Jump ( ability ) Jump , also called Hishou , is a recurring command ability in the " Final Fantasy " series . It consists of the user leaping into the air and later descending to attack an enemy . It takes longer to execute than a normal attack , but does greater damage and makes the user immune to attacks while in the middle of the jump . Dragoons are the job class most closely associated with the ability . In some games Jump can be upgraded to High Jump or Double Jump , which do increased damage . Appearances . " Final Fantasy III " . Dragoons can use Jump as their main command ability . In the 3D version , the damage Jump inflicts is as follows : If the user ' s job level is 99 the damage is multiplied by 2 . 4 . If the enemy is weak to Wind , the damage is further doubled . " Final Fantasy IV " . Jump is Kain ' s special ability . Jump has a Charge Time of 5 . When the ability is used , a hidden status of the same name is applied , and lasts until Kain has landed . The game ' s SNES versions include a bug where a number of spells and scripted events behave oddly when Kain is the only character alive and uses Jump . Unintended consequences include monsters not changing form ( like Leviathan ) or monsters hitting themselves ( Demon Wall ) or even the game to freeze ( Deathmask ' s Haste spell ) . The bug does not affect the " Advance " release . Kain and Dark Kain can both use the Jump command . Kain cannot use the command as the Hooded Man until he fights his dark side . During the fight , Dark Kain is able to use Jump as an enemy ability . Gilgamesh can also use Jump during his battle . Several Band abilities involving Kain appear to be variations of Jump , such as Saint Dive , Mirage Dive , and Sky Grinder . " Final Fantasy V " . Jump is the Level 1 ability for the Dragoon class , requiring 50 ABP to learn . In the mobile version , it requires 10 ABP . A character attacking with Jump will do normal unblockable damage to the target unless equipped with either a spear , Twin Lance , Judgment Staff , Staff of Light , or Man - Eater , in which case the character will deal double damage . Weapons that have no attack power will deal no damage with Jump : harps , Healing Staff , and Wonder Wand . There ' s also a duplicate to the Dragoon ' s Jump command called Hishou that happens to be dummied out in the final product . Jump ignores a weapon ' s Added Ability , meaning weapons with commands , such as Thief Knife or Chicken Knife , and weapons that can cast spells , such as Kazekiri and Poison Rod , will never do so . Lilith Rod is an exception but can still miss with its ability . Rods can still miss the target when using Jump . The enemy ability Interceptor Rocket is designed to stop Jump attacks . Jump also ignores the performer ' s row . The boss Gilgamesh can also use this ability . " Final Fantasy VI " . Equipping the Dragoon Boots changes the wearer ' s Attack command into Jump , which deals x1 . 5 damage . Also equipping a spear doubles the damage with the exception of the Impartisan . Edgar and Mog can equip spears natively , and the Merit Award allows the wearer to wield spears . In the " Advance " and mobile versions , Edgar ' s Longinus and Mog ' s Gungnir do not double the damage of Jump . Gau can equip the Dragoon Boots while Umaro cannot . Neither can have the Jump command on their battle menus , so the only way to have them jump is through the summon Quetzalli . The Jump command can also be enhanced with the Dragon Horn . For spells auto - cast from weapons , the damage multiplier added by Jump affects the spell , so if the character jumps and casts a spell with the equipped weapon , the spell does extra damage . The character that jumped is temporarily hidden from battle , until they make the attack and reappear . Monsters , such as the Leap Frog and the boss battle involving Umaro , can also jump . The esper Quetzalli allows the party to do a Jump attack . Jump is not to be confused with Gau ' s Leap command . Jump is subject to a few jump glitches , as well as the 0 HP character bug if the jumping character is Doomed and the counter runs out while they are mid - air . The Super Nintendo version has a bug in detecting the attacking hand for the Organyx breakage with the Jump command : if a player puts Organyx in a character ' s right hand , equipping him / her with the Dragoon Boots but no Dragon Horn , the sword will never break because the Organyx was coded wrongly , and checks the left hand . " Final Fantasy VII " . While there isn ' t a job system , Cid Highwind has access to three different Jump attacks upon achieving Limit