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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

Small kindnesses

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.