Jump

Jump is the trademark move of the whole Marioverse. This move is easily recognizable to all, even to people who have not played any of the games. It elevates a character temporarily into the air from the ground. In the platformers, the player can break and activate blocks by hitting them from underneath during a Jump.

In some sidescrollers, the player couldn't break Brick Blocks if he or she was playing as was small Mario or Luigi. By running and then Jumping, the player can Jump higher than usual. There are many variations of this move. The height and width of the Jump varies, depending on the game and character. It is a Special Attack in Super Mario RPG: Legend of the Seven Stars and can be used in accordance with a Timed Hit to do extra damage. It is a default Special Attack. If used with an Action Command in the Paper Mario series, Mario can Jump twice. This is also Mario's default move. It does 1 base damage per Jump. In Super Mario Bros. 3 and New Super Mario Bros., Mario and Luigi somersault in air when Jumping with a Star. In the Mario Party Series, all of the characters' Jumps are tuned to the same height, so their Jumps don't count as moves. Even Karts can Jump a short distance with the proper speed. (Although the Kart Jumping ability has been removed by Nintendo in games such as Mario Kart: Double Dash!, presumably because of the ridiculous shortcuts found by Jumping in Mario Kart 64.)

Almost anything with legs can Jump. Even characters without legs, like Boo can use the ability. Mario was also the first to use it. Donkey Kong was the first game it has been used in and is also the first game in the Marioverse. In the Paper Mario Series, Mario can do up to 6 base damage depending on what boots he has.

Varieties
Here are the many variations of the Jump.

Stomp
Stomp is the second part of a Jump that occurs while coming down. The player doesn't have to Jump; the character can also fall off a ledge or cliff. If the character Stomps on top of an enemy or switch, the player can kill/hurt the enemy or activate the switch. Stomp works on many enemies, but it doesn't work on spiked or fire enemies and can return damage. It doesn't work on ceiling, transparent, or underground enemies. Boo is an exception; Mario or Luigi can't Stomp on him in the Mario sidescrollers, but they can in the rest of the games.

Anyone who can Jump can Stomp. In the Mario RPG Series, Mario uses it with a Timed Hit for extra damage. In Mario Party Series the player can Jump on rival to stun them briefly, though it is still not as strong as a Ground Pound.

Double Jump
A move used in Super Mario 64, Super Mario 64 DS, Super Mario Sunshine, the Super Smash Bros. series and New Super Mario Bros.. Simply Jump twice in a row to use it. It can be used to reach high places. It is the same as a Jump, but a bit higher. All four characters can use it in 64 DS, and most of the the characters in Super Smash Bros. can.

Triple Jump
A move used in the Super Mario 64, Super Mario 64 DS, Super Mario Sunshine and New Super Mario Bros.. Anyone in these games who can use Double Jump can use this move. This Jump is even higher than the Double Jump, and spins the character around. To use it, Jump three times in a row. Needs a little space though.

High Jump
High Jump is a move exclusive to Mario and Luigi: Superstar Saga. Luigi Jumps on top of Mario to reach high places. It is used more than the Spin Jump in Mario and Luigi: Superstar Saga, but is not used in any other games.

Floaty Jump
Floaty Jump is a move used only by four characters: Mario, Luigi, Cosmic Wario and Peach. This move is used differently by each character. Mario or Luigi uses it when he has a Mini Mushroom, and is able to fall slower than usual. He can use it to reach areas not accessible with a normal Jump. Luigi also uses the weaker type, which is a bit lower and only makes his descent from a Jump slower than normal. Peach can Jump and hold the Jump button during a Jump to temporarily float a short horizontal distance in Super Mario Bros. 2.

It was first used in Super Mario Bros. 2 for both Luigi and Peach. Luigi uses it again in Super Mario 64 DS after a normal or Double-Jump. Peach uses it in Super Smash Bros. Melee. Both Mario and Luigi use it in New Super Mario Bros.

