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Double Jump

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"Jump, then jump again. Sure, it breaks the laws of physics, but so do most things I do."

A weird example of video game Jump Physics, the Double Jump is the ability to jump while you're still airborne from the first jump, thus gaining additional height or distance. Exactly how this is supposed to work is unclear (what are they pushing off of?); games that justify it through Rocket Boots, Psychic Powers, Ki Manipulation, etc. are the rare exception. Even more rare are games that further justify why you can't repeat the action indefinitely to achieve Video Game Flight.

In most cases, the effect is similar to simply having one large jump, but it provides more versatility, especially for dodging attacks and obstacles, and gives the player a little more to do, as well as making a maximum-distance leap a bit more challenging to execute. Sometimes the second jump must be initiated at the apex of the first jump; other times the player can jump again while on the downward trajectory of the previous jump, which can often be used to avoid Falling Damage (even though the force required to perform that jump would be greater than the impact force from the fall). Some games have obstacles that can only be passed by jumping under them, then double-jumping to safety on the other side.


Trope Maker is Dragon Buster, a 1985 arcade game. Trope Codifier is arguably Metroid II: Return of Samus, which introduced to the series the infinite "space jump".

A staple of platform games, including metroidvanias, and fighting games. Frequently, the double jump is a Power-Up learned later in the game, alongside the Wall Jump. In a later generation of games, double jumps weren't considered cool enough any more, giving rise to characters with a triple jump. Indeed, this has led many games (especially later games) to have double jumping as just standard issue, with no reason or logic; for these games, it's just how jumping works.

Visually speaking, if there is a visual effect at all, chances are it will be a "ripples on water" effect.

Compare to Air-Dashing.



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Video Games:

    Action Adventure Games 
  • Alice: Madness Returns ups this to eleven by making it a quadruple jump with the ability to do a Parachute Petticoat descent between each jump.
  • Ato: The warrior can do a double jump once he finds the scroll that teaches him it.
  • In Brave Fencer Musashi once you obtain the Legendary Belt, you gain the ability to double jump which is required to jump over wide gaps later in the game.
  • Justified in The Breach, the Military and Prototype suits each have a short-burn jetpack.
  • Most Castlevania games starting with Castlevania: Symphony of the Night have an item that allows the use of double-jumping. There is often another item that allows for infinite long leaps straight upwards (sometimes draining MP).
    • Alucard from Symphony of the Night is perhaps the only character who has his double jump explained in some way: while most other protagonists simply jump a second time, Alucard's cape briefly transforms into a pair of wings and flaps to hoist him up.
    • Soma in Dawn of Sorrow does a flip in the middle of his jump, not that that justifies anything.
    • In Castlevania: Portrait of Ruin, Charlotte double jumps by briefly summoning and riding a broomstick. Why this doesn't enable her to just fly remains unknown. Her partner Jonathan just jumps again in the air for no readily explained reason.
    • An even earlier example in the Castlevania series is Maria Renard in Castlevania: Rondo of Blood, the prequel to Symphony of the Night. Richter did not have this ability, but Maria did, making her perhaps the first Castlevania character to possess a double jump.
    • Most of them use "Relics" to accomplish double jumps, and some (Stone of Flight) make more sense then others (Ordinary Rock. Seriously, in Castlevania, an Ordinary Rock lets you defy the laws of physics).
    • Maxim takes it a step further with a triple jump in Harmony of Dissonance. You're going to need it. Maria also had this ability in the Saturn version of Symphony (but not in the unlockable Symphony port in Dracula X Chronicles — that was based on the PSX version, so they decided to write a brand new Maria mode).
  • Destroy All Humans!: A justified example because Crypto uses his rocket boots.
  • Distorted Travesty 3 not only features a double jump, but it can be recharged every time you hit an enemy. No, not just when bounding off of a Goomba Springboard, no anything that damages an enemy, whether it's a sword blow, a thrown knife, a beam weapon, or even a bomb you dropped 20 seconds ago finally going off.
    • Add to this an air dash, which also recovers when damaging things. It's entirely possible to jump, airdash, jump again, then shoot an enemy, jump and dash again, and continue like this witohut touching ground indefinitely. In fact, there are even times that the game REQUIRES this of you.
  • An inherent ability of all lightsaber-wielding characters in Lego Star Wars. Of course, it's the massive single jumps that are mostly used for unlocking secrets, but still. Somewhat justified for Jedi & Sith as being a Force power, but no explanation is given for how General Grevious pulls it off... also, for some reason, Jar-Jar Binks can do it too.
    • In the level builder of LEGO Indiana Jones, the engineer character, and the other ones that you use to build the level, can infinite jump until they hit the roof of the level — and one of them is for putting down baseplates, so he can infinite jump while holding the floor.
  • Moon Raider: Ava can do a double jump by flipping in mid-air.
  • Pankapu: Pankapu can perform a double jump, but only when he's equipping the Ardor Aegis.
  • You get this in An Untitled Story as the earliest ability. Later on, you'll encounter double-jump rechargers, floating power-ups that let you jump one more time in the air.
  • The Leaping Device from Sundered allows Eshe to double-jump, and it resets whenever she hits an enemy with an attack while airborne, letting her stay airborne as long as there are enemies to attack. It can either be upgraded to a triple-jump or be corrupted into Z’toggua’s Wings, which allows her to glide after a double-jump.
  • In Environmental Station Alpha, the Jump Booster is the first upgrade you acquire.
  • Called "Pulse Jump" in Starbound, this tech is acquired early and appears to work by releasing a burst of energy. It can later be switched out for different techs, such as the multi-jump (three weaker jumps). Some mods introduce even more, such as Frackin' Universe's Quad Jump and Quint Jump.
  • Trover Saves the Universe: Trover can acquire this ability by inserting the right Power Baby into his eyehole.

