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Difference in aerial animation if you do/don't have jumps left

Fledge

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Okay, I just noticed something kinda dumb that might already be very well known, but figured it might be useful for those that don't know. Never heard anybody talk about it, didn't see anything in any wikis, and a quick search didn't show anything, so figured I'd post it here.

Have you ever been in the situation where you're recovering off stage and think you have another jump, and when you wait to the last moment to do so you suddenly realize to your horror that you don't actually have anymore jumps left? And then by the time you realize what's happened it's too late, you fall to your doom, wondering where your second jump went? Sometimes you lose it on accident spamming out of a grab/jab-attack over ledge, or maybe you accidentally jumped from the ledge and lost your second jump, or even just lost track of how many jumps you had used up in the heat of battle from not paying close attention.

Well, there's actually a way to tell when you're over the ledge whether or not you have any jumps left by paying careful attention to your character's animation. For many characters there's actually a subtle difference in the aerial falling animation if they have jumps left or don't.

For example, if Roy jumps only once into the air (while still having access to his second jump), he falls holding his sword pointing at his other hand. If Roy double jumps into the air (thus using up all his jumps), he falls holding his sword pointing slightly below his hand.

For a more obvious example, if Bowser jumps once into the air he falls holding his arms up. If Bowser double jumps into the air he falls with his arms lowered.

Some of them are way more subtle. For example, if Sonic jumps once into the air, he falls looking forward. If he double jumps, he falls looking slightly down. Or if Fox jumps once into the air, his tail remains somewhat still, but if he double jumps, his tail starts wiggling like crazy.

Of course, you might say "well, you can always check if you have any jumps left by just trying to jump again and see!" But keep in mind, you might be trying to save up a second jump for a low recovery, and testing outright too early might waste a jump you should have saved, potentially in an unsafe situation against opponents who are covering higher ledge options. By paying attention to your character's animation you can know for sure as you head back to ledge without having to test or risk it at the last moment.

What's more, this also means you can tell if your opponent has any jumps left when they're recovering. It might give a slight edge in guesstimating what strategy they'll take in returning to ledge.

Anyways, this animation difference seems to hold true for most characters (though for the life of me I couldn't tell any differences for R.O.B.) Anyways, just thought I'd put it out there, it might be something worth noting when you're recovering off stage, if you're paying attention and catch it soon enough you might be able to recover with other options instead of waiting to use a double jump you don't have at the last moment.
 
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Justinian

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I'm going to look into this. This seems like it's really useful, and is something that can help us prevent a lot of accidental SDs. Thanks for putting this info out there!
 

G. Stache

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From what I've seen (at least with Luigi), as soon as you use an aerial while in the double jump fall animation, you revert back to your single jump fall animation. Assuming this holds true for the other characters, looking at falling animations is a pretty niche way to see if you have a jump left for a lot of characters since a lot of them have to use aerials to ensure that they get back to the stage safely.
 
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Fledge

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From what I've seen (at least with Luigi), as soon as you use an aerial while in the double jump fall animation, you revert back to your single jump fall animation. Assuming this holds true for the other characters, looking at falling animations is a pretty niche way to see if you have a jump left for a lot of characters since a lot of them have to use aerials to ensure that they get back to the stage safely.
Yep, can confirm this, not only aerials revert the animation back but also air dodges and footstool as well. Does make this knowledge pretty niche in its use, though I suppose if you know your opponent is looking for the second animation you could throw in an input to revert and hide the fact you have no more jumps (kinda a stretch).

So what this basically means then is that, if you EVER see the second animation running you know for sure you or your opponent has no jumps left, which would be useful to know IF you see it. Otherwise if the first animation is running, then there's no telling for sure how many jumps you or your opponent has left, either you have jumps left or used up all jumps and input an aerial, airdodge or footstool to reset.
 

Swamp Sensei

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I'm farily certain every character has this.

Charizard for example folds his wings and Mewtwo folds his arms.
 

Luigi player

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From what I've seen (at least with Luigi), as soon as you use an aerial while in the double jump fall animation, you revert back to your single jump fall animation. Assuming this holds true for the other characters, looking at falling animations is a pretty niche way to see if you have a jump left for a lot of characters since a lot of them have to use aerials to ensure that they get back to the stage safely.
So basically this has no real use at all. Too bad, almost thought it helps which would be nice.

But oftentimes you don't know if you have it while being hit offstage.
You'll be in a tumble animation, and the 2 options there are:
- not doing any move and stay in tumble (sometimes you have to to survive longer (hurtbox shifting))
- doing a move which reverts you back

So either way you won't know it. :/

And every other time when jumping you either use an aerial immediately or you'll see your doublejump-animation anyway so even if you didn't doublejump willingly you should be able to notice it (I guess there are a few characters with very similar animations, but eh..).

One useful thing is the little wave effect of the doublejump that'll appear if you perform it. So if you tried to doublejump and got hit at about the same time and aren't sure if it got initiated or you still have it you can try to pay attention to these waves.
 
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TriTails

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Pretty sure all characters have two different falling animations for their jumps. Mario and Luigi normally falls with their arms spread and wrists circling around. When they use their double jumps, they go into a completely different animation, with one hand pointing down while the other pointing the other way (IIRC. I can't remember very well because I rarely see it) and they remain fairly still.

However, aerials, airoddges, footstools, specials (IIRC), and possibly other things reset them back. You'll want to know if you still have your double jump if you were mashing jump during a combo but got hit back anyway. But then, you'll most likely be in tumble animation and when you airdodge or use an aerial, you revert back to your usual fall, making it impossible to be certain with this method.

The better option is to look for the double jump ovals thingy Luigi player mentioned. It will ALWAYS ALWAYS appear the moment you double jump and its animation cannot be cancelled by anything, so you'll know much faster and easier.
 

I speak Spanish too

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This should definitely be looked further into a video comparison of each character when they have a double jump and when they don't have a double jump would be great. Amazing find!
 

krazyzyko

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Their are sound cues and rings that appear below most characters that will let you know when a jump is used. The rings don't appear for multi jumpers so l guess that works for them.
 

Masonomace

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Nice thread. The exploration I briefly put in before reading the posts on the page lead me to the notion that yes, using an aerial or airdodge reverts my character back to the falling-animation that looks like he didn't use his midair jump. Thankfully for brief labbing, I could definitely tell the differences clearly. These are Shulk's animation differences:

 
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KingJigglypuff

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This for the most part was already known (at least for those in the modding scenes). This goes as far back from Melee, I think. There are three falling states for a character: Fall, FallAerial, and FallSpecial.

Fall is the main falling state a Fighter goes into as it's the most commonly used falling state. Examples include Ground Jump, Aerial Attack, Aerial Dodge, Aerial Special, etc. If used in the air, every one of these Actions will end in Fall.

FallAerial is only used after an Air Jump, but is usually rendered obsolete, as doing anything else during or after JumpAerial (Air Jump) or FallAerial will return your character back to the Fall state,

FallSpecial is used when the character is in their Helpless/Freefall state (mainly used after Recovery Specials). Like FallAerial, if this state gets interrupted while in the air, the character will return to their Fall state.
 
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