Triple jump: Difference between revisions

m →‎Distance-based jumps: Removed references to "roll cancel vector" term
Reworked Behavior section into "Other properties"
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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.  
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 ==
=== Other properties ===
Because a [[cap return jump]] takes priority over a triple jump, catching Cappy just as the third jump is being performed will result in a cap return jump replacing the triple jump. Because cap return jumps are lower than triple jumps, this may interfere with certain maneuvers, so one must be careful not to catch Cappy while executing the third jump in a sequence. Cap return jumps also take priority over single and double jumps, but the triple jump can still be executed if this occurs during the sequence.


=== Catching Rule ===
If Mario rotates too much between jumps or is not moving fast enough at the time of the third jump, the third jump will not be performed as a triple jump. Instead, it will result in Mario performing a "false triple jump", which appears to be a single jump. However, a false triple jump cannot be used as the first jump in a new triple jump sequence.
There are some rules that triple jumps follow that may make it difficult to perform a triple jump. The first of which is the catching rule. If the third jump of a triple jump is a return/catch jump, then the triple jump will fail to execute. However, if either the first or second jumps are catches, the triple will be executed as normal.
 
=== Rotation Rule ===
The second is the rotation rule. If the final jump in the triple jump is a 90 degree rotation or more from the second jump then the triple will not execute. The same can be said about the rotation of the second jump in accordance with the first though the rule is more lenient here. However, if mario rotates 90 degrees or more in the air then turns back before he lands, the triple jump will still execute as normal.
 
=== Distance Rule ===
The third is the distance rule. A triple jump cannot be executed whilst stationary, meaning if there is no variation in distance between all the jumps then the triple jump will not execute. Despite this, if only the first jump is stationary and all other jumps are mobile, the triple jump will still execute.


== Uses ==
== Uses ==