Cosmic Wario can use this move in Wario: Master of Disguise, but normal Wario cannot.

Flutter Jump
This move is exclusive to Yoshi and Luigi. Yoshi can use it to temporarily float a very short distance vertically and horizontally, ( Ditto for Luigi ). Yoshi uses it in Yoshi's Island; it is a key move to the game. It is available in all games in the Yoshi and SMB series and in Super Mario 64 DS. In Super Smash Bros. Melee, it prolongs the double jump so much that Yoshi has no need for a recovery move. Unfortunately, Luigi can't use this move in Super Smash Bros. Melee.

Long Jump
This move is used only in Super Mario 64 and Super Mario 64 DS by all four characters. To use this move, Crouch while in motion and Jump. If the player did this correctly, the character would Jump a long horizontal distance. Many people beat the game without ever learning this move.

Hop
This Jump is exclusive to Karts. It has been used in all of the Mario Kart Series games, excluding Mario Kart: Double Dash!!. Drivers can use this to their advantage, as it chains to a Drift and Hops over small gaps. All drivers can use the Hop by pressing R, and Hopping in Mario Kart 64 can access huge shortcuts. (These shortcuts are the most likely reason for Nintendo taking the Hop out of Mario Kart: Double Dash!.)

Speed Jump
This Jump is also exclusive to Karts. This Jump is exclusive to Karts. It has appeared in all of the Mario Kart Series games, excluding Mario Kart: Double Dash!!, as a way to utilize shortcuts. All drivers can use the Speed Jump. To use it, the driver must gain a lot of Speed, most frequently from a Mushroom, and Jump. This technique can be used to get over a pit or chasm.

Super Jump
Super Jump is a special attack used by Mario in Super Mario RPG: Legend of the Seven Stars. He learns the attack at Level 6. When Mario uses his Super Jump, he can Jump on one enemy multiple times. If the player does a Timed Hit right before Mario stomps the enemy, the plumber will keep Jumping until the player messes up. With this attack, it is possible (although extremely difficult) for Mario to Jump on an enemy over one hundred times. Super Jump uses seven Flower Points (FP) and has a Magic Power rating of 45. This move is closely related to Power Bounce, a Paper Mario move.

This move has also been used in Paper Mario and Paper Mario: The Thousand Year Door. This is the second upgrade in the game. It adds 1 more base damage to each Jump.(Which now is 2 damage per Jump) In order to use it, Mario must first find the Super Boots. In Paper Mario, it is found in Boo's Mansion as part of a test. In Paper Mario: The Thousand Year Door it is found in the The Great Tree after solving the symbol mystery. It is used to break things (like patched up floors) under Mario or shake things down. This technique is very similar to a ground pound It can also be used as a Special Attack in Paper Mario: The Thousand Year Door, and does a base damage of 6 for 2 FP.

Super Jump Punch
A move found in the Super Smash Bros. series, which lets Mario perform a midair jump. If he hits an enemy while doing this, he will punch them, causing Yellow Coins to scatter all over the place.

Spin Jump
The Spin Jump is a very common move that has various uses. To cross large gaps in Mario and Luigi: Superstar Saga, Mario jumps on Luigi's shoulders to Spin Jump. In Mario and Luigi: Partners in Time, the reverse happens. In Mario and Luigi: Partners in Time, and in Mario and Luigi: Super Star Saga, Mario and Luigi could spin jump into a Whirlwind to thrust themselves in any direction. In Super Mario RPG: Legend of the Seven Stars, Mario floats on top of a flower and Spin Jump. In the Paper Mario Series it is used for height rather than width. There is also a special flower that Mario can Spin Jump upwards on by pressing Z in Paper Mario. In the rest of the platformers it is used for both height and width. It is also used in Super Mario Land 2. As Super Mario or Fire Mario, the player holds down and then presses A. Mario then jumps a short distance of the ground while revolving, but then this ability is lost when Mario is smaller or is Bunny Mario.

