Jump

A jump is an action that moves a character from the ground into the air. All characters can also jump a second time in midair, providing they are not attacking, air dodging, helpless, in hitstun, or have used it already. It is performed by pressing up on the control stick (D-pad on a horizontal Wii Remote), or by pressing a certain button, which is by default:
*the C buttons on the Nintendo 64 controller or Wii Remote with Nunchuk
*the X or Y button with the GameCube controller, Classic Controller, 3DS, Wii U Pro Controller/GamePad, Switch Pro Controller, and dual Joy-Cons
*the top and left buttons on a horizontal Joy-Con, which are the positions of Y and B on the right Joy-Con.
A few characters can jump more than once in the air:
*Kirby, Meta Knight, and Jigglypuff can do a midair jump five times.
*King Dedede can do a midair jump four times.
*Pit and Dark Pit can do a midair jump three times.
*Charizard, Ridley, and Banjo & Kazooie can do a mid air jump twice.
*Sephiroth can do a midair jump twice when Winged Form is active.
*In Super Smash Bros. Ultimate, equipping a spirit with the "Additional Midair Jump" effect allows any character to do a midair jump an additional time.
There is a short delay between the jump button being pressed and the on-screen character actually jumping, during which the onscreen character will enter a crouching portion of their jumping animation. If the control stick or jump button is released during this time, then the character short hops. If the control stick is tilted backwards during this time, the character will jump backwards with a different animation than a regular jump. If the standard attack button is pressed during this time, then the character uses their up smash (but only if the jump was executed with the Control Stick). Because characters can jump while shielding (excluding Yoshi in Super Smash Bros. Melee and Super Smash Bros. Brawl, due to his unique shield), this allows usage of up smashes (and up special moves as well) without having to drop the shield. This also makes it difficult for a player using the Wii Remote-only control scheme to perform up tilts. Inputting an aerial on the first frame that a character is airborne will cause the jump to be slightly lower, because gravity applies to the first frame of an aerial but not to the first frame of a jump.
Brawl added a jumping mechanic known as footstools. This allows characters to jump off the heads of other characters. This can be done even when all midair jumps have already been used.
In Ultimate, a character will emit a subtle wispy trail if they have no extra jumps available.
==Types of jumps==
All characters can perform several different types of jumps. The most basic type is a standing jump, which is a jump without any other inputs. There are also more complicated jumps that involve other inputs. One of these is the walk jump, which involves jumping while walking or dashing. Another one is the backward jump, which involves the player turning around, but jumping before the fighter can. All jumps have 2 performable variants. The first and most common type is the full hop, which involves the player holding the jump command so the fighter can jump to maximum height. The second type is the short hop, which involves the player quickly tapping the jump command so the fighter will only perform a slight jump. There are also 2 different methods of performing these jumps. The first way is by pressing the jump button. The second way is to press up on the control stick/D-pad. This totals to 12 different ways to jump, with all possible combinations of each having different heights.
===Softhop===
Softhopping is a technique introduced in Brawl in which a character can perform their grounded full hop within a few frames of running off any platform's edges. With this, the initial jump squat frames of a jump can be bypassed by inputting a jump within 4 frames of running off of an edge.
In Brawl and Smash 4, aside from removing the additional lag from a jump squat, softhops have no special properties when compared to full hops, however they allow the player to initiate the jump from slightly beyond the platform. The potential benefits of performing the technique depends on the fighter, as prior to Ultimate the duration of jump squats vary depending on the fighter.
In Ultimate, softhopping has an additional effect on full hops. Ultimate introduced a mechanic in which the first few frames of a fighter's full hop are sped up, causing them to reach their maximum jump height sooner. Performing a softhop disables this mechanic, causing full hops to behave the same way as midair jumps and full hops prior to Ultimate. This results in fighters taking longer to reach their maximum jump height, but allows them to cover more horizontal distance before beginning to fall, and potentially allows aerials to hit which the user would have otherwise been too high up to connect with by the time the first hitbox comes out, similarly to instant double jumping. Forcing the user to perform a full hop when performing the technique also removes the risk of accidentally performing a short hop, guaranteeing the full damage output of aerials rather than the reduced 0.85× damage from short hops.
