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1[[quoteright:350:[[VideoGame/SuperSmashBrosBrawl https://static.tvtropes.org/pmwiki/pub/images/cfalcon_footstool_debigulated_3497.jpg]]]]
2[[caption-width-right:350:[[VideoGame/FZero Captain Falcon]] demonstrates [[http://www.ssbwiki.com/Footstool_Jump the technique]] on an unwitting [[MirrorMatch Captain Falcon]].]]
3
4->''"Hey! Did you just step on me?!"''
5-->-- '''Lt. Gaia''', ''Anime/MobileSuitGundam''
6
7A peculiar property of JumpPhysics and the GoombaStomp, where stomping on an enemy - ''any'' enemy - lets you bounce upwards to greater height than your normal jump permits. Enemies in these games must have rubber bones or something.
8
9Typically, to perform this technique, the player must be holding the Jump button when the character lands on the {{Mook}}. Though in some games, the player may have to do a [[ActionCommands timely button press]] as he lands on it or almost immediately after for this to work.
10
11Sometimes, performing a second Goomba Stomp from one of these jumps gets you even more height.
12
13If the game designer has a penchant for puzzles, expect there to be more than a few situations where you need to shepherd enemies to a certain unscalable cliff so you can springboard off them to reach the top. And in harder platformers such as the ''VideoGame/DonkeyKongCountry'' series, expect to find instances where you have to chain bounce off of a string of Mooks ([[NintendoHard or maybe even a fast-moving single Mook]]) just to cross a sufficiently large chasm.
14
15Compare to CraniumRide or BodySled where it's about riding on enemies, not jumping from them, and FrozenFoePlatform, where enemies are frozen to use as solid platforms. One of the methods to do a SpringJump. See LivingCrashpad when a character's fall is cushioned by another character.
16----
17!!Examples:
18
19* One of the earliest examples can be found in the 1985 8-bit game ''[[VideoGame/{{Zorro1985}} Zorro]]'' by Datasoft. One part of the game involves getting a guy drunk enough to fall asleep so that Zorro can [[TrampolineTummy jump on his stomach]] and reach a building's roof. In another part, Zorro can do the same by picking up a trumpet that he plays, causing a guard to be distracted and fall on a springboard that Zorro stands on.
20* Quite common in ''Franchise/SuperMarioBros'' games... but absent in the first ''VideoGame/SuperMarioBros1'', where you gain very little height at all from a stomp.
21** ''VideoGame/SuperMarioBrosTheLostLevels'' is the first game in the series to omplement this mechanic, and is possibly the TropeMaker. Certain pitfalls can only be overcome by jumping onto a Paratroopa and using the momentum to cross the deadly distance.
22** ''VideoGame/AllNightNipponSuperMarioBros'' retroactively adds this to the levels of the original game, since the game uses the engine from ''The Lost Levels''.
23** ''VideoGame/SuperMarioBros3'': This can be exploited with the raccoon suit to gain extra lives. On the second level, infinite Goombas come out of a pipe at regular intervals. If you time it right, you can stomp enemies one after another, jumping up and floating down onto the next one without touching the ground. After you do this enough, you start getting a 1up for each enemy you stomp. If the level weren't timed, you could do this indefinitely.
24** Especially common in the infinite number of NintendoHard [=ROMhacks=] of ''VideoGame/SuperMarioWorld''.
25** This can be done in the ''VideoGame/WarioLand'' series as well, but you also need to hold up on the D-pad as you jump on the enemy. ''VideoGame/WarioLand3'' initially doesn't let you do it at all until you find the requisite treasure.
26** Actually ''required'' in World 5-2 of ''VideoGame/NewSuperMarioBrosWii'', with giant Wigglers.
27** A staple element of ''VideoGame/SuperMarioMaker'' levels, especially on higher difficulty rankings. Some require you to throw a Koopa shell at a wall and jump off it as it rebounds towards you.
28** ''VideoGame/MarioParty9'': In Buddy Bounce, players can bounce on top of another player's head in order to gain extra height. Doing so is the only way to reach the 10-point balloons, which are otherwise too high up.