So far Mario, Luigi, Wario, and Yoshi are the only characters who have used it, though others can easily learn this move. Mario and Luigi can use it in most of the Mario RPG Series. All of them can use it in Super Mario 64 DS by jumping on top of a Spindrift or Jumping into a Sand Tornado. Luigi also uses it when he is coming down from a Somersault.

It also started from Super Mario 64 as an after effect from a Sand Tornado or jumping on top of a Spindrift. The move has been evolved into most of the Mario RPG Series as an move the Mario Bros. can use anywhere, even as a battle move. In Super Mario Sunshine the player can also use it anytime by rotating the control stick and then Jumping. Mario or Luigi can also Spin Jump in New Super Mario Bros. when they Jump off of a spring.

Spring Jump
This move has only been used in Paper Mario: The Thousand Year Door. It adds 1 more base damage to each Jump.(which now is 3 damage per Jump) It is also the strongest upgrade in the game. To obtain it, Mario must solve the many puzzles in Riverside Station. It can be used as a field or battle move. On the field it is used to Jump extremely high. If Mario hits a ceiling, he will fall to the ground a piece of paper and if there is an item on top, it will fall down. Mario can grab Pipes to reach previously unreachable areas. It is a useful Special Attack to use, especially against Smorg. It uses 4 FP and does 8 base damage. It is also the only way to get the Ultra Hammer. Interestingly it uses the same Ultra Boots which in Paper Mario is used for the Spin Jump, except that Mario retains his Spin Jump ability.

Tornado Jump
The Tornado Jump is only used in Paper Mario. This is the last upgrade in the game. In order to use it, Mario must first find the Ultra Boots. It is found in the Toad Town Tunnels in one of the deepest corners. It replaces the Spin Jump, as an upgraded version. It has the same effects as a Spin Jump plus a higher second Jump. Tornado jump is also used in Paper Mario Thousand Year Door when Mario uses the Tornado Jump badge.

Paper Mario Jump Badges

 * Power Jump
 * BP: 1
 * FP: 2
 * Lets Mario do a Power Jump. Uses 2 FP. Mario stomps on a single enemy using a lot of attack power. The damage is stacked with an additional 2 damage.
 * It is only available for sale at Rowf's Badge Shop for 75 Coins. Upon making his way back to Goomba Village after falling off the veranda, Goompa will give him this badge as a reward.


 * Mega Jump
 * BP: 3
 * FP: 6
 * Lets Mario do a Mega Jump. Uses 6 FP. Mario stomps on a single enemy using tons of attack power. The damage is stacked with an additional 4 damage.
 * After fitting the Star Stone into its slot and opening the way to the Crystal Palace, check the far right of the platform reached upon ascending the first flight of 'ice stairs'. The badge should be found in fairly conspicuous red '!' box.


 * Shrink Stomp
 * BP: 1
 * FP: 2
 * Lets Mario do a Shrink Stomp. Uses 2 FP. If it works, the enemy Mario stomps on shrinks. It also decreases the enemy's attack power by half for a bit.
 * Upon first entering the Toad Town Tunnels, head all the way to the right. Mario has to get by a large Yellow Block, several Gloombas and a Blooper, but at the end of the path, there'll be a chest containing this badge.


 * Multibounce
 * BP: 1
 * FP: 2
 * Lets Mario do a Multibounce. Uses 2 FP. Jumps on all enemies in a row if action command is timed right. The damage inflicted is of one Jump each, from left to right. This is also the only Jump move in Paper Mario that can attack all enemies.
 * It is only available for sale at Rowf's Badge Shop for 75 Coins.


 * Jump Charge
 * BP: 1
 * FP: 1
 * Lets Mario charge up Jump power. Uses 1 FP. When charged, Mario's Jump power goes up by 2. Also allows Mario to charge unlimited times, but power fades after attack. Works great against defenseless enemies.
 * It is only available for sale at Rowf's Badge Shop for 50 Coins.


