Stealth Jump

 is an ability in and.

Description
hides the landing point marker normally visible to all players when performing a Super Jump. is always active throughout the entire match. This ability is restricted to shoes as a main ability, and cannot be rolled as a sub ability.

Use
By removing the Super Jump marker, this ability makes it less likely for a player to be ambushed when they land.

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

Mutual Exclusivity
Since this ability is found as the main ability only on shoes, other abilities found only on shoes are mutually exclusive with it; in other words players cannot have them together. These abilities are Drop Roller and Object Shredder.

Gear
is the main ability of:

Splatoon
hides the landing point marker normally visible to all players when performing a Super Jump. Super Jump speed is slightly reduced.

Mutual Exclusivity
Since this ability is found as the main ability only on shoes, other abilities found only on shoes are mutually exclusive with it; in other words players cannot have them together. These abilities are Bomb Sniffer and Ink Resistance Up.

Use
's only use is for its stealthy, hard-to-track Super Jump. Without it, Super Jumping to a teammate is rather risky, as the player can be splatted instantly by an enemy lying in wait at the marker. With, however, Super Jumping into the fray is significantly safer, all but preventing enemies from anticipating it - the only way to see a Stealth Jumper is by tracking them with the Echolocator.

However, adds significantly to the 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 Quick Super Jump.

Gear
is the main ability of:

Data
This ability extends the Super Jump's time from 4 seconds to 4.83 seconds, which can be alleviated to varying degrees when used with Quick Super Jump. 90% of this additional time is added to the "charge up" phase of the Super Jump, and 10% to the "in air" phase.