    Action Games 
  • Bayonetta temporarily forms butterfly wings when she double jumps, Justified as she's a witch.
    • Even more justified - if you read one of the books in the Records section of the menu, you learn that she made a deal with the demon Madame Butterfly for this power. When Bayonetta is standing in light, her shadow has butterfly wings to signify this deal.
  • Seig can do this in Chaos Legion after acquiring a power up from his Flawed legion.
  • Devil May Cry (the first game) explained this as being one of Dante's demonic powers. The second game kept the "Air Hike" as one of his standard abilities, probably because the sprawling environments made it so useful, though the later games returned to needing a purchase. It's worth noting that the games, despite their normally loose interpretation of physics, actually have Double Jumps that make more sense than most. When you use it, Dante momentarily makes a magic platform appear beneath his feet, off which he jumps. In 4, the Devil Trigger allows you to do this twice in a row, effectively giving you a triple jump, and there's also a variant where the magical platform is vertical instead, making it a makeshift wall as opposed to makeshift floor.
    • It's also worth noting that if he's close to an enemy or wall and tries to double jump, whether he has the move or not, he'll use the enemy/wall to double jump. One secret mission in 3 requires you to stay in the air for twenty seconds. This involved double jumping off enemies, walls, your ability, and almost always spamming your fire-pistols-to-fall-slower ability.
  • Of course, The Force Unleashed, where the Secret Apprentice gets both a double jump and the air dash; some parts of the game (at least on PS3/Xbox 360) require that you use both-though again, he is a powerful Force-Sensitive.
  • Gotcha Force uses many different types for different characters. Most can triple- or quadruple-jump, and have infinite air-dashes. Machine, Girl, and Tank Borgs have a boost meter that's used for both jumping and air-dashing; they can't jump normally. Wing and Angel Borgs obviously have infinite jumps, but they're all incredibly small and not very useful for gaining height. Air and Fortress Borgs never jump, since they're always flying.
  • Momiji can do this in Ninja Gaiden Sigma 2 and in Razor's Edge. Other than a DMC-esque aerial dodge, it also allows her to charge instant ultimate techniques mid-air (if there is essence around in Sigma 2 or if she has Bloody Rage in RE) and to make the same drop attacks as when she jumps off a wall.
  • In Shinobi III, the player character, Joe Musashi, has this ability.

    Beat 'em Up 

    Endless Running Games 
  • In Bendy in Nightmare Run, Bendy and his friends can jump while in the air. They can use this to dodge airborne attacks and can even change lanes during their second jump.

