begin with a fixed speed. This makes them a good way to accelerate quickly if Mario is not moving prior to the long jump. However, this speed is not particularly fast compared with some of the fastest methods of movement such as rolling, meaning it is not particularly useful for crossing long distances in speedruns.

Advantages

Due to their fixed speed, long jumps are rarely used at high level play but can be used in long jump cancel clips (ljccs), yellow drams and as an alternative to rolling if one is playing with a controller without motion controls. Long jumps are usually used for specific instances like gaining speed in a small area, usually in conjunction with a triple jump and can be utilised in low% runs such as motioncontrolless%.

References