29* [[https://youtu.be/ylm3TNzYDOs?t=38s Here's a nifty example]] with flying Koopas over a bottomless pit from VideoGame/DistortedTravesty 3. With spiked ceilings and Bullet Bills mixed in because [[NintendoHard why not?]]
30* In ''VideoGame/DeepRockGalactic'', falling on another character's head will completely nullify fall damage. Additionally, if the character underneath jumps while another one is above will be sent way further up than could normally be done. Additionally, if a dwarf lands on the side of a head that is turning wildly, he will be launched with an oblique angle at extreme distances.
31* In the ''Franchise/{{Disgaea}}'' series, tossing a character onto a friendly monster unit's head will bounce them in the direction the monster is facing. While the technique is called "pass and receive", the best monsters for it are mostly ones that look like they'd have a springy body composition, as opposed to the big, brawny ones, which seems to imply that the characters are simply bouncing off them.
32** One of said monsters, the Eryngya (A mushroom), exists in the ''VideoGame/{{Prinny|CanIReallyBeTheHero}}'' games as little more than a springboard, as it simply stands there and waits to be stomped on, launching you to great heights while remaining unharmed. There is [[OptionalBoss one particular one]] that uses this springiness against you, though.
33* ''VideoGame/BiomechanicalToy'' have plenty of AirborneMooks in several areas, which allows the player to stomp on them in order to land on hard-to-reach ledges, hidden secrets, and get more points. There are also floating balloons (a StationaryEnemy-type) who usually appears in a row, with power-ups floating right above their heads which the player can jump on.
34* ''VideoGame/DonkeyKongCountry'' often involved bouncing off flying enemies to reach secret places. In ''VideoGame/DonkeyKongCountryReturns'', it's no longer automatic: You have to press the jump button with the right timing, or you'll barely bounce.
35* The main ''VideoGame/CrashBandicoot'' games allow you to do this with most enemies that aren't [[TheSpiny immune to goomba stomps]]. Sometimes this allows you to reach bonuses, and sometimes it's required to finish the level. Some enemies are also stunned by a jump attack, allowing you to jump on them over and over again. This is actually required for box completion (breaking every crate in a level) in many stages in the various games.
36* A primary puzzle element in ''VideoGame/{{Braid}}'', which clues you in on this trope by the springy sound made when you bounce off the enemies. [[spoiler:(And also, when they bounce off you...)]]
37** An interesting peculiarity is that the bounce is slightly taller than where you started falling from, which means continually bouncing on enemies gives you even more height, and bouncing off an enemy from a platform will get you above the platform even if you couldn't normally jump on the enemy to get up there.
38* In ''VideoGame/KirbysDreamLand3'', the Animal Buddies Rick, Kine, and Nago have this ability.
39** ''VideoGame/KirbyStarAllies'' brings back the Animal Buddies, though Rick is the only one with the ability to stomp on enemies this time around.
40* Appears in ''VideoGame/SuperSmashBros'' games after ''Brawl'' as the [[http://www.ssbwiki.com/Footstool_Jump Footstool Jump]] technique. A good way to keep enemies from recovering is to do this in mid-air, while -- [[EasterEgg though it rarely comes up in actual competitive gameplay]] -- the Piranha Plant can [[TheSpiny bite anyone who attempts this on then]] if the Plant is "crouching" in its pot. [[VideoGame/FireEmblemThreeHouses Byleth's]] Up Special also invokes this if it catches another player.
41* A highly useful mechanic in ''VideoGame/{{Spelunky}}'', where it prevents [[NotTheFallThatKillsYou fall damage]] and lets you reach places ''just'' out of reach of your unassisted jumps.
42* The faster Sonic is falling in the 2D ''Franchise/SonicTheHedgehog'' games when he attacks an enemy from above, the higher he bounces. Sonic can jump reeeally high by using this technique. It also works on item boxes.
43** ''VideoGame/SonicSpinball'' forces you to use this on the second level.