    Fighting Games 
  • All characters in Super Smash Bros. can double jump. Most characters also have a special attack that can be used as a third jump, while still others can can jump several more times because they can fly.
    • Meta Knight can be particularly annoying to fight against, as three of his special attacks give him lift, he can jump up to 5 times, and can glide.
  • Several Capcom fighting games starting with X-Men: Children of the Atom, and the entire Marvel vs. Capcom series. The earliest double jumper in that series is probably Storm (justified in her case in that she already has the ability to fly).
  • A standard ability in Guilty Gear. Chipp, being a Ninja, can triple-jump. Even the Mighty Glacier Potemkin, who has so much muscle that he weighs 1000 pounds, can double jump. (but he can't run.)
    • Sadly, his spiritual successor Iron Tager, can't do it.
  • Cranked Up to Eleven in Brawlhalla, where every character can triple jump, and has an upwards aerial attack that gives an additional boost.
  • A tenet of the Gamecube game Custom Robo; it appears in different forms in each group of mecha types. They do have jets, being mecha, though.
    • Double (or more)-jumps include one (for Mighty Glaciers) or more (Mario) sideways air-jumps, 'stealth' jumps (appearing like short warps), small vertical jumps or a long-distance glide (for the two arial-specialist groups), and a weird kinda floating-rolling one.
  • All characters in Eternal Fighter Zero can double jump. It makes sense for characters like Kanna, who just flaps her wings again, but for the rest of the cast...
  • In the third Ranma ½ fighting game for the Super Famicom, Super Battle, Female Ranma and Shampoo can double-jump. But only if their starting jump was a forward or backwards somersault, rather than straight up.
  • Hokutomaru from Garou: Mark of the Wolves is the only character in the game to be able to do this.
  • All characters in Dissidia Final Fantasy can double jump initially, except Bartz and Zidane, who triple jump. Everyone can learn Jump Times Boost++, which gives three more jumps. However, Zidane is beyond this - with Jump Times Boost++ and his EX mode he can jump sixteen times in a row! But wait, there's more! If you dodge in the air (though only in the first game; this no longer applies as of 012: Duodecim), it resets your mid-air jumps! So Zidane could jump sixteen times, dodge, then jump another fifteen times without ever touching the ground.
  • In Touhou Hisouten ~ Scarlet Weather Rhapsody, each character's double jump is actually a flight command, which consumes some of your spirit orbs to execute.
  • Since jumping is more a feature of the Street Fighter series than Tekken, most of the Tekken side gained increased jumping ability in Street Fighter X Tekken. Lili is the only one however to gain double jump, though it's executed on her way down instead of at the apex of her jump.
  • In the Dead or Alive series, Momiji retains this skill from her original franchise.
  • M.U.G.E.N allows you to set the number of jumps a character can perform in midair. Cue fighters hovering over the stage for a full minute and duking it out above the camera's view.
  • Divekick has two characters that can double jump - resident troll Stream must jump twice before he can even follow up with a kick, while the Final Boss, S-Kill can either kick or dive again after emerging from his teleports.
  • Double jumping is a near-standard ability in Skullgirls; currently, the only characters who can't double jump are Parasoul and Painwheel.

    First-Person Shooter 
  • The Scout class in Team Fortress 2. Double-jumping is actually one of the class's greatest tactical advantages, since it allows Scout players to reach otherwise inaccessible areas and surprise their enemies. He can achieve a third jump with with the Recoil Boost of the unlockable Force-A-Nature or by holding the also unlockable Atomizer. He can even do a quadruple jump if you have both.
    • Equipping the (also unlockable) The Winger gives you a boost of 25% extra jump height while you hold it out. If you have the Atomizer bat, The Winger pistol and the Force-a-Nature, Scout can jump some crazy distances.
    • The Soda Popper takes it Up to Eleven. It was changed from granting mini-crits when the Hype meter is filled to giving him four extra jumps. Combine that with the Winger you basically turn into a bird.
  • Unreal Tournament 2004 has double jumping active by default in deathmatch mode. There's even a mutator that enables quad jump.
    • This could be further augmented with the Low Gravity mutator. It's possible to soar across half of the enormous Onslaught maps with these on, leaping from vehicle to vehicle like Neo. Unfortunately, Low Gravity is disabled in Unreal Tournament III on Warfare maps.
  • Half-Life 1 eventually gave you an upgrade called the Long Jump Module, which is basically a miniature jet pack that fires for a brief second and propels you much further forward than a regular jump would. The way to activate it was by pressing jump and duck at the same time. Black Mesa changed the control to pressing jump twice, effectively turning it into a horizontal double jump.
  • Sniper Path Of Vengeance has a bug where trying to momentarily duck while at the apex of a jump (holding the jump key) results in a double jump — an infinite jump to be exact.
  • In Overwatch, Genji is able to perform a double jump thanks to his passive Cybernetic Agility skill. He lampshades how silly that is in Heroes of the Storm (although, he actually can't double jump in Heroes).
  • In Mirror's Edge, this can be done by exploiting the wallrun kick glitch, and is a common speedrunning technique.
  • The Martyr from The Citadel has this ability, however, double jumps uses a small amount of Oxygen.
  • Double jumps are a common maneuver for Pilots in Titanfall and Titanfall 2. Justified by Pilots wearing Jump Kits, small jetpacks that enable double jumping and other Le Parkour moves.

