Double jump (air jumps)
A second jump in the air, on maps and in areas built for it.
How it works#
- A fresh jump press in the air with an air jump left is a normal jump: your vertical speed is set to 270 (or the map's air jump height), stamina is paid, tired jumps are 3/4, and the jump sound and animation play.
- Walljumps come first: at a wall, the press is a walljump, not an air jump.
- Holding jump doesn't repeat.
- Air jumps refill when you land.
- A map sets how many air jumps you get (usually one) and how high they go.
Feel and skill#
- It sets, it doesn't add: the air jump sets your vertical speed to 270, so an air jump while falling fast stops the fall. That makes it a rescue move.
- Timing: an air jump at the apex gains the most height overall; a late one saves you just above the ground.
- Your horizontal speed stays as it is. Air strafing does the steering.
In maps#
- Whole map or zones: a map can give air jumps everywhere or only in marked areas.
- Air jump orbs: pickups that give one air jump until you land, a classic in movement platformers. They make the route readable: you see where you're meant to use one.