Jump glitch The Jump glitch occurs with the attack ability Jump . Appearances . " Final Fantasy IV " . 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 freezing ( Deathmask ' s Haste spell ) . The bug does not affect the " Advance " release . " Final Fantasy VI " . Glitch # 1 . There are several glitches involving the Jump command . The first is that Jump does not reload weapon data . For instance , if Mug is used from the Thief ' s Knife during the Jump command , all jumps afterward will have Mug , or if Organyx breaks while jumping , all jumps during the combo afterward will act like Organyx is still equipped . The second glitch involves using two weapons with the Jump command . After the player initializes the Jump command , Jump will pick one of the two weapons to use , though the graphic of the weapon in the one equipped on the right hand of that character will be used all the time . And if either of these weapons is a spear , regardless of which weapon the command chooses , the damage will always be doubled . There is a bugfix patch that players can use to fix these particular Jump glitches on the SNES version ( although it does not fix the other Jump glitches listed below ) . Glitch # 2 . The next glitch involves having all characters in the air via Quetzalli or the Jump command when an enemy uses the Launcher attack . Launcher will cancel out the Jump attacks , making both the player ' s characters and the enemy unable to do anything until the enemy uses Launcher again . The player ' s party will be invisible and not manually targetable during this time . Another similar glitch involves having an enemy that can use Jump , such as Umaro or Leap Frog , and using the Super Ball , in which the enemy is stuck in this state and the player must either use another Super Ball or escape the battle in order to make the enemy reappear again . There is another bugfix patch that players can use to fix this Jump glitch on the SNES version . Glitch # 3 . Another glitch occurs when a character with the Dragon Horn is equipped with the Zantetsuken . If a character kills an enemy with the Zantetsuken ' s Death ability before the jump attack ends , the enemy and jumper may become invisible , however , the enemy that was " killed " will remain alive . This is because the enemy will gain and the character will retain the Hidden status . The Hidden status is different from the Invisible status , in which the character ' s outline is visible ; here , their sprite is completely absent . The character and enemy sprites will reappear after taking another action . Glitch # 4 . 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 which should hold something else with this setup . Glitch # 5 . Another glitch available on " Final Fantasy VI Advance " as well as the PlayStation edition , is making a character almost invincible . To do this , one of the characters needs to be hit with the Lore spell Doom and be in the air when the timer gets to zero . This will cause the character to finish the attack with 0 HP and still be alive . In " Final Fantasy VI Advance " , attacks on that character will cause 0 damage , but if the character gets hit with a healing spell to make their HP go above 0 , the effects of the glitch are nullified . On the PlayStation , however , any additional damage will immediately KO the target . It remains untested if healing items or spells will have similar effects . Glitch # 6 . A variant to the previous glitch . If the Doom timer runs out on an undead monster while it ' s in the air after using Jump , the monster will die the moment it hits the ground even though Doom ' s Death spell should have healed it . Since the only way the player can see this bug is through the use of Confuse and Quetzalli as no undead can use Jump under normal circumstances . For an example of this , cast Doom on a Vampire Thorn and before the timer run out , cast Confuse on the one who will summon Quetzalli so that it makes the enemy party jump instead of the party . When the timer runs out before Vampire Thorn can land . Vampire Thorn ' s graphic will appear to die and reappear , then subsequently land from the Jump attack and die after landing . " Final Fantasy Tactics " . A hazardous bug triggers by having a human character perform the Jump attack when riding a chocobo from where the water depth is 2 - level ( such water depth prevents combatant from performing any action without the movement abilities Swim or Waterwalking ) . After the one jumps has landed on the target and returned to the chocobo , the game will be soft - frozen . This bug can be avoided by equipping the aforementioned movement abilities on the rider . Jump will also cause a glitch if the attacking unit jumps on a corpse while Invisible . For reasons unknown , the game will reward EXP and JP to the attacker and remove the Invisible status as normal , but completely forget that the target is dead in the first place . Another form of the Jump glitch involves a character equipped with Shirahadori , or Blade Grasp in the PSX version , and another character equipped with a gun and the Jump command . If the gun - wielding character uses Jump on the character with Shirahadori and the attack is blocked , the character that Jumped with be stuck high up in the air , but the game will continue on despite this and the character can still fight as normal .