    Hack and Slash 
  • In the Samurai Warriors games the ninja characters could double jump, but subverted in the Warriors Orochi series where all Speed-type characters can Air Dash but not double jump straight up.
  • Kratos in God of War actually starts with this (in the move list it's called "Icarus Lift"). His jumping ability never improves during the game, leaving one to wonder why they didn't just give him a higher single jump to begin with.
    • It's implied that the double jump is a property of his Blades of Chaos/Athena. The double jump is listed in the same place as the combos for those weapons., including a combo that lets you jump fifteen feet straight up.
  • Raikoh from Otogi: Myth of Demons can do this, and in the Sequel it's the standard, with some characters being able to jump less or more, and one character who can jump infinitely, though at least that last one has an excuse, since he's a magic floating tree.
  • Momiji in the Ninja Gaiden series. She even can perform an Ultimate Attack from the second jump, which makes her very versatile.

    Platform Games 
  • Banjo-Kazooie explains it by having Kazooie come out and flap her wings a bit, which gains you a little height. The Pack Whack move in Banjo-Tooie lets Banjo solo do a Double Jump. However, the Pack Whack won't stop you from hurting yourself when jumping from a high place—do a suicide jump, hit the button exactly before you hit the ground, and Mr. Bear would still smash into the ground like a boulder.
  • Dawn: When the jump button is pressed in mid-air, Ash twirls once and is propelled upward.
  • Dragon Buster was the first game to feature this trope, making it (very slightly) Older Than the NES.
  • Metroid:
    • Metroid 2 Returnof Samus marks the first appearance of the Space Jump, which can let Samus double jump. Or rather, Infinite Jump if timed correctly. It only works while she's doing her "roll jump"; a straight jump upwards won't allow it to trigger, and if she fires any weapon in the middle of a jump, or straightens up, she plummets back down. It is somewhere between this and actual Flight—gravity still affects Samus, but she can Space Jump infinitely, meaning that once she's airborne, touching the ground is just a suggestion. (The double jump doesn't always work, however, particularly if Samus' downward velocity has reached a high enough speed. It may take players some time to master the timing involved.) Interestingly, in this iteration of it, there is some buggy programming where taking damage while in the air allows you to perform another jump. You can only jump straight up, though, so taking damage still messes up your space jumping.
    • Except in the Metroid Prime Trilogy, where it is a Double Jump. The Screw Attack is used for longer distances instead.
    • The Metroid series is also one of the few where this is justified, as Samus's power suit is equipped with boosters, and once you get the gravity suit, some type of antigrav device. There's speculation that the bulky gizmo on her back is involved. Note too that Samus can't get away with the cheap "double-jump before landing" trick to avoid the stun a long fall delivers in the Prime games — if you wait too long, you can't Space Jump.
    • Her appearance in the aforementioned Super Smash Bros. series (specifically Brawl) confirms that, yes, that thing on her back is indeed a small booster used for double jumps.
    • Metroid Prime 2: Echoes also shows her using it as a jetpack, and Metroid Prime: Hunters explains that she has a "jump booster" that lets her jump in mid-air.
    • Echoes also has the Gravity Boost, which not only returns the underwater functionality of the Gravity Suit from other games, but also allows Samus to use her thrusters to do a third jump underwater.
  • Super Mario Bros., surprisingly for a series that's used nearly every other jumping trope, has almost never had a double jump. He had a spin that gave him a bit of hang-time in Super Mario Galaxy, New Super Mario Bros. Wii and their sequels, but that's about it.note 
  • The Lost Vikings 2 and Xaind Sleena are two of the rare exceptions that use rocket shoes for the second jump.
  • Sonic the Hedgehog:
    • Hyper-Sonic has a double-jump, with the added bonus of killing any one-hit enemy who happens to be on screen.
    • Sonic the Hedgehog 3: Sonic gains the ability to increase the area that his Spin Attack effects by pressing jump again while jumping. The three shields augment this: the Electric Shield allows him to actually Double Jump, the Fire Shield lets him charge forwards while in midair and the Water Shield lets him execute the equivalent of a Ground Pound.
    • Sonic Adventure: This is taken a step further with the homing attack, a very useful double jump that lets Sonic lock-on and attack the nearest enemy. Finally, double jumps are the way you get Tails to start flying and Knuckles to start gliding.
    • Sonic R: Double-jumping is Sonic's special ability.
    • Sonic the Hedgehog (2006): Sonic can buy a gem which makes him tiny. While he's like this, Sonic cannot stop moving, but he has an infinite jump, too.
    • In Sonic Advance 2, 3 and both Sonic Rush games, both Sonic and Blaze can perform a double jump, but only after being launched from a spring or similar device. Blaze's animation somewhat justifies her double jump, as she appears to summon flames and uses them as jets. Yes, her double jump is bigger than Sonic's.