==Jump squat==
A jump squat or windup refers to the length of time between the input of the jump and the moment the character leaves the ground. Each character has a different window of time where they crouch before they jump. Characters with faster jump squats will leave the ground earlier, and can transition between their air and ground games easier; however, depending on the control scheme, the player may find it more technically demanding to perform short hops or up smashes. In Melee, characters with faster jump squats can also perform wavedashes quicker.
===Jump squats in Super Smash Bros.===
Rank 	Character 	Frames
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
8 	 	4
9 	 	5
10-11	 	6
10-11	 	6
12 	 	7
N/A 	Giant Donkey Kong	8
N/A 	 	8
===Jump squats in Super Smash Bros. Melee===
Rank 	Character	Frames
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
1-7 	 	3
8-15 	 	4
8-15 	 	4
8-15 	 	4
8-15 	 	4
8-15 	 	4
8-15 	 	4
8-15 	 	4
8-15 	 	4
16-22	 	5
16-22	 	5
16-22	 	5
16-22	 	5
16-22	 	5
16-22	 	5
16-22	 	5
23-25	 	6
23-25	 	6
23-25	 	6
N/A 	 	6
N/A 	 	7
26 	 	8
===Jump squats in Super Smash Bros. Brawl===
The below values apply only to regular brawls; in The Subspace Emissary, all characters jump two frames faster.
Rank 	Character 	Frames
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
1-10 	 	4
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
11-26	 	5
N/A 	Fighting Alloys	5
27-35	 	6
27-35	 	6
27-35	 	6
27-35	 	6
27-35	 	6
27-35	 	6
27-35	 	6
27-35	 	6
27-35	 	6
N/A 	Wario-Man 	6
36-37	 	7
36-37	 	7
N/A 	 	7
38 	 	8
39 	 	9
===Jump squats in Super Smash Bros. 4===
Rank 	Character 	Frames
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
1-13 	 	4
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
14-41	 	5
N/A 	Giga Mac 	5
N/A 	Mega Lucario	5
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
42-51	 	6
N/A 	Wario-Man 	6
52-57	 	7*
52-57	 	7*
52-57	 	7
52-57	 	7
52-57	 	7
52-57	 	7
N/A 	 	7
58 	 	8
*These characters' jumpsquat values are defined as 6 in fighter_param.bin, though they actually end up being 7.
===Jump squats in Super Smash Bros. Ultimate===
Every character has a 3-frame jump squat, with the exception of (who has a 7-frame jump squat, though the value is defined as 6 in fighter_param.prc) and Giga Bowser (who has a 15-frame jump squat).
==Jump height ranking==
Below are characters ranked by the height of their first jump. Jump force is measured in units per frame.
Note that there are two methods to determine jump height, depending on the game.
*In Smash 64, Melee, and Brawl, the game uses jump force, or the speed at which the character leaves the ground. In Smash 64, jump force is calculated at the time of the jump. In Melee and Brawl it is encoded. The resulting jump height is dependent on the character's gravity.
*In Smash 4 and Ultimate, the game encodes jump height, and works backwards using gravity to figure out the correct force to use. This allows more natural behaviour to modifications of jump height from equipment or special moves such as Monado Arts.
**However, for multiple aerial jumps, the game encodes jump force (except for Charizard and Sephiroth).
*In Ultimate, the game also encodes jump initial height, or the height that a character will reach in the first 4 frames of a full hop. After the first 4 frames, the normal method for Smash 4 will be used with the height being reduced by the initial height. This results in characters moving significantly faster during the beginning of their jump and reaching their peak a few frames sooner. This has no affect on short hops or aerial jumps.
===Super Smash Bros.===
The jump physics of Smash 64 are significantly different compared to later games. A jump depends on 3 values: the control stick's vertical position (v), the jump multiplier (m), and the jump base (b). The control stick's vertical position is a value between 53-80 (53 is the minimum amount required for a jump and the stick can reach 127, though it is capped at 80). Unlike later games, a character's gravity (g) is also applied on the same frame as a grounded jump. The resulting jump force formula is (v×m)+b-g.