Break . Furthermore , he equips spears as his weapon of choice . " Crisis Core - Final Fantasy VII - " . Zack can use two different Jump abilities when equipped with the appropriate Materia . They are the normal Jump and High Jump . " Final Fantasy IX " . Freya Crescent uses Jump and when she Trances , she stays in the air longer and attacks all enemies by throwing spears several times until her Trance bar empties , or until the battle is won . She can also equip the High Jump support ability doubling the power of her Jump . Before Freya returns to the ground , Spear will be the name of the attack in both the Trance and un - Trance version of the jump attack . The damage formula for Jump is as follows : " Final Fantasy X " . Kimahri Ronso uses Jump as his initial Ronso Rage . Kimahri also uses Jump in a boss fight against him on Besaid . " Final Fantasy X - 2 " . In the International and HD Remaster versions , Kimahri is able to use Jump during his boss battle in the Youth League Tournament . Once he joins the party through the Creature Creator system , he may use Jump randomly during battle . " Final Fantasy XI " . Dragoons gain the first Jump ability at level 10 . Jump is usable once every one and a half minutes and basically gives the Dragoon one free attack on a creature which does a little more damage than a normal hit . They gain High Jump at level 35 which does less damage but sheds some of their hate . High Jump is usable every three minutes . Dragoons gain their last Jump ability at level 50 called Super Jump . It is usable every 3 minutes and allows the Dragoon to be placed on the bottom of the targeted monster ' s hate list . Jump abilities also have a short range so the Dragoon does not necessarily have to be standing immediately adjacent to the creature in order to do it , but that said , the range is very limited . The effect of a Dragoon ' s jump can be augmented when it is used during the dragoon ' s two - hour ability , Spirit Surge . " Final Fantasy XII " . Jump cannot be learned by the player , but is an enemy skill used by the gargoyle - typed enemy , Buer . Bangaa are also able to use it . Llyud and the enemy classes Dragoon and Dragon Knight are able to use the Jump command . It deals damage to the target and nearby enemies within a small area . All purchasable lances , along with the unique weapons Shadow Hunter , Endless Paradox , and the Bladed Lance have the auto - ability Jump , which transforms the finishing move for the ability into the Jump ability . Lancet , an ability locked onto the garb , turns into the Jump with Lancet capabilities as its finishing move . " Final Fantasy XIV " . Jumping skills form the Dragoon job abilities : " Final Fantasy XV " . Noctis has Dragoon Jump as a weapon ability to some of his spears . The ability is usable in " Final Fantasy XV Episode Duscae " and will also be usable in the final game . When using Jump , he will leap high into the air and a moment later descend on the enemy , dealing damage . " Final Fantasy Tactics " . Jump can be used by Dragoon , and by the Nightblade , Isilud Tengille . It is determined by height and panel range . If a creature moves out of the attack range before the attack is completed , the character lands harmlessly . The in - game help message states that the charging speed of Jump is twice the ability user ' s Speed stat , this is slightly inaccurate , but close for the sake of simplicity ; when the user and the target has the same speed and the target ' s current CT is 50 % or below , the Jump will land before the target reaches its active turn . Even though the charging speed of Jump is relative to user ' s Speed stat , it is not affected by either status Haste or Slow . During jumping , the user is untargetable , rendering them invincible temporarily . But the AI is capable of landing the ability requires charging on the jumper ' s take - off point which executes after the jumping is finished . Jump cannot be performed if the user or the target ' s position is under the obstacle , such as bridge or girder . A few glitches are also associated with the command . " Final Fantasy Tactics Advance " . Jump is used by bangaa Dragoons . It requires a spear and has a range of four squares , and is learned for 100 AP from the Javelin . The power and element of Jump is equal to the weapon equipped . Jump is used by bangaa Dragoons . It requires a spear and has a range of four squares . Unlike the previous game , it deals double damage at half the accuracy , making it riskier to use . It is learned for 150 AP from the Javelin . " Final Fantasy Type - 0 " . Nine is