Triple jump: Difference between revisions
→Properties: Incorporated some of the information from Gaiaphage's edit, but cleaned up the wording |
m →Properties: Clarified "roll cancel vectors" |
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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 one of the best ways 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]]. | 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 one of the best ways 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]]. | ||
In many cases, triple jumps also have an advantage over roll cancel vectoring, since roll cancel vectors start with zero height. However, since roll | In many cases, triple jumps also have an advantage over roll cancel vectoring, since roll cancel vectors start with zero height. However, since roll cancel vectors provide slightly more momentum, they are more effective for jumps in which the target is extremely far away. | ||
== Uses == | == Uses == |