When using the C buttons to jump, the control stick's horizontal position h is used instead of the vertical position. The equivalent vertical position follows the formula v = floor(sqrt(80^2 - h^2)) and "v" has a minimum value 63 and a maximum of 77. The resulting value takes priority over the control stick's actual vertical position.
JPN
Rank	Character	Jump multiplier	Jump base	Min height	Max height
1 	 	0.7 	30 	1038.5 	1718
2 	 	1 	25 	855.8 	1569
3 	 	0.5 	36 	996.8 	1482
4 	 	0.7 	20 	786.8 	1406
5 	 	0.47 	55 	1024.66 	1383
6 	 	0.7 	26 	798.2 	1360
7 	 	0.67 	37 	840.24 	1323
8 	 	0.7 	36 	798.6 	1276.8
9 	 	1 	23 	684 	1275
10 	 	0.7 	27.5 	740.6 	1249.5
11 	 	0.6 	30 	765 	1228.8
12 	 	0.7 	26 	706.1 	1204.5
NA/PAL/AUS
Rank	Character	Jump multiplier	Jump base	Min height	Max height
1 	 	0.7 	30 	1038.5 	1718
2 	 	1 	24 	833.8 	1539
3 	 	0.5 	36 	996.8 	1482
4 	 	0.7 	20 	786.8 	1406
5 	 	0.47 	55 	1024.66 	1383
6 	 	0.7 	26 	798.2 	1360
7 	 	0.67 	37 	840.24 	1323
8 	 	1 	23 	684 	1275
9 	 	0.6 	30 	765 	1228.8
10 	 	0.7 	26 	706.1 	1204.5
11 	 	0.7 	27.5 	713 	1203.5
12 	 	0.7 	36 	749.7 	1198.8
===Super Smash Bros. Melee===
In Melee, jump height has been drastically decreased across the cast, with even the third highest full hop height value being lower than the lowest full hop height value in Smash 64.
Jump
Rank 	Character 	Jump force	Jump height
1 	 	4.1 	51.5
2 	 	2.4 	46.546
3 	 	3.1 	38.52
4 	 	2.7 	37.8
N/A 	 	4.2 	37.4
5 	 	2.5 	35.98
N/A 	Male Wire Frame 	2.5 	35.98
6 	 	2.6 	35.1
7 	 	2.4 	35.09
8 	 	2.5 	34.857
9 	 	2.1 	34.464
10 	 	2.8 	34.08
11 	 	2.3 	33.408
12 	 	2.62 	32.52
13-14	 	2.6 	32.04
13-14	 	2.6 	32.04
15 	 	2.8 	31.57
16 	 	2.2 	31.36
17 	 	3.68 	31.28
18 	 	2.1 	31.262
N/A 	Female Wire Frame	2.1 	31.262
19 	 	2.6 	30.958
20 	 	2.5 	29.67
21-23	 	2.3 	29
21-23	 	2.3 	29
21-23	 	2.3 	29
24 	 	2.6 	27.3
25 	 	2.0 	26
26 	 	1.6 	20.8
Shorthop
Rank 	Character 	Jump force	Jump height	
1 	 	1.7 	22.75 	66.01%
2 	 	2.14 	20.16 	59.15%
N/A 	Male Wire Frame 	1.8 	18.9 	52.53%
3 	 	1.6 	18.337 	58.66%
N/A 	Female Wire Frame	1.6 	18.337 	58.66%
4 	 	1.8 	18.33 	52.59%
5 	 	1.6 	16.8 	53.57%
6 	 	2.0 	16.4 	60.07%
7 	 	1.4 	14.91 	32.03%
8 	 	1.9 	14.85 	38.55%
9 	 	1.5 	14.82 	57.00%
10-11	 	1.7 	14 	43.70%
10-11	 	1.7 	14 	43.70%
12 	 	1.5 	13.995 	39.88%
13 	 	1.6 	13.6 	35.98%
14 	 	1.5 	13.26 	36.85%
15 	 	1.4 	12.654 	37.88%
16 	 	1.9 	11.58 	22.49%
17-19	 	1.4 	11.025 	38.02%
17-19	 	1.4 	11.025 	38.02%
17-19	 	1.4 	11.025 	38.02%
20-21	 	1.5 	10.99 	33.79%
20-21	 	1.5 	10.99 	37.04%
22 	 	1.6 	10.66 	33.77%
