Stealth Jump hides the user's landing marker. In Splatoon, jump speed will be slowed bu about 50 frames. In Splatoon 2, jump speed does not change, but the landing marker will be visible to opponents within a sphere with a certain radius. Stealth Jump is restricted to shoes as a main ability.
With this ability, Super Jumping into the fray is significantly safer, as it helps prevent enemies from anticipating it.
However, Stealth Jump adds a significant 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.
A graph showing the effects of stacking Quick Super Jump on a normal jump and a Stealth Jump. Retreat vulnerability time is also shown.
▼ When doing a Super Jump with this ability equipped, you can’t perform any attacks until you have completely landed.
Splatoon 2
Stealth Jump hides the user's Super Jump landing marker to players a certain distance away from it. Because of that, the only players who are able to see the landing marker are those who are close enough to it.
The distance that Stealth Jump becomes effective at is about equal to three tiles in the center area of Inkblot Art Academy.[1] The area of effect of Stealth Jump is spherical, not cylindrical; (for example, a player standing directly above a Stealh Jump landing point may still be unable to see the landing point if they are too far above). Even if the landing point indicator is not initially visible, it can still become visible if the player steps within the small radius around it. The landing point of a Stealth Jump user is equally hidden from enemies and allies alike. If a Stealth Jump user jumps to a Squid Beakon and the Squid Beakon is destroyed, the ability will still have its effects.