File:S2 Quick Super Jump Chart.png

Summary
A chart showing the effect of Quick Super Jump in Splatoon 2.

Preparing for the jump: the player is vulnerable and grounded in this phase. This phase takes 80 frames maximum while in squid form and can be shortened to 20 frames. This phase is always lengthened by 21 frames when starting a jump in kid form.

Travel: most of the total time is spent in this phase. It takes 138 frames at maximum and can be shortened to 96 frames. For the last 30 frames, the player can use their main or sub weapon before landing on the ground.

For ability calculation details, see http://leanny.github.io/paper/abilities.pdf.