23 	 	2.1 	10.65 	34.05%
24 	 	1.5 	10.626 	34.32%
25 	 	1.4 	10.5 	29.91%
26 	 	1.05 	9.146 	43.97%
N/A 	 	1.6 	5.95 	15.91%
===Super Smash Bros. Brawl===
Rank	Character 	Jump force	Jump height
N/A 	Giga Bowser	5.5 	73.85696598
N/A 	Wario Man 	3.5 	66.31680556
1 	 	3.42 	50.52007143
2 	 	2.84 	44.2109595
3 	 	2.35 	41.31389423
4 	 	2.8 	41.22019565
5 	 	3.37 	38.63389
6 	 	2.25 	37.82543269
7 	 	2.2 	37.6278125
8 	 	2.82 	37.31948794
9 	 	2.34 	36.10337322
10 	 	2.45 	35.83759414
11 	 	2.8 	35.35185671
12 	 	2.05 	35.21069828
13 	 	2.35 	34.69501461
14 	 	2.25 	34.48515332
15 	 	3.55 	34.25401786
16 	 	2.48 	34.11800144
17 	 	2.45 	34.09444853
18 	 	2.16 	33.66852778
19 	 	2.04 	33.6675
20 	 	2.2 	33.48017857
21 	 	2.4 	33.21906465
22 	 	2.65 	32.87722406
23 	 	2.16 	32.25446429
24 	 	2.95 	32.01240385
25 	 	2.22 	31.755375
26 	 	2.09 	31.56113619
27 	 	2.17 	30.31704167
28 	 	2.3 	30.27382666
29 	 	1.98 	30.03372278
30 	 	2.35 	29.51680556
31 	 	2.26 	29.39181256
32 	 	2.4 	28.93747301
33 	 	2.22 	27.89121324
34 	 	2.26 	27.57550702
35 	 	2.07 	27.52134994
36 	 	2.34 	25.50106535
37 	 	1.79 	25.37573975
38 	 	1.9 	21.6225
39 	 	1.44 	19.79264911
====Notes====
*The Fighting Alloys all share Mario's jump force value of 2.22, just as they share his gravity and jump height.
===Super Smash Bros. 4===
Rank 	Character	Full Hop 	Short Hop	Air Jump 	Combined Jump Height
1 	 	50.506073	17.34 	50.506073	101.012146
2 	 	46 	22.114738	46 	92
3 	 	44.5 	21.354742	44.199909	88.699909
4 	 	44 	19.984556	41.305771	85.305771
5 	 	41.208694	19.897078	41.208694	82.417388
6 	 	40 	19.370632	40 	80
7-8 	 	39 	21.354742	42 	
7-8 	 	39 	18.752533	40 	79
9 	 	38 	18.378603	38 	76
10 	 	37.619999	18.193617	37.619999	75.239998
11 	 	37.306652	17.980684	37.306652	74.613304
12 	 	37 	18 	37 	74
13 	 	36.331814	17.539339	36.331814	72.663628
14 	 	36.094189	17.434723	51.560001	87.65419
15 	 	35.900002	17.303881	35.900002	71.800004
16 	 	35.599998	17.179214	35.599998	71.199996
17 	 	35.5 	17.123371	35.5 	71
18-20	 	35 	16.403395	37 	72
18-20	 	35 	17 	35.5 	70.5
18-20	 	35 	16.887465	35 	
21 	 	34.799999	16.887465	34.799999	69.599998
22 	 	34.476265	16.652296	34.476265	68.95253
23 	 	34.400002	16.592869	34.400002	68.800004
24 	 	34.099998	16.477137	34.099998	68.199996
25-26	 	34 	17.297209	35.5 	69.5
25-26	 	34 	16.477137	33.799999	67.799999
27 	 	33.799999	16.320242	33.799999	67.599998
28-29	 	33.660133	16.263107	33.660133	67.320266
28-29	 	33.660133	16.263107	33.660133	67.320266
30 	 	33.5 	16.191645	33.5 	67
31 	 	33.208813	16.018034	33.208813	66.417626
32-33	 	33 	15.699792	32.611839	65.611839
