Triple jump: Difference between revisions

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Added reference for jump height in units
→‎Properties: Divided section into height-based and distance-based jump info; added info about initiating a height-based triple on a small platform
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== 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<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.  
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 the third jump in a triple jump sequence requires Mario to be moving, while executing the second 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.
=== Distance-based jumps ===
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]].  



Revision as of 20:23, 30 September 2019

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

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[1]. 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 the third jump in a triple jump sequence requires Mario to be moving, while executing the second 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.

Distance-based jumps

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 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 cancel vectors provide slightly more momentum, they are more effective for jumps in which the target is extremely far away.

Uses

Triple jumps are often used for the following speedrun techniques and trickjumps:

References