Super Jump

Super Jumping is an ability that Inklings and Octolings have that allows them to jump very high in the air in order to land somewhere else. It is only possible to Super Jump in Octo Valley, multiplayer, Battle Dojo (with the use of a Canned Special) and in the Testing Area (with the use of a Squid Beakon).

Overview
When an Inkling begins to Super Jump, they crouch down in squid form, pointing upwards, and start charging up the jump. During this time, they cannot move, and are vulnerable to enemy fire, although it is possible to change the startup duration with abilities.

When the Inkling jumps, they do so quite high into the air, and towards their destination. This arc is too high for enemy fire to reach, but either way, an Inkling is completely invulnerable during a Super Jump. The time it takes from the start of the jump to landing on the destination is always the same regardless of distance, but can also be changed with abilities. Once the Inkling lands, they are ready to move once more. In reality, Inklings can already start attacking when they are about to land, which can be used to clear the path below. Sub Weapons cannot be used however: although the Inkling can pull them out and reveal the trajectory marker, they can not throw it until they land.

While Super Jumping, an Inkling can go through walls and floors to ensure that the jump is successful.

Marker
A circular marker will appear on the landing spot, and it is visible to everybody, unless the Inkling has a Stealth Jump ability, where it becomes invisible to everybody. This marker has the Inkling's name written on it, and also an arrow above it pointing down. The arrow has a meter built-in that resembles ink in a tank. The closer the Inkling is to landing, the less "ink" is shown in the arrow. Enemy players can use this to gauge how close their opponent is, meaning they can release an attack at the exact moment of landing.

Multiplayer
In multiplayer, a player can use the GamePad to Super Jump from their current position to a few specific spots:


 * A teammate, by pressing the teammate's button on the right-hand side of the GamePad screen, or by touching their arrow icon on the map. It is only possible to jump to teammates that are alive.
 * The spawn point, by tapping the "Spawn Point" circle on the bottom-right corner, or the location of the spawn point itself on the map.
 * A Squid Beakon, by tapping the icon of the Squid Beakon on the map. The landing destroys the Beakon.

The destination can slightly change during a jump in order to accommodate for moving terrain. For instance, jumping to a Beakon or teammate riding on a Tower will make the jumper follow the Tower during the trip and land on it, instead of where it used to be when the jump started.

When jumping to a teammate, the game will consider the final landing position to be the last bit of ground the Inkling stood on. What this means is that if a player Super Jumps to a teammate that is swimming on a wall, they will instead land on the last part of the ground the teammate walked on. If the Inkling last stood on the Tower, the landing destination will naturally also follow it, meaning that if an Inkling walks on the tower, then hides in a wall and stays there, their last grounded position will always be the Tower, allowing teammates to jump to the Tower at will.

It is impossible to Super Jump with a Rainmaker in hand, but it is possible to Super Jump with most Special Weapons activated, like the Kraken. Interestingly, jumping to an Inkling that is in the middle of a Super Jump will make the destination match the other Inkling's destination. Technically, a Super Jump only begins when the icon or button on the GamePad is released, not when it is pressed.

Notification
Teammates that are picked to be jumped to will receive a notification on their screen with the jumper's name inside an arrow-shaped symbol. Every time the jumping player taps the teammate, the symbol flashes. Because players can tap a teammate while in the respawning animation (which does not allow for a jump), a screen notification does not mean that the player is jumping – it just means that their Inkling got tapped by said player.

A player that gets a notification can use it to assist their oncoming ally, by defending the landing position. If the jump hasn't started yet (which can be distinguished by the notification's sound, and in general, a lack of landing marker), the player may also head to safety, to ensure a safer landing for their fellow Inkling.

Abilities
Two abilities exist that influence the Super Jump mechanic.

Stealth Jump removes the landing marker, making it possible for an Inkling to jump somewhere without being detected by an enemy. However, teammates will also be unable to see the landing marker, which could otherwise be used to help clear the landing for their friend. Tapped teammates will still receive a Super Jump notification, however. In addition, this ability also increases the startup time before the Inkling takes off, making them vulnerable to enemy fire for longer.

Quick Super Jump can be used to reduce the time it takes before the Inkling blasts off, and the time the jump itself takes. This ability can be stacked, and is sometimes used to combat Stealth Jump's speed cut.

Octo Valley
In Octo Valley, Super Jumps take a lot less time to start and to travel, likely because there is no enemy element that forces the player to Super Jump strategically, like there is in multiplayer. In the hub world of Octo Valley, the player can tap any level's icon in order to Super Jump to its kettle.

Inside a level, Super Jumping can only be performed by turning into a squid on a launchpad, which will take the player to a pre-determined point further ahead in the level. Octolings can also Super Jump; they start off in an unknown location and land on pre-determined spots to ambush the player.

Finally, the player's Inkling will automatically Super Jump away from a boss after destroying the large tentacle of one of its battle cycles.