Stealth Jump hides the user's landing marker; in Splatoon 2, except for players who are within a sphere with center at the landing mark and certain radius. In Splatoon, total jump duration is increased by 50 frames.
Super Jumping close to where opponents are is significantly safer with this ability than without it, as it helps prevent opponents from anticipating it.
However, Stealth Jump adds a significant amount of time to when the player is vulnerable while initiating a Super Jump. This largely invalidates the strategy of Super Jumping out of trouble when threatened by an opponent, 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, except for players who are within a certain distance to it; (i.e., the only players who are able to see the landing marker are those who stand close enough to it).
The distance that Stealth Jump becomes effective at is equal to about 3 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 it is destroyed before landing, the ability will still have its effects.