    • Sonic Colors: Sonic has a double jump and homing attack as his default abilities in the air, while in the water, he can double jump infinitely. Which makes this the first time Sonic's ever been able enter water without sinking like a rock or dying instantly.
  • Sonic Boom: Rise of Lyric gives all the characters the ability to double-jump, and Amy Rose can even do a triple jump. A notorious glitch, since patched, allowed Knuckles to jump indefinitely by pausing and unpausing the game.
  • Mega Man:
    • Mega Man & Bass: Bass has this as a default ability in, and its little-known not-made-by-Capcom sequel of the same name on the Wonder Swan, while Zero can gain the ability in the X and Zero series games. In X8, it has become part of his default abilities.
    • Starting with X2, X gains the ability to use various air control abilities, including the ability to dash in mid-air. In X3, he can dash straight up. In X4, he loses the straight-up dash, and instead gets the ability to hover. This continued until X7, where X can now glide (which is as useless as it sounds), and X8, where he gains the ability to do a smash jump, but no double jump (that's for Zero only).
    • If you have the Ultimate Armor equipped, you can actually do a move similar to a double jump by performing the Nova Strike/Giga attack after jumping because X's animation before the dash is to leap before boosting himself forward.
    • Mega Man Network Transmission has a Battle Chip that allows you to jump in midair. But like all other Battle Chips, you were limited in the number of times you could use it per level.
  • Sly Cooper: Most playable characters can double jump. In the third game, his buddy Bentley can upgrade the rockets on his wheelchair to a achieve a quad jump. The game tries to justify these double jumps, mostly as acrobatic maneuvers, though that still doesn't explain the blatant shifts in momentum they often involve.
  • Psychonauts justifies this as one of the protagonist's psychic powers — you can even see him materialize a temporary midair ball to jump off of.
  • Klonoa has an interesting variation: the title character can grab an enemy mook, then jump off the enemy to launch himself higher sometimes chaining it with multiple enemies. Wahoo!!
  • Kirby:
    • Kirby has an infinite number of jumps in his games, but it's justified since Kirby can inflate himself like a balloon.
    • Kirby 64: The Crystal Shards: The ability is nerfed to about ten mid-air jumps.
    • Kirby's Dream Land 3: One of the Animal Helpers, a cat named Nago, can perform a triple-jump.
    • Kirby Super Star: All of the 2nd player helpers can jump an infinite number of times to allow them to keep up with Kirby; however, they gain less and less height with each jump until they can only "glide" with it.
  • Vectorman has the Double Jump ability provided jet boosters on his feet. They also work as an attack, and if done right you can damage the last boss of the first game with them.
  • Jak and Daxter has Jak simply thrust his legs down as if he were litterally jumping off of thin air. Daxter could do this too in Daxter... so maybe this is just something all the people in the Jak 'verse can do.
  • Ratchet & Clank : Ratchet can do a salto in midair that is soon upgraded to include gliding afterwards (Clank helps with propellers/rocket engines).
  • The Fairly Oddparents video game Shadow Showdown actually Lampshades this trope: "For bigger leaps, jump in the air. That's right, ignore the rules of physics and jump twice."
    • Oddparents: The first game has Cosmo mention that double jumps "give you twice the height and only two-thirds the calories!"
  • Prince of Persia (2008): The double jump is, interestingly enough, not actually a double-jump, nor can it be used at any time. If the player jumps toward a platform/column/beam/whatever that is out of the Prince's own abnormally large jump range, the screen begins to turn black and white telling the player they're about to fall. Hitting Elika's command button here causes her to use her magic powers to throw the Prince another jump length — but one's all you get.
  • Spyro the Dragon:
    • Spyro 2: Ripto's Rage!: A glitch allows you to jump and then gain extra height by holding X without any movement input and pressing square at the top of your jump. This is typically referred to as a double jump by speedrunners, who use it to easily reach out of bounds and skip entire levels or hub worlds.
    • The Legend of Spyro: Spyro flaps his wings to achieve the effect. It even justifies why he doesn't simply fly all the time: He doesn't land well. In the third game, you finally do have free-flight.
  • Viewtiful Joe can do it as long as he's powered up and in costume. The first game's unlockable characters have variant abilities: Silvia's jumps can reach higher than Joe's; Alastor mimics Dante's Air Hike while unpowered and can float after a double jump while powered; Blue has no double jump, but instead has a very high single jump plus floating.
  • Jumper: Ogmo has this as his primary ability. One of the gimmicks are arrows flying mid-air that grant another jump for Ogmo before he hits ground.
  • Aero the Acro-Bat: Despite having wings and allegedly supposed to either glide or fly, Aero's second jump is a spin diagonally up or down (as an attack).
  • Donkey Kong Country has a quirk where you can jump from a roll even if you rolled off the side of the platform and are in midair. Doing this is in fact required to reach some of the bonus areas and items needed for 100% Completion, and Cranky Kong occasionally lampshades this trope in his rants.
  • Blaster Master (PAL version) and Legacy of the Wizard both have a glitch that allows the player indefinite jumps in mid-air by jumping right after unpausing the game.
  • Jumping Flash! had a triple jump, thanks to the robotic Player Character having built-in jets.
  • Contra: Browny is the only character in Contra Hard Corps that can double-jump, via use of a jetpack boost. This makes up for his somewhat shorter regular jump.
  • Something:
  • Wizards & Warriors for NES featured a Double Jump courtesy of a Good Bad Bug. If you timed it right you could jump in midair after taking a hit from an enemy. Since there's never a second you're not being swarmed by Goddamned Bats, it breaks the game wide-open if you master it.
  • Action 52: Both Cheetahmen games allowed you to jump repeatedly in midair as many times as you liked. Due to dodgy programming the game treated you as standing on a surface when you attacked, even when in midair, so by attacking and then immediately jumping you could literally fly through levels. Most levels anyways; it didn't work in all stages for some reason.
  • Freedom Planet: Lilac can perform a Dragon Cyclone while mid-air for extra jump height, while Carol is able to perform a spinning double-jump while riding her motorcycle.
  • Shadow Complex, owing to its Metroidvania influences, gives the player character a double jump, and later a triple jump.
  • Flat Kingdom: Flat has the double jump as an exclusive move in his circle form. After he unlocks the ability "Flat Perfect", he is able to perform triple jumps.
  • Skylar and Plux: Adventure On Clover Island: Skylar makes a somersault on her second jump. Her spin attack can act as a weak triple jump by sustaining her in the air for a brief moment.
  • The Lion King features a justified version of this in the second level, during the ostrich rides. The ostrich can jump, and while he is airborn Simba himself can likewise jump up from the ostrich' back.
  • Toy Story 2: In the video game, Buzz can do this by deploying his wings while still airborn from the first jump.
  • Germination has an air jump that resets after bouncing on enemies.
  • Jiggly Zone: The Jump Flower lets you jump five times in the air. However, each successive jump has less height to it than the last.
  • Kyle & Lucy: Wonderworld: Lucy is capable of these, which also act as Spin Attacks.
  • The Messenger (2018): The Cloudstep technique allows the Ninja to double jump after striking something with his sword in midair. As long as there is something to hit, he can keep jumping indefinitely.
  • In Ghost 1.0, the player can unlock the ability to double jump by spending skill points in the Chassis skill tree. The animation implies that Ghost’s android chassis has jets built into its legs. This can be further upgraded with the Jetpack skill, which lets Ghost glide after a double jump by firing her jets continuously.
  • Gumshoe is an odd platformer/Light Gun Game hybrid where the main character constantly moves forward and jumps when the player shoots him. Jumps can happen in midair, and as long as the player has good aim, the main character can mid-air jump indefinitely.
  • Yo! Noid 2: Enter the Void: The unlockable character Cappy can do this, although the second jump doesn't get quite as much height as the first.
  • Minty Fresh Adventure!: You get it by reading a Double Jump Manual from Trixie's shop.
    Trixie: I don't know why it took a whole book to say that.
  • Spate: Detective Bluth has a device on his back that gives him a boost in midair.
  • Speed Runners: All the characters have the ability to double jump. Some are shown having a device assist (Cosmonaut Comrade's rocket pack, Salem's broomstick), but most seem to do it on unassisted athleticism. The results in any case are the same, as each character's jumping abilities are mechanically identical regardless of what their animations show.
  • Venture Kid: You can buy this move from the video game's shop.
  • Donald Duck: Goin' Qu@ckers: Donald can do it in this game. In the portable versions, it is justified by him kicking the air with Wheel o' Feet to do it.
  • Target Acquired 2016: Yura can do a double jump by pressing the jump button while in mid-air.
  • Crash Bandicoot: Crash can earn this ability in games starting from Crash Bandicoot 3: Warped, typically from the second boss. Starting from Crash Bandicoot 2: N-Tranced, it would become a standard ability for him and, when she's properly playable from Crash: Mind Over Mutant onward, his sister Coco. In Crash Bandicoot 4: It's About Time, the alternate universe Tawna has a normal variant while Dingodile can hover using his air cannon which ends in him getting a boost in height similar to a double jump.
  • Stitchy In Tooki Trouble: Stitchy can do one. There's instructions on how to do it on level one.
  • Celeste: Madeline can double-jump. There are also different pieces of powerup and environment that can give her additional jumps on the fly, and late in the game after reconciling with her dark side she learns to triple-jump.

