McLeodGaming Wiki
Register
Advertisement
McLeodGaming Wiki
For the action of jumping while airborne in SSF, see Jumping.
Mario midair jump

Mario midair jumping in SSF2.

A midair jump, also known as a double jump, is a movement option in the Super Smash Flash series and Fraymakers that gives the user a quick boost of vertical speed in midair. While jumping, a character can move left or right, carrying any horizontal momentum they had before the jump. This move is an incredibly important tool for aerial movement, and must be used wisely to ensure that one does not become vulnerable to juggling or edgeguarding.

In Super Smash Flash[]

MG icon Main article: Jumping

In Super Smash Flash, midair jumps reuse the exact same animations and coding as the characters' first jump. Therefore, technically, the game does not contain midair jumping. This property causes a bug in the game in which a character who has not jumped on the ground can use both their grounded and midair jumps after becoming airborne.

In Super Smash Flash 2[]

Multiple double jumps

Jigglypuff, Kirby, Meta Knight, and Tails using multiple midair jumps.

In Super Smash Flash 2, midair jumps now function uniquely from grounded jumps, featuring differing speeds, heights, and animations. Once a midair jump is made, it cannot be used again until the character lands, grabs a ledge, or is KO'd. Normally, a character is only able to jump once in midair. However, several characters can perform more than one midair jump at a time. Namely, Bandana Dee and Pit each have four midair jumps, whereas Kirby, Meta Knight, Jigglypuff, and Tails each have five midair jumps.

Certain midair jumps also have unique properties. For instance, Peach, Yoshi, and Ness have delayed midair jumps, which causes them to accelerate up to their full midair jump speeds rather than starting at said speeds. These jumps can also be canceled if the player attacks without holding the jump input. Additionally, Yoshi's midair jump has heavy armor throughout its duration.

Midair jump values in Super Smash Flash 2[]

Character Jump speed Jump height #
Bandana Dee 12.4 66.44 1
2
3
Black Mage 12 59.5 1
Bomberman 19.2 99 1
Bowser 17.9 93.94 1
Captain Falcon 20 111.3 1
Chibi-Robo 17.8 90.2 1
Donkey Kong 18 109.33 1
Falco 24.2 130.9 1
Fox 25 123.5 1
Ganondorf 16.5 77 1
Goku 15 79.2 1
Ichigo 17.5 100.8 1
Isaac 19 106.32 1
Jigglypuff 12 84 1
11 70.2 2
10 57.6 3
9 46.2 4
8 36 5
Kaiō-ken Goku 15 84.06 1
Kirby 12 78.75 1
2
3
4
5
Krystal 21 108.9 1
Link 16 86.9 1
Lloyd 15 86.4 1
Lucario 17.2 97.2 1
Luffy 16 105.35 1
Luigi 15.1 112.5 1
Mario 17.4 107.9 1
Marth 13.5 89.25 1
Mega Man 15 77.88 1
Meta Knight 13 78 1
12 66 2
11 55 3
10 45 4
5
Mr. Game & Watch 16 90.6 1
Naruto 17 88 1
Ness[1] N/A 122.55 1
PAC-MAN 14.2 84.6 1
Peach[1] N/A 103.39 1
Pichu 17 94.8 1
Pikachu 17 98.7 1
Pit 15 84.84 1
14 73.48 2
13 62.9 3
Rayman 16 97.89 1
Ryu 16 86.9 1
Samus 14.8 87.9 1
Sandbag 15 86.4 1
Sheik 19 111 1
Simon 18 89.25 1
Sonic 16.5 96.6 1
Sora 15.9 87.84 1
Tails 13 70.4 1
12 59.5 2
11 49.5 3
10 40.5 4
9 32.4 5
Waluigi 20 115.2 1
Wario 16.68 81.55 1
Yoshi[1] N/A 175 1
Zelda 14.3 78.1 1
Zero Suit Samus 19.3 120.77 1

Transformation Final Smashes[]

Character Jump speed Jump height #
Giga Bowser 31 145 1
Wario-Man 15 143 1

In Fraymakers[]

Missing This section is empty.

It is, therefore, currently missing useful information. You can help the McLeodGaming Wiki by adding content to it.

Trivia[]

  • During the time Tails could hover from Beta versions 1.0.0 to 1.0.2, his midair jump amount was set much higher than it actually was in-game due to how the mechanic was coded.

Note[]

  1. 1.0 1.1 1.2 Characters with delayed midair jumps do not have jump speed values.
Advertisement