Triple jump: Difference between revisions
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→Properties: Added description of momentum triple jumps |
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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 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. | ||
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. This is the absolute best way to gain distance, since it supplies 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]]. | |||
==Uses== | ==Uses== | ||