Triple jump: Difference between revisions
smospeedrun>ImGaiaphage added subheadings |
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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 | In many cases, triple jumps also have an advantage over vectored roll cancels, since roll cancels start with zero height. However, since roll canceling from the very edge of a platform provides slightly more momentum, they are more effective for jumps in which the target is extremely far away. | ||
== Behaviour == | == Behaviour == | ||