Triple jump: Difference between revisions

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→‎Properties: Added description of momentum triple jumps
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→‎Properties: explained the advantages of full speed triple jumps in trickjumping
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==Properties==
==Properties==


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. A full speed and properly vectored triple jump can give more horizontal distance than a cappy roll vault, making it ideal for horizontal trickjumps. They have an advantage over roll cancel vectors as roll cancel vectors lose alot of height but triple jumps are slow to lose 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]].
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]].

Revision as of 20:01, 30 September 2019

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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 three times in quick succession while moving.

Properties

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. A full speed and properly vectored triple jump can give more horizontal distance than a cappy roll vault, making it ideal for horizontal trickjumps. They have an advantage over roll cancel vectors as roll cancel vectors lose alot of height but triple jumps are slow to lose 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 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

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

  • Left Side
  • Flower Road Skip
  • Cage Triple
  • Salt Triple