File:S2 Quick Super Jump Chart.png

Formula
Ability points = 10 &times; Mains + 3 &times; Subs

Data was collected by performing tests in the firing range while jumping to squid beakons.

There are three phases to the super jump:

1) Charge Time Before Launch (or Preparation Phase): The player is vulnerable and grounded in this phase. This phase takes 81 frames maximum while in squid form and can be shortened to 21 frames. This phase is always lengthened by 21 frames when starting a jump in kid form.

2) Main phase: Most of the total jump time is spent in this phase. It takes 108 frames at maximum and can be shortened to 66 frames.

3) Action phase: The player can use their main or sub weapon before landing on the ground in this phase. This phase is always 30 frames.

Total (seconds) = (Sum of frames from all three phases) / 60