able to use Jump as his default ability . " Bravely Default " . Jump is an Acrobatics ability learned by Valkyries at job level 2 . The character jumps off the screen at the end of the turn then comes down during the next turn to deal twice the damage of a normal attack . If the character is equipped with a spear , the dealt Jump damage will be three times as much as a normal attack . " Final Fantasy Dimensions " . Jump is the level 8 ability of the Dragoon class , requiring 180 AP to learn for use in other classes , though it ' s inherent on the Dragoon class . It requires 1 slot to equip and use , and when used will make the user temporarily leave the battlefield , and a few turns later return by dealing heavy damage to one target . " Dissidia Final Fantasy " . Jump is a story mode skill . Unlike all other installments , it is not an offensive ability , but merely allows the character to leap over a piece and only if the destination is empty . This is helpful in conserving Destiny Points by allowing the player to Chain battle pieces in ways otherwise impossible . Cecil also has the Saint Dive ability from " The After Years " as an HP attack , though it is called Saint ' s Fall . His Bravery attack Nightfall has Cecil flip in the air and quickly descend to the ground to launch opponents backwards , similar to the classic Jump attack . " Dissidia 012 Final Fantasy " . Jump returns as a story mode skill with the same effect as in " Dissidia " . Kain has Jump as an HP attack , where he leaps into the air and descends on the opponent . It can be charged for greater range and height and aimed with the analog stick . If Kain hits the opponent while they are in midair , it also deals bravery damage until they reach the ground . It costs 40 CP to equip and 130 AP to master . Kain also has access to the Spiral Blow and Sky Grinder Band abilities from " The After Years " , though the latter is renamed Sky Rave . Cecil ' s Saint ' s Dive and Nightfall abilities also return . Gilgamesh is also able to use Jump . It acts similar to Kain ' s version , but cannot be charged and stuns Gilgamesh for a moment if he misses . It costs 30 CP to equip and 130 AP to master . " Final Fantasy All the Bravest " . Jump is the ability that is used by the Dragoon during battle . " Final Fantasy Record Keeper " . Jumps are useable by Dragoon characters in " Final Fantasy Record Keeper , " including Tyro , Kain , Gilgamesh , etc . They act similar to the Jumps in " IV " and " VI , " but the time spent in the air is only long enough for one other party member or enemy to act . They include some elemental attacks similar to Spellblade abilities . Normal Jump Is a Rarity 2 ability . Ice Jump , Wind Jump , and Lightning Jump are Rarity 3 abilities with a higher multiplier than Jump , but with the same delay . Leeching Leap is a Rarity 4 ability that is similar to Lancet , however is not called such because Kain received a Soul Break of the same name before the ability was introduced . Leeching Leap is a powerful non - elemental jump that heals the user for a portion of the damage dealt . It is as powerful as the Drainga spell . Finally , Soaring Jump is a Rarity 4 ability that deals a lot of damage and is Non - elemental , as is a normal Jump . Not all Dragoon abilities in " Final Fantasy Record Keeper " are the same as the classic Jumps . " Final Fantasy Brave Exvius " . Jump is a special ability that allows the user to deal physical damage ( 1 . 8x ) to a single enemy after a one - turn jump delay . The unit is invulnerable while in the air , but killer abilities have no effect on Jump , but its damage can be increase bby the passive ability High Jump . It costs 7 MP and is the initial ability for most Dragoon - type units : Freya and Kain ( both at level 1 , 3★ ) , Skaha ( at level 1 , 2★ ) , Fang ( at level 3 , 4★ ) , as well as Gilgamesh ( at level 1 , 5★ ) . " Mobius Final Fantasy " . Jump is a skill used by the Dragoon job and does damage 2 grids away from the player . A stronger version , called High Jump , is also usable and does damage 3 grids away from the player . " Final Fantasy Trading Card Game " . Jump is an ability usable by one of Kain ' s cards , featuring his SD art . Jump requires the discard of a Kain card and three Thunder CP , and gives Kain + 5000 power and prevents him from targeted by cards or abilities , until the end of the turn . Non - " Final Fantasy " appearances . " Heavenstrike Rivals " . Jump is Cain and Dragoon Cain ' s ability . For 2 turns , when attacked , the attacking unit receives x2 of this unit ' s damage . % chance this unit gains 2 ATK .