44** And in some games, everyone can do this. Related, Amy gains extra height if she hits an enemy with her Piko Piko Hammer. This peaks at if she hits a spring, where she'll jump twice as high as if she had simply jumped on the spring.
45* ''VideoGame/{{Eversion}}'' allows you to do this with the [[CaptainErsatz pseudo-goombas]], and it's needed to reach all the gems.
46* In ''[[VideoGame/YoshisIsland Super Mario World 2: Yoshi's Island]]'', Yoshi can do a more powerful version of the Flutter Jump after landing on an enemy.
47** The level ''Fight Toadies with Toadies/Fight Baddies with Baddies'' requires this technique to complete at least three quarters of the level puzzles.
48* The UsefulNotes/SegaGenesis game ''VideoGame/{{Ghostbusters 1990}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).
49* Possible (and sometimes useful) in ''VideoGame/HighSeasHavoc'' for the UsefulNotes/SegaGenesis.
50* The DoubleJump method used in ''VideoGame/{{Klonoa}}''. You pick up an enemy, carry him around, and then jump off of him while in midair. Requires less precision, but more planning, and it's typically mandatory from stage 1 onwards.
51* ''Franchise/{{Castlevania}}''
52** ''VideoGame/CastlevaniaPortraitOfRuin'' has a variant - defeating the first boss gives you a powerup where you can jump on your partner's head to get more height. The DoubleJump comes not much later, and you can combine them for a triple jump.
53** Double jumps in the {{Metroidvania}} entries of ''Castlevania'' (with the exception of ''[[VideoGame/CastlevaniaCircleOfTheMoon Circle of the Moon]]''; also, ''VideoGame/CastlevaniaAriaOfSorrow'' requires a secondary ability) tend to allow a variation: After the second jump, you can do a kick move that will propel you upward when you contact a foe or destructible object, after which you can do ''another'' midair jump. As long as you have enemies and/or destructible objects to propel yourself off of, you can continue "climbing" upward in this manner, though it does require some skill to pull off successfully.
54** Soma, in the games where he appears,[[note]]''VideoGame/CastlevaniaAriaOfSorrow'', ''VideoGame/CastlevaniaDawnOfSorrow'' and ''VideoGame/CastlevaniaHarmonyOfDespair''[[/note]] can gain the Yorick soul, where he tosses a skull that can then be used for goomba springboarding.
55** ''Videogame/CastlevaniaHarmonyOfDespair'': One of the (many) advantages of having multiple players is that they can act as each other's springboards and indulge in some creative SequenceBreaking.
56* The entire point of the flash game Indestructo Tank.
57* In ''VideoGame/{{Purple}}'', there's a lot of goodies on high cliffs that need the player to bounce off a chain of mooks to reach them.
58* ''VideoGame/{{Bug|1995}}'' has several segments with them. Some of them are optional but lead to nice goodies, while others are ''mandatory''. And over a giant chasm (See this video [[https://www.youtube.com/watch?v=SNLXdxO28Vk#t=02m10s here]]).
59* ''VideoGame/IWannaBeTheGuy'' lets you Goomba Springboard off of some Bullets Bill in one screen. These are the only enemies in the game you can GoombaStomp, and for just this reason.
60* In ''VideoGame/LegacyOfTheWizard'', jumping off enemies for greater height is an essential part of strategy, despite the CollisionDamage this usually entails.
61* ''VideoGame/NewSuperMarisaLand'' allows you to do this with most enemies.
62* In ''VideoGame/FancyPantsAdventures'', employing this trope can get you an achievement or allows you to complete a trial; for example, from the first game, you have to continuously spring from one spider to the next to reach the top of a room.
63* ''VideoGame/MiniRobotWars'' two {{Mini Game}}s where you control a robot whose only ability is to GoombaStomp his opponents. The first time, you get water to land on. The second time, you don't, and falling down equals an instant loss, so you're forced to use this trope to reach the end.
64* The gimmick of Bouncing Training in ''VideoGame/{{Something}}''. Mario has to cross huge gaps and lava pits by jumping on the heads of Para-Masked Koopas.
