Jump Kick: Difference between revisions

36 bytes removed ,  20 May 2020
Fixed Speedkick link
(Fixed Speedkick link)
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Jump Kick is an action caused by Mario pressing B while jumping or by holding A and attempting to punch (i.e. holding A, being on the ground, moving with low enough speed or stick magnitude, and pressing B).
Jump Kick is an action caused by Mario pressing B while jumping or by holding A and attempting to punch (i.e. holding A, being on the ground, moving with low enough speed or stick magnitude, and pressing B).
== Behavior ==
== Behavior ==
If Mario is in a [[Single Jump|single jump]] or [[Double Jump|double jump]] with a forward velocity less than 28 units/frame, then pressing B will cause Mario to perform a Jump Kick. In addition, if A is being held with a stick magnitude less than or equal to 48 or horizontal speed less than 29 while Mario is in certain ground actions<!-- CLARIFY WHICH -->, pressing B will also cause Mario to perform a Jump Kick. (See also [[Movement_Guide#Intermediate.2FAdvanced_Movement_Options|Speedkick]]) When the Jump Kick is performed, Mario remains in the kicking state for 8 frames unless the action is ended early by Mario landing or hitting a wall.  
If Mario is in a [[Single Jump|single jump]] or [[Double Jump|double jump]] with a forward velocity less than 28 units/frame, then pressing B will cause Mario to perform a Jump Kick. In addition, if A is being held with a stick magnitude less than or equal to 48 or horizontal speed less than 29 while Mario is in certain ground actions<!-- CLARIFY WHICH -->, pressing B will also cause Mario to perform a Jump Kick. (See also [[Jump_Kick#Speedkick|Speedkick]]) When the Jump Kick is performed, Mario remains in the kicking state for 8 frames unless the action is ended early by Mario landing or hitting a wall.  
<!--Taken directly from the double jump article-->
<!--Taken directly from the double jump article-->
As with all airborne actions, a variety of "cancels" are checked prior to actually performing the Jump Kick action. These checks are as follows:
As with all airborne actions, a variety of "cancels" are checked prior to actually performing the Jump Kick action. These checks are as follows:
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