Wiki / Movement
Jumps
The loaded jump, the running leap, the double jump, the fast fall and thin platforms.
Status: Built · Last checked: 14 Nov 2026
Jumping gets you onto platforms, over attacks and back to the stage. A quick tap is a small hop; holding the button a moment gives a high jump; and you can jump once more in the air.
How to do it
| Device | Jump button |
|---|---|
| Keyboard | Space |
| Gamepad | A (bottom face button) |
| Phone | JUMP |
The kinds of jump
| Jump | How | What you get |
|---|---|---|
| Small hop | Tap jump while standing or walking | A hop a little lower than your hero's own height |
| High jump (the loaded jump) | Hold jump a moment, then let go | Close to three times your hero's height |
| Running leap | Jump while running or sprinting | An instant forward leap, with no loading |
| Double jump | Jump again in the air | One per airtime. Landing or grabbing a ledge gives it back |
In the air
| Move | How | Good to know |
|---|---|---|
| Fast fall | Press down while falling | You fall faster, but land a little more slowly |
| Steering | Left and right | Limited: you keep the speed you had on the ground |
Thin platforms
The small platforms above the floor are thin: you can jump up through them from below, and drop through them by pressing down while standing on one. Which platforms a stage has is on the stages.
When to use which
- A small hop is the quickest way off the ground.
- The high jump and the double jump together reach the upper platforms.
- Keep the double jump for getting back when you are thrown off.
Small kindnesses
- A jump pressed just before you land still happens on landing.
- A jump pressed just after you walk off an edge still counts as a jump from the ground.
See also
Ledge grab · Recovery leap · Air attacks
Nerd section: the exact numbers
Heights and timings
| What | Value |
|---|---|
| The quickest tap | Still winds up for 3 frames (0.05 s); about 22 pixels high, a little less than the hero's own height |
| A full load | A third of a second (20 frames) or more; about 70 pixels, close to three times the hero's height |
| Running leap | Once you are moving faster than a walk: about 40 pixels high, with no loading |
| Double jump | About 45 pixels; one per airtime |
| Fast fall | Falls about half as fast again; the landing pause is 7 frames instead of 3 |
| Landing after a super sprint jump | 0.3 seconds (18 frames) |
| A jump remembered before landing | Up to a tenth of a second (6 frames) |
| A jump just after walking off an edge | Up to 5 frames |
Things that change the jump
- Outfit weight: Swift leaves the ground 6% faster (about an eighth higher), Sturdy 6% slower. See outfit weights.
- The greatsword: jumps at 88% of the usual speed, about three quarters of the height. See Two hands.
- Neither changes the recovery leap or the jump from a ledge.
- On Beacon crag the top row is too high for a full jump plus a second jump (they reach 115 pixels): you climb by a lower platform.