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. | ||
== | === 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. | |||
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. | |||
== Uses == | == Uses == |