This ability is particularly useful for escaping dangerous situations via Super Jumping (helpful for Anchors, or getting back to the battlefield quickly (helpful for Slayers).
Splatoon
Mechanics
Quick Super Jump reduces super jump preparation and travel time. (Stealth Jump adds approx. 0.834 seconds to total jump time.)
Tactics
For simply getting back to the action quicker, Quick Respawn generally has a greater impact.
Stacking
Abilities
Charge Time (approx.)
Total Time (approx.)
None
1.001s
4.004s
Main: 0, Sub: 1
0.950s
3.803s
Main: 0, Sub: 2
0.900s
3.620s
Main: 0, Sub: 3
0.850s
3.436s
Main: 1, Sub: 0
0.834s
3.386s
Main: 0, Sub: 4
0.817s
3.286s
Main: 1, Sub: 1
0.800s
3.219s
Main: 0, Sub: 5
0.767s
3.119s
Main: 1, Sub: 2
0.767s
3.069s
Main: 0, Sub: 6
0.734s
2.986s
Main: 1, Sub: 3
0.734s
2.936s
Main: 2, Sub: 0
0.717s
2.886s
Main: 0, Sub: 7
0.700s
2.852s
Main: 1, Sub: 4
0.700s
2.802s
Main: 2, Sub: 1
0.684s
2.769s
Main: 0, Sub: 8
0.667s
2.719s
Main: 1, Sub: 5
0.667s
2.686s
Main: 2, Sub: 2
0.650s
2.635s
Main: 0, Sub: 9
0.650s
2.602s
Main: 1, Sub: 6
0.633s
2.569s
Main: 2, Sub: 3
0.633s
2.535s
Main: 3, Sub: 0
0.617s
2.502s
Main: 1, Sub: 7
0.617s
2.469s
Main: 2, Sub: 4
0.600s
2.435s
Main: 3, Sub: 1
0.600s
2.402s
Main: 1, Sub: 8
0.583s
2.369s
Main: 2, Sub: 5
0.583s
2.352s
Main: 3, Sub: 2
0.567s
2.318s
Main: 1, Sub: 9
0.567s
2.285s
Main: 2, Sub: 6
0.567s
2.268s
Main: 3, Sub: 3
0.550s
2.235s
Main: 2, Sub: 7
0.550s
2.202s
Main: 3, Sub: 4
0.533s
2.168s
Main: 2, Sub: 8
0.533s
2.135s
Main: 3, Sub: 5
0.517s
2.118s
Main: 2, Sub: 9
0.517s
2.085s
Main: 3, Sub: 6
0.517s
2.068s
Main: 3, Sub: 7
0.500s
2.035s
Main: 3, Sub: 8
0.500s
2.002s
Main: 3, Sub: 9
0.500s
2.002s
Quick Super Jump's effect on a normal jump and a Stealth Jump. The vulnerability time for retreating is also shown.
Quick Super Jump reduces super jump preparation and travel time. Starting from humanoid form instead of squid or octopus form adds approximately 0.350 seconds to the charge time.