Stealth Jump

Stealth Jump is an ability in Splatoon and Splatoon 2.

Stealth Jump hides the landing point marker (in Splatoon 2, only from a certain distance away) normally visible to all players when performing a Super Jump.

This ability is restricted to shoes as a main ability, and cannot be rolled as a sub ability.

Tactics
Removing the Super Jump marker makes it less likely for a player to be ambushed when they land.

Mechanics

 * Stealth Jump hides the landing point marker normally visible to all players when performing a Super Jump.
 * 45 frames (approx. 0.750s) are added to the "charge up" phase of the Super Jump.
 * 5 frames (approx. 0.083s) are added to the "in air" phase.

Gear
Stealth Jump is the main ability of:

Tactics
With this ability, Super Jumping into the fray is significantly safer, as it helps prevent enemies from anticipating it.

However, Stealth Jump adds a significant amount of time the player is vulnerable when initiating a Super Jump. This largely invalidates the strategy of Super Jumping out of trouble when threatened by an enemy inkling, even with maximum.

Splatoon 2
Stealth Jump hides the Super Jump landing point marker to players a certain distance away from the landing point. Super Jump speed is not changed.

The distance that Stealth Jump becomes effective at is about equal to three tiles in the center area of Inkblot Art Academy. The area of effect of Stealth Jump is spherical, not cylindrical; (for example, a player standing directly above a Stealh Jump landing point may still be unable to see the landing point if they are too far above). Even if the landing point indicator is not initially visible, it can still become visible if the player steps within the small radius around it. The landing point of a Stealth Jump user is equally hidden from enemies and allies alike. If a Stealth Jump user jumps to a Squid Beakon and the Squid Beakon is destroyed, the ability will still have its effects.

Gear
Stealth Jump is the main ability of: