Jump Storing in Super Smash Bros. Melee
Thu 10th May 2018 - 4:00pm
When recovering back to the stage, many players know that once a character is hit out of their Up-B, which is usually a character’s recovery, opponents then must repeatedly use their character’s Up-B until they make it back to the stage to get another double jump or die from being edgeguarded. Many people combat getting edgeguarded by using different mix-ups in their recovery such as by going high, using their double jump earlier than usual, or waiting for as long as possible before doing anything. Fox’s, Falco’s, and Sheik’s recovery has an additional mix-up option because they have two parts within their recoveries which can be used in a technique called Jump Storing.
But, what is Jump Storing, why can Fox, Falco, and Sheik be the only ones to use it effectively, and how do you do this technique? The below images show Jump Storing in effect. Fox uses his Up-B without using his double jump, then gets hit by Falco's laser. Fox saved his jump which allows him to then jump to the ledge. This is only one example of how Jump Storing is used.
Jump Storing is a recovery option that uses a character’s recovery without using their double jump. It is a mix-up because once a character is hit out of their Up-B, they can then use their remaining double jump get in a position to counterattack or to get a better chance of recovering back to the stage. It's a mix-up because it requires the opponent to hit the player while recovering.
Jump Storing is a technique used to mix-up recovery mainly for Fox, Falco, and Sheik because they have two parts to their Up-B recovery:
Fox: Stalling in the air while on fire.
Falco: Stalling in the air while on fire.
Sheik: Rising into an animation before her invincibility.
Fox: Traveling in the direction the control stick is being pushed.
Falco: Traveling in the direction the control stick is being pushed.
Sheik: Turning invisible and invincible while traveling into the direction the control stick is being pushed.
The reason why Jump Storing works so well with these characters is that they will only lose their double jump when these characters get hit out of the movement portion of their Up-B. Being hit out of the initial portion of their recovery won’t take away the double jump. This gives these characters the option to use their double jump later which then opens up more recovery options due to the opponent most likely being off stage to edgeguard the player. This is particularly good with Sheik because Sheik’s recovery initiation has a small rise to it.
To combat this, a player can let the opponent be in the movement part of their recovery before hitting them. By doing this you are able to take away their double jump and have a successful edgeguard. The easiest way to do this is to hold onto the ledge and then assess your situation depending on where your opponent is off stage.
To perform a Jump Store, use a character’s Up-B without using their double jump. This may seem simple theoretically. However, many players don’t know that this is a frame perfect technique. It is theoretically possible to do it consistently with practice, but most people mess up the input in competitive play. Players usually press the control stick earlier than when they press the B button which depletes the character’s double jump due to tap jumping. To remedy this, there are alternatives to inputting this command.
1. While in hit stun, a player can hold up on the control stick. This will not take away the player’s double jump once the hit stun is over. Once done, a player can press B at any time because the player is already holding up.
2. When a player does an aerial before the aerial ends, a player can then hold up on the control stick. Once the aerial ends, the player can press B any time similar to the first solution above. The player still has their double jump because the game didn’t register the control stick up input as a jump because of the aerial.
3. A player can tilt the control stick slightly or slowly, such as doing a tilt, so they won’t use their jump. This is harder because in the heat of the game a player may accidentally push the control stick up too much or may not push the control stick up at all.
You know that you do it correctly when you no longer see the rings that appear when your character double jumps. In the image below, Fox failed to Jump Store because we can see the double jump rings.
I hope this guide helps and expands your knowledge of how to recover when you are in a disadvantageous state. As always, happy smashing!!!