65* In ''VideoGame/ShovelKnight'' a Shovel Drop attack on most enemies will result in you bouncing higher than possible via normal jumps. This is used routinely to reach secret areas. Other enemies may produce less height on a bounce but are often the only option for crossing large gaps.
66* In ''VideoGame/HolyUmbrella'', jumping off mummies to gain height is the only way to land a hit on Donderasphinx.
67* In ''VideoGame/LittleBigPlanet'', jumping on the unprotected Creature Brain bounces the Sackboy, and some items hanging above the enemies requires this technique to be obtained. You may also crush the lower part of the brain in Creation Mode but leave the score bubble part intact, it still bounces the Sackboy.
68* Non-Video Game Example: In ''Anime/MobileSuitGundam'', when Amuro Ray fights the [[AcePilot Black Tri-Stars']], he manages to thwart their [[CombinationAttack Jet Stream Attack]] (in which the Tri-Stars' Doms line up single file and attack in quick succession) by using the lead machine as a springboard, allowing him to evade their attacks and counter.
69** ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'' allows the player to re-create this moment, as well as giving similar moves to other mecha like the [[Anime/MobileSuitGundam00 Gundam Exia]].
70* The titular witch of the ''{{VideoGame/Bayonetta}}'' series can do this, if she's airborne and approaches an enemy she can jump off of their heads to stay in the air. This isn't ever used for any platforming purposes, but is a very useful for some of the side missions, in particular challenges which require Bayonetta to defeat a number of enemies while not letting her feet touch the ground.
71* Beck from ''VideoGame/MightyNo9'' is able to bounce off enemies and use them as improvised platforms when using Seismic's ramming attack. He can also jump higher by holding the Jump buttons when jumping on them.
72* The Creator/JohnWoo-inspired GunFu [[ThirdPersonShooter shooter]] ''Double Action: Boogaloo'', has the "stunt button" that allows for stylish jumps off any surface, up to and including your opponents' faces. If you score a headshot as your jump off you gain more "style points".
73* Can be done in ''VideoGame/ClarencesBigChance''.
74* ''VideoGame/BloodstainedRitualOfTheNight'' like the ''Franchise/{{Castlevania}}'' games, allows you to perform another [[DoubleJump midair jump]] after dive-kicking an enemy. Several areas just happen to have enemies or lanterns arranged such that you can SequenceBreak by using this technique.
75* In the ''VideoGame/DevilMayCry'' series, this ability is originally known as "Kick Jump", but later renamed to "Enemy Step" from ''VideoGame/DevilMayCry3DantesAwakening'' onwards. Playable characters can jump off enemies' heads (including those in mid-air), which allows more advanced gimmicks such as "Jump Cancel", and is useful for keeping yourself in the air for extended amounts of time. This is tied to the WallJump mechanic in ''[[VideoGame/DevilMayCry1 DMC1]]'' and ''[=DMC3=]'', but the latter game gave it a specific term and also contains a Secret Mission centered around it. In ''VideoGame/DevilMayCry4'' onwards, "Enemy Step" became a purchasable ability separate from "[[WallJump Kick Jump]]".
76* In ''VideoGame/CastleOfIllusion'', Mickey can gain lots of height by {{Goomba Stomp}}ing enemies.
77* Insect Glaive users in ''VideoGame/MonsterHunter4'' and onward can use their spear to jump off of a monster mid-vault up to five times, dealing damage and possibly allowing them to mount the monster. If their Kinsect has [[PowerParasite brought back Red extract,]] the aerial attack gets stronger, gains more airtime, and hits the monster more.
78* The Knight in ''VideoGame/HollowKnight'' is able to attack downwards while jumping. Doing this successfully will propels them slightly into the air, a maneuver called [[FanNickname "pogo-jumping" by the fans]]. They can also do this with obstacles like spikes, letting the player reach some areas before having the intended powerup for it. Additionally, a successful pogo will also reset the Knight's air dash and double jump ability, something that is crucial to know in the [[PlatformHell Path of Pain]] optional area.
79* In SNES port of ''Aladdin'', you can somersault off the enemies by jumping on them.

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