32-33	 	33 	16 	31 	64
34 	 	32.849998	16.019524	 	
35 	 	32.799999	11.492068	32.799999	
36-37	 	32.5 	17 	32 	64.5
36-37	 	32.5 	15.689452	32 	64.5
38-40	 	32 	13.915902	 	
38-40	 	32 	15.42625 	 	
38-40	 	32 	17.539339	33.500343	65.500343
41 	 	31.552761	15.239396	31.552761	63.105522
42 	 	31.110001	17.5 	58.542999	89.653
43-44	 	31 	14.955608	rowspan=2	
43-44	 	31 	14.955608	 	
45 	 	30.969999	13 	28 	58.969999
46 	 	30.5 	14.699989	30.5 	61
47 	 	30.025824	14.501237	30.025824	60.051648
48 	 	29.9 	16 	31 	60.9
49 	 	29.41 	13 	34.48 	63.89
50 	 	 	 	 	58.712211424
51 	 	28.299999	15 	28.299999	56.599998
52 	 	27.799999	13.380496	29 	56.799999
53 	 	27.511969	13.261467	27.511969	55.023938
54 	 	26 	12.526741	26 	52
55 	 	26 	15 	29.5 	55.5
56 	 	25.488228	12.244264	26 	51.488228
57 	 	25.368114	12.241816	 	
58 	 	19.786329	11.260982	 	
===Super Smash Bros. Ultimate===
The mechanic of "jump initial height" was introduced in Ultimate. This value is the height that a character will reach within the first 4 frames of their full hop (doesn't affect short hops or air jumps). It results in characters being able to gain more height in less time compared to Smash 4, often having 1.5-3× the starting speed and reaching the same heights a few frames faster. For most characters the initial height is 0.55× their full hop height, the exceptions being the at 0.35×, and at 0.4×, and and at 0.56×.
Rank 	Character	Full Hop	Initial Height	Short Hop	Air Jump 	Combined Jump Height
1 	 	50.51 	27.7805 	17.34 	50.51 	101.02
2 	 	46 	25.3 	22.11 	46 	92
3 	 	44.5 	24.475 	21.35 	44.2 	88.7
4 	 	44 	24.2 	19.98 	41.31 	85.31
5 	 	41.21 	22.6655 	19.9 	41.21 	82.42
6 	 	40 	22 	19.37 	40 	80
7-8 	 	39 	21.45 	21.35 	42 	
7-8 	 	39 	21.45 	18.75 	40 	79
9 	 	38 	20.9 	18.38 	38 	76
10 	 	37.62 	20.691 	18.19 	37.62 	75.24
11 	 	37.4 	20.57 	17.5 	38.52 	75.92
12 	 	37.31 	20.5205 	17.98 	37.31 	74.62
13-14	 	37 	20.35 	18 	37 	74
13-14	 	37 	20.35 	18 	37 	74
15 	 	36.75 	20.2125 	17.43 	36.02 	72.77
16 	 	36.33 	19.9815 	17.54 	36.33 	72.66
17 	 	36.09 	19.8495 	14.43 	51.56 	87.65
18 	 	35.9 	19.745 	17.3 	35.9 	71.8
19 	 	35.6 	19.58 	17.18 	35.6 	71.2
20 	 	35.5 	19.525 	17.12 	35.5 	71
21 	 	35.35 	19.4425 	17.03 	35.35 	70.7
22-24	 	35 	19.25 	16.4 	37 	72
22-24	 	35 	19.25 	17 	35.5 	70.5
22-24	 	35 	19.25 	16.89 	35 	
25 	 	34.69 	12.1415 	16.75 	34.69 	69.38
26 	 	34.48 	18.964 	16.65 	45.65 	80.13
27 	 	34.4 	18.92 	16.59 	34.4 	68.8
28 	 	34.1 	18.755 	16.48 	34.1 	68.2
29-31	 	34 	18.7 	14.2 	 	
29-31	 	34 	18.7 	17.3 	35.5 	69.5
29-31	 	34 	18.7 	16.48 	33.8 	67.8