    Role-Playing Games 
  • World of Warcraft got a few of these in Cataclysm: anyone playing a goblin character can jump and then use their race-specific rocket boosters to jump again. Warriors and hunters can use their Heroic Leap and Disengage abilities mid jump as well, which more closely resemble the original trope.
    • The demon hunter class, introduced in Legion, has a more straightforward example of this ability. Jumping a third time will deploy their wings, allowing them to glide.
  • In X-Men Legends, Beast and Nightcrawler can double jump. In the sequel, Beast is no longer playable and Nightcrawler has somehow lost the ability (pressing the jump button twice makes him teleport instead), but Toad now offers it.
    • In both Legends games most characters could jump and do a strong-attack to get a sort of 'mini' double jump.
      • Which towards the end of the first installment, with all of the speed-boosting equipment and abilities, it was possible to make Wolverine 'fly' this way.
  • Amaterasu in Ōkami is capable of double-jumping. It's one of the "God Techniques", which according to the sensei cannot be learned by ordinary people (or wolves). It should also be noted that after having learned the Holy Eagle technique (double jump) you can later upgrade it to a triple jump. Considering that by the end of the game Amaterasu can walk on water, summon lightning, water, ice, and fire, walk up walls, and make plants bloom, a Double Jump is really the least of her abilities.
  • Kingdom Hearts:
    • In Kingdom Hearts II, Sora has the Aerial Dodge growth ability. Unlike most double jumps, it doesn't really make Sora jump that much higher, it just gives him more air time, but it also does give him some invincibility frames because of its spinning aspect, hence the name.
    • In Kingdom Hearts: Birth by Sleep Aqua get this as an ability called Doubleflight, and it seems to be explictly magical, because when she does her second jump there's a large burst of magic at her feet, propeling her upwards.
    • In Kingdom Hearts 3D: Dream Drop Distance, Riku gets his own Doubleflight ability.
  • The Aerial Jump skill in the Tales Series allows you to do this. Also, certain air enabled arts will cause the character to perform an aerial jump as they execute them and if the game's Super Mode is active, they can often to be spammed to ascend all the way to the top of the battlefield or out of sight entirely.
  • Final Fantasy Crystal Chronicles: Echoes of Time: unique to Selkies, unless you use a scratch card, which will grant it to the entire party.
  • The Dragoon Gauntlets in the Advance and PSP versions of Final Fantasy IV give Kain the Double Jump ability, which simply increases the damage bonus from his Jump attack and changes the attack's animation to show him bouncing off of the target before striking again.
  • The Wuxia MMO Age of Wushu has "flight" skills, of which double-jumping is the least. It's earned early in the tutorial. Further flight skills include triple-jumping (through spontaneous spinning), running up walls, running across water, and flying in a straight line for a short distance. Mastering effective use of flight skills is essential to PVP combat.
  • In Holy Umbrella, Bonto is the only character who can double-jump. This might seem like just to compensate for Bonto's small size, but switching to Bonto is necessary to get through certain places because other characters can't jump as high.
  • God Eater - anyone under the effect of Link Burst or with a mid air jump skill can perform this. Short blade users can also do an aerial step.
  • Trove may take the award for this, as Jump is a stat. Depending on your equipment, 20 to 30 jumps in a single go can be expected.
  • Ryder in Mass Effect: Andromeda employ biotic powers (if they have them) or jump jets (if not) to traverse the environment.

