Super Mario Odyssey Continue Running After Jump
Super Mario Odyssey Wiki Guide
How to Jump Higher and Farther
In Super Mario Odyssey, Mario has more movement range than ever before, and thanks to Cappy, you can make some truly amazing jumps to reach distant platforms. There's a trick to getting where you want to go to reach otherwise impossible destinations - here's how to jump the farthest distances in Mario Odyssey.
There are many ways to initiate a jump - depending on where you're trying to get to:
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- Long Jumps cover a lot of horizontal space.
- Backwards or side somersaults give you lots of vertical air.
- Triple Jumps combine good distance and height but need a running start.
- Spin Jumps allow you to float down slower, but don't give you much height or distance.
- Ground Pound Jumps allow you to jump straight upwards to the height of a backwards somersault.
However, when you find that it's not quite enough, try this trick:
Video Guide to Jumping Higher and Farther
Method 1: Dive Jump
- At the height or end of your jump, throw out Cappy and hold down the Y button. It's crucial you hold down Y, because you need him to stay in place as long as possible.
- Immediately press the ZL or ZR to cause Mario to stop his momentum and flip to perform a ground pound.
- As he flips, let go of Y, and tap and hold it again fast - and Mario will go from a ground pound into a forward dive. As long as you are quick to hold down Y again, Cappy will remain in position for Mario to bounce off of him, gaining a new small jump and resetting him from his diving position.
- Since Mario is no longer diving, you can then throw out Cappy again if you need to change direction (throwing Cappy will allow you to pivot by holding the control stick in whatever direction you need to face).
- You can now repeat the process of turning a ground pound into a dive to gain additional forward momentum.
Note that Cappy can't be bounced off of more than once - Mario will just dive straight through the cap on his next jump.
This may take a lot of practice - but there are many different ways you can combine the Cappy dive jump to reach new areas, find shortcuts, and more. Once you get the hang of it, you'll soon be able to reach amazing places that will sometimes reward you for your technique!
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Method 2: Cappy Roll Jump
The Cappy Roll Jump is good to use if you need more distance off of a starting platform and gives the most air time out of any jump other than the perfectly timed triple jump. Here are the steps to set it up:
1. Press Y and hold to keep out Cappy. (This can only be done on the ground and a slight run-up is needed.) This is crucial as you need a second or so to set up the jump.
2. Keeping Cappy extended, jump and press ZL to do a ground pound, allowing Mario to start a roll at top speed.
3. Keeping ZL and Y held, press X to roll forward at top speed while pushing the left stick forward. Note that Mario moves faster diagonally.
This is a very difficult jump, but also a very useful one. It may take a lot of practice to get the multiple inputs.
Up Next: Coin Farming
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Source: https://www.ign.com/wikis/super-mario-odyssey/How_to_Jump_Higher_and_Farther
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