32 	 	33.8 	18.59 	16.32 	33.8 	67.6
33-35	 	33.66 	18.513 	16.26 	33.66 	67.32
33-35	 	33.66 	18.513 	16.26 	33.66 	67.32
33-35	 	33.66 	18.513 	16.26 	33.66 	67.32
36-37	 	33.5 	18.425 	16.8 	33.5 	67
36-37	 	33.5 	18.425 	16.19 	33.5 	67
38 	 	33.21 	18.2655 	16.02 	33.21 	66.42
39-42	 	33 	18.15 	17.54 	36.33 	69.33
39-42	 	33 	18.15 	15.7 	32.61 	65.61
39-42	 	33 	18.15 	13.5 	32.61 	65.61
39-42	 	33 	18.15 	16 	31 	64
43 	 	32.85 	18.0675 	16.02 	 	
44 	 	32.8 	18.04 	11.49 	32.8 	
45-48	 	32.5 	17.875 	14.2 	34 	66.5
45-48	 	32.5 	17.875 	17 	32.5 	65
45-48	 	32.5 	17.875 	15.69 	32.5 	65
45-48	 	32.5 	17.875 	15.69 	32.5 	65
49 	 	32.25 	17.7375 	15.58 	32.25 	64.5
50 	 	32.02 	17.611 	15.38 	30.71 	62.73
51-52	 	32 	17.6 	13.92 	 	
51-52	 	32 	17.6 	15.43 	 	
53 	 	31.6 	17.38 	14.4 	32.8 	64.4
54 	 	31.55 	17.3525 	15.24 	31.55 	63.1
55 	 	31.11 	17.1105 	17.5 	57.35 	88.46
56-57	 	31 	17.05 	14.96 	rowspan=2	
56-57	 	31 	17.05 	14.96 	 	
58-59	 	30.97 	17.0335 	13 	28 	58.97
58-59	 	30.97 	17.0335 	13 	28 	58.97
60 	 	30.9 	16.995 	14.6 	32.3 	63.2
61 	 	 	16.9843 	 	 	58.665684
62 	 	30.8 	17.248 	15.6 	33 	63.8
63 	 	30.7 	16.885 	16 	29 	
64-65	 	30.5 	16.775 	10 	 	
64-65	 	30.5 	16.775 	14.7 	30.5 	61
66-67	 	30.03 	16.5165 	14.5 	30.03 	60.06
66-67	 	30.03 	16.5165 	14.5 	30.03 	60.06
68-70	 	30 	16.5 	17.2 	50.4 	80.4
68-70	 	30 	12 	18 	29 	59
68-70	 	30 	12 	18 	29 	59
71 	 	29.9 	16.445 	16 	31 	60.9
72 	 	29.8 	16.39 	17.8 	 	
73 	 	29.41 	16.1755 	13 	44.13 	73.54
74 	 	29 	15.95 	15.5 	31 	60
75 	 	28.3 	15.565 	12.3 	28.3 	56.6
76 	 	27.8 	15.29 	13.38 	29 	56.8
77 	 	27.51 	15.1305 	13.26 	27.51 	55.02
78 	 	27 	14.85 	15.2 	29 	56
79 	 	26.5 	14.575 	14 	28.5 	55
80 	 	26.3 	14.728 	15.2 	29 	55.3
81-83	 	26 	14.3 	15 	29.5 	55.5
81-83	 	26 	14.3 	15 	29.5 	55.5
81-83	 	26 	14.3 	12.53 	26 	52
84 	 	25.49 	14.0195 	12.24 	26 	51.49
85 	 	25.37 	13.9535 	12.24 	 	
86 	 	21.62 	11.891 	13.69 	34.07 	55.69
87 	 	19.79 	10.8845 	11.26 	 	
88 	 	18 	9.9 	12 	49 	67
89 	 	16.5 	9.075 	10 	22.5 	39
==Super Smash Bros. for Wii U digital manual description==
"Jump by tapping up or by pressing or . You can then jump while in midair by tapping up or tapping or again."
==Gallery==
Mario Jumping and Landing SSBM.gif| jumping in Super Smash Bros. Melee.
Mario Backwards jump SSBM.gif| jumping backwards in Melee.
==References==
*'s page of statistics (archived)
*Aerials reduce jump height
*vl param (Ultimate)
==See also==
*Short hop
*Jump-canceling
*Double jump
*Triple jump
Category:Game controls
Category:Character attributes