    Third-Person Shooter 
  • Double Action: Boogaloo, a type of cinematic action shooter similar to Action Quake, has the stunt button (separate form the jump button.) While in the air, pressing the stunt button gives extra hight, as well as horizontal distance.
  • Star Wars: Battlefront II has the Jedi, Clone Jet Troopers, and the Imperial Dark Troopers. Granted, however, that the Jet and Dark Troopers have jetpacks and the Jedi have the force on their side.
  • Warframe has this as a standard ability for each Warframe. The Motus Signal Mod increases the strength of the second jump up to 200% at maximum rank, whilst the Aerial Ace Mod refreshes your Double Jump up to six times while airborne at max rank. A rework for Chroma allows him to have a third jump by default, which can be affected by the aforementioned mods.

    Web Games 
  • A Flash game Dreamer uses physical impossibility of double jump to illustrate the fact that you are inside your dreams.
  • Glean: The drill can jump again in the air. If you keep holding the button after that, it'll glide down slowly.
  • In Robot Unicorn Attack you can not only double-jump when running, but by alternately jumping and dashing you can remain in the air indefinitely.
  • Super Mario Bros. Crossover has Simon Belmont from Castlevania doing the double-jump, as his initial jump doesn't get as high as the other characters.
  • The protagonist of Last Legacy can do this.
  • Hoverboard portrays the Hoverboard as having infinite jumps.
  • Versus Umbra: The Bunny Jump perk allows the player character to jump in the air, apparently thanks to a little thruster in your bum.

Non-Video Games:

    Anime & Manga 
  • Many characters in Bleach can abuse this in the form of Flash Step, allowing them to remain in the air.
  • "Empty Air Instant Movement" in Negima! Magister Negi Magi.
  • Rurouni Kenshin: Yukishiro Enishi outjumps Kenshin in their final duel using this technique (and there's an attempt to justify it in terms of real world physics, but the explanation doesn't really make sense).
  • One Piece:
    • Users of the martial art Rokushiki are able to do this at will. The technique is called "Geppou", which translates to "Moon Walk" or "Moon Step." Users of this technique are able to perform it as many times as they please while in the air.
    • Basically, the way Geppou works is that the user kicks the air with their feet so hard in mid-air that it propels them in the direction they kicked. Sanji eventually learns this move, calling it "Sky Walk."
  • Cloud pulls off an assisted version in Final Fantasy VII: Advent Children, in which nearly every party member from the original game (including Aeris) takes it in turns to leap up to meet him in mid-air before throwing him even higher. By this point in the movie the laws of physics have pretty much given up and are sulking in the corner.
  • The titular character of Naruto could conceivably do this using a shadow clone, but it was Might Guy who executed the first double-jump of the manga. In mid-air he summoned a tortoise and used its back as a springboard. Naruto also did this in his fight against Gaara. He even did a triple jump.
  • In Guilty Crown, Inori's Void gives Shu this power, among other things.
  • My Hero Academia has two primary examples:
    • All Might does not have the power of flight, but his Super Strength does allow him to kick the hair hard enough to invoke this trope along with Not Quite Flight. His successor Izuku Midoriya eventually does it too, during his fight against Overhaul in the climax of the Internship Arc. Although he is only able to do this thanks to, Eri, who has a Quirk that allows her to rewind anything she touches to a previous state. This allows Midoriya to temporarily use the full power of One For All without fear of breaking his bones.
    • The retired hero who taught both All Might and Midoriya, Gran Torino, is able to do this thanks to his Quirk: Jet. This Quirk gives him the power to expel the air that he breathes from the soles of his feet giving him both Not Quite Flight and Super Speed. He has a Combat Parkour fighting style where he jumps around using walls, floors, and ceilings in order to gain momentum to confuse and then attack his opponents when they're off balance, but hes also capable of jumping in midair by expelling enough air from his feet to propel him forward. He also uses this if he needs to stop his forward momentum. This can be seen during the Hero Killer Arc when he fights an Artificial Human Nomu.

    Comic Books 
  • The Incredible Hulk in a very early issue somehow does this by flexing to avoid face planting into the side of a bridge.

    Fan Works 

    Films — Live-Action 
  • Duel to the Death: two swordsmen jump high up into the air, then position their swords beneath their feet and push off in mid-air to jump even higher. Don't think about it too hard.

  • In Hogfather, Jonathan Teatime somehow manages to gain purchase on thin air for a somersault once. It doesn't save him.

    Live-Action TV 

    Myth and Legend 
  • The Japanese Tsuchinoko, a snake-like spirit. As The Other Wiki says, "Some accounts also describe the tsuchinoko as being able to jump up to 1 metre (3.3 feet) in distance followed immediately by a second jump while still in the air."

    Tabletop Games 

  • Nuklear Power:
    • 8-Bit Theater's Thief (after his class change to Ninja) once survived an outrageously long fall by double-jumping just before impact. Dragoon also survived falling off the underside of an island by using his jump attack while in mid-air, though he still needed to home in on a target.
    • The Dreadful: Sparazo learned to double jump. Everyone's as surprised as the reader.

    Web Original 

    Western Animation 
  • Ninjago: While inside the world of Prime Empire, people are able to double jump. Cole, a video game fan, is the first to figure this out.

    Real Life 
  • It is theoretically possible to do a double jump on Titan, due to its low gravity and thick atmosphere.
  • Technically possible to do on Earth by striking downward with enough force to compact the air into a mass solid enough to propel yourself off of, at least for the brief period of time you're jumping. Unfortunately, given the amount of force you would need to exert in such a small window of time, this would destroy whatever you used to jump with and punch a hole through the Earth's crust.


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