Triple jump

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Revision as of 14:32, 1 October 2019 by smospeedrun>ImGaiaphage (added a behaviour section)

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.

Behaviour

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.

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.

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

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

References