 * S. Jump Chg.
 * BP: 2
 * FP: 4
 * Greatly charges up Jump power. Uses 4 FP. When supercharged, Mario's Jump power goes up by 3. Lets Mario charge unlimited times, but power fades after attack. Excellent to use against defenseless enemies.
 * The Cloudy Climb's main entrance platform from Flower Fields has a moving cloud 'elevator' just a bit northwest from the beanstalk back to ground level. Ride the elevator upward to snag this badge atop a cloud.


 * Sleep Stomp
 * BP: 1
 * FP: 2
 * Lets Mario do a Sleep Stomp. Uses 2 FP. If it works the enemy Mario Jumps on falls asleep for a bit. It makes the enemy sleep which skip's the foes' turn until attacked.
 * It is only available for sale at Rowf's Badge Shop for 75 Coins.


 * Dizzy Stomp
 * BP: 1
 * FP: 2
 * Lets Mario do a Dizzy Stomp. Uses 2 FP. If it works, the enemy Mario stomps on becomes dizzy. It also paralyzes the enemy for a short time. When dizzy an attack might miss 50% of the time.
 * This badge can be found within a chest in the lower southwest area of Mt. Lavalava. Mario will need the Ultra Hammer to break the Steel Block guarding the room containing the chest.


 * D-Down Jump
 * BP: 2
 * FP: 2
 * Lets Mario do a D-Down Jump. Uses 2 FP. Disables an enemy's defense power and causes some damage. The Jump itself will not pierce defense and will decrease defense after the Jump.
 * On a table in Tubba Blubba's Castle. Bomb a wall upstairs hidden behind a sleeping guard, and then Super Jump through the upper right 'broken floor'. From there, use Parakarry to fly over to the badge.


 * Power Bounce
 * BP: 2
 * FP: 3
 * Lets Mario do a Power Bounce. Uses 3 FP. Jumps on one enemy continuously until Mario misses an action command. The damage will decrease by 1 for each Jump following the second.
 * Near the entrance to the Koopa Bros. Fortress is a room filled with several jail cells. Two of them can be entered by using Bombette to blow up visible cracks. One cell contains a key; the other one holds this badge.

Paper Mario Thousand Year Door Jump Badges

 * Power Jump
 * BP: 1
 * FP: 2
 * Allows Mario to Jump on an enemy with a higher attack power. The damage is stacked with an additional 2 damage.
 * This badge can be can only be bought at The Lovely Howz of Badges for 50 coins or can buy it for 34 Piantas at the Pianta Parlor.


 * Sleepy Stomp
 * BP: 1
 * FP: 2
 * If executed correctly, has a chance of making the enemy go to sleep. It's success rate depends on the enemy and makes the enemy sleep which skips the foes turn until attacked.
 * It is also found on the 10th floor of the Pit of 100 Trials. This badge is also easily bought at The Lovely Howz of Badges.


 * Soft Stomp
 * BP: 1
 * FP: 2
 * If executed correctly, makes the enemy "soft", which decreases their defense. It's success rate depends on the enemy and drops defense by three. It is similar to the D-Down Jump.
 * The badge can be found in the residential area of the Rougeport Sewers (Near Merluvee's house, in the bottom left corner of the map) in a treasure chest.


 * Shrink Stomp
 * BP: 1
 * FP: 2
 * If executed correctly, makes the enemy smaller, decreasing their attack power. It's success rate depends on the enemy and drops attack by three.
 * It's located in The Great Tree, in the area with all the water that Mario has to drain out. To get it, Mario must Jump on the center log to reach it.


 * Tornado Jump
 * BP: 2
 * FP: 3
 * Can damage all Mid-Air enemies if executed correctly. The chosen enemy will take the stacked damage of the two Jumps (like a Hammer). Any other flying enemies will take the damage of a normal Jump (or half of the stacked damage), piercing their defenses.
 * It is located outside of Creepy Steeple, in the well full of Buzzy Beetles. It is hard to reach beyond all of the Buzzies.