Trillion
Smash Ace
Hey Sonic Mainers, I pulled this from the Brawl Tactical Discussion and posted it in here because I wanted everyone's attention to be brought to this immediately. It has been discovered that every character has a kind of infinite jump. I did not discover this just to make that clear. SamuraiPanda has researched it and I have supplied his explanation about it below.
I believe that if this technique can be mastered that Sonic will benefit from it immensely. Consider the possibilities of being able to infinitely jump while using fair or bair. A few fairs chained together could rack up quite a lot of damage and being able to land successive bairs would lead to quick KO's which is of course Sonic's biggest problem. Think of how easy it would be to kill with uair combos. Just uair juggle and then eventually youd have to take the split second to land and then uair to double jumped uair to spring uair for another potentially easy kill. I recall Mew2King posting something about the nair being a good setup for a jab lock. Infinite jumping with the nair would mean that Sonic could easily start a jab lock.
Let's get on this thing and see what we can do with it to make Sonic Top Tier!!!
Okay, so I finally figured it out. Basically, the infinite second jump is buffering your jump from your aerial attack AS you're landing. To get an idea of what I'm talking about, go try doing a full hop rising Fair with Marth, and buffer the second jump from the Fair. When you buffer correctly, you are inputting the jump command near the end of the Fair animation, and when the animation ends you instantly jump. Take note of that timing. The ISJ is just timing your aerial and the buffered jump so when you do the aerial in the second jump and you buffer the jump as you land on the stage, the jump will execute as the second jump completely skipping the landing animation and first jump altogether. If you time it incorrectly, you'll end up landing first then jumping, or not jumping at all.
Why does it do this? Well, I assume the engine is reading the different inputs at the same time. The game must think that at that one moment in time you are both simultaneously on the ground while still being in the air. Meaning it refreshes your jumps (because it reads you as being on the ground) but it does the second jump instead of the first (because if you jump while you are in the air, you should be doing the second jump).
As for who can do it and what aerials you can do it with, well, I think the best way to test it is using the full hop rising aerial to the buffered jump method that I described above. If it is possible to do the ISJ, then that means that the length of their second jump must be enough for the character to perform the aerial and buffer the jump. Some slow attacks, like Ganon's Fair, can't buffer the jump from his Fair in the entire length of the full hop, nor his second jump, thus he cannot do the ISJ with his Fair. But he can do the ISJ with his Dair (I did it once after trying for 10 minutes), which seems promising (btw, I had to change to the A stick to do that so I wouldn't fast fall doing the Dair). In addition, this should theoretically be possible for all aerial B attacks as well, and is simply a matter of timing. We already know some people, like Bowser and Kirby, can do this with some of their B attacks with very easy timing. Oh yeah, you can also do this while fast falling too, so that could make the timing a bit easier, and make the ISJ even faster, for some characters with attacks that can do that (I was able to do this FFISJ with Wario's Fair).
Note: I just realized after I typed that paragraph up that I was referring to being able to do the ISJ with a single attack over and over again. But if you just want to do one single ISJ, you could just time an attack that has alot of lag so that the jump buffers at the right time when you land. But you can't repeat that one attack again with the ISJ.
Note 2: I've also forgotten to mention that if you tap the jump button twice very fast, you'll nearly instantly do the second jump from your standing animation. So you can do the ISJ right off the bat if you can time it.
In order to do this consistently, you will have to learn the buffer times of you character's attacks VERY well. That is likely the only requirement to do this. Can it be done? Maybe. But its difficult. Doing this consistently requires better timing than L-canceling and Wavedashing put together. Fast falling may make this a bit easier (as you're controlling the timing yourself), but I didn't extensively test it.
As for applications of the ISJ and/or the FFISJ, well, assuming you can become very consistent at timing this perfectly, it could possibly bring juggling to Brawl, a new way to approach, or a great way to avoid getting grabbed (IC's changrab is scary :/), among other possibilities. Could it change the metagame completely? Maybe. Of course, this is only if its even possible to master this technique.
Although I do have to say that this is one of the few true advanced techniques that has been discovered thus far. By the way, I apologize if this was hard to understand or follow along anywhere. I'm quite tired and I shouldn't really be spending my time doing this right now, so I'm in a bit of a rush.
I believe that if this technique can be mastered that Sonic will benefit from it immensely. Consider the possibilities of being able to infinitely jump while using fair or bair. A few fairs chained together could rack up quite a lot of damage and being able to land successive bairs would lead to quick KO's which is of course Sonic's biggest problem. Think of how easy it would be to kill with uair combos. Just uair juggle and then eventually youd have to take the split second to land and then uair to double jumped uair to spring uair for another potentially easy kill. I recall Mew2King posting something about the nair being a good setup for a jab lock. Infinite jumping with the nair would mean that Sonic could easily start a jab lock.
Let's get on this thing and see what we can do with it to make Sonic Top Tier!!!