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{{sideicon|FFIII|FFIV|IVTAY|FFV|FFVI|VIICC|FFIX|FFX|X2|FFXI|FFXII|XIIRW|LR|FFXIV|FFXV|FFT|FFTA|FFTA2|FFTS|Type0|Agito|BravelyD|FFD|FFD2|DFF2008|D012|DFFNT|DFFOO|PFF|FFAB|Artniks|FFATB|FFRK|FFE|FFBE|Mobius|FablesCD|FFTCG}}
 
{{Images|FFTFFTA|FFTS|Type0|BravelyD|DFFOO|PFF|FFAB|FFD2}}
 
{{Images|FFTFFTA|FFTS|Type0|BravelyD|DFFOO|PFF|FFAB|FFD2}}
[[File:Kain JumpDown.jpeg|thumb|right|250px|[[Kain Highwind/Dissidia|Kain]] using Jump in ''[[Dissidia 012 Final Fantasy]]''.]]
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[[File:Kain JumpDown.jpeg|thumb|right|250px|[[Kain Highwind/Dissidia (PSP)|Kain]] using Jump in ''[[Dissidia 012 Final Fantasy]]''.]]
 
{{Q|Delivers a jumping attack, returning you to your original position after the attack is made.|''[[Final Fantasy XIV]]'' description}}
 
{{Q|Delivers a jumping attack, returning you to your original position after the attack is made.|''[[Final Fantasy XIV]]'' description}}
'''Jump''' {{j|ジャンプ|Janpu}} is a recurring command ability in the [[Final Fantasy series|''Final Fantasy'' series]]. It consists of the user leaping into the air and soon descending to attack an enemy. It takes longer to execute than a normal [[Attack (command)|attack]], but does greater damage and makes the user immune to attacks while in the middle of the jump. [[Dragoon (job)|Dragoon]] is the [[job system|job class]] most closely associated with the ability.
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'''Jump''' {{j|ジャンプ|Janpu}} is a recurring [[command ability]] in the [[Final Fantasy series|''Final Fantasy'' series]]. Its user leaps into the air and soon descends to attack an enemy. It takes longer to execute than a normal [[Attack (command)|attack]], but does greater damage and makes the user immune to attacks while in the middle of the jump. [[Dragoon (job)|Dragoon]] is the [[job system|job class]] most closely associated with the ability.
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Jump abilities have also appeared as [[Limit Break (ability)|Limit Breaks]] and a few [[Jump glitch|glitches]] are associated with the command.
   
 
{{See Also|Double Jump|Super Jump|High Jump|Boost Jump|Land (command)}}
 
{{See Also|Double Jump|Super Jump|High Jump|Boost Jump|Land (command)}}
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=== ''[[Final Fantasy IV]]'' ===
 
=== ''[[Final Fantasy IV]]'' ===
 
[[File:FF4PSP Kain Jump.png|right|40px|Kain using Jump (PSP).]]
 
[[File:FF4PSP Kain Jump.png|right|40px|Kain using Jump (PSP).]]
Jump is [[Kain Highwind/Gameplay|Kain's]] special ability. It has a [[Charge Time]] of 5. When used, a hidden status of the same name is applied, and lasts until Kain has landed. The [[Super Nintendo Entertainment System|SNES]] version includes a [[List of bugs and glitches|bug]] where a number of spells and scripted events behave oddly when Kain is the only character alive and uses Jump.
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Jump is [[Kain Highwind/Gameplay|Kain's]] special ability. It has a [[Charge Time]] of 5. When used, a hidden status of the same name is applied, and lasts until Kain has landed.
   
Unintended consequences include monsters not changing form (like [[Leviathan (Final Fantasy IV boss)|Leviathan]]) or monsters hitting themselves ([[Demon Wall (Final Fantasy IV)|Demon Wall]]) or even the game to freeze ([[Deathmask (Final Fantasy IV 2D)|Deathmask's]] [[Haste (ability)|Haste]] spell). The bug does not affect the ''[[Finest Fantasy for Advance|Advance]]'' or later releases.
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The [[Super Nintendo Entertainment System|SNES]] version includes a [[List of bugs and glitches|bug]] where a number of spells and scripted events behave oddly when Kain is the only character alive and uses Jump. Unintended consequences include monsters not changing form (like [[Leviathan (Final Fantasy IV 2D)|Leviathan]]) or monsters hitting themselves ([[Demon Wall (Final Fantasy IV 2D)|Demon Wall]]) or even the game freezing ([[Deathmask (Final Fantasy IV 2D)|Deathmask's]] [[Haste (ability)|Haste]] spell). The bug does not affect the ''[[Finest Fantasy for Advance|Advance]]'' or later releases.
   
 
==== ''[[Final Fantasy IV: The After Years]]'' ====
 
==== ''[[Final Fantasy IV: The After Years]]'' ====
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[[File:FFV Jump Icon iOS.png|right]]
 
[[File:FFV Jump Icon iOS.png|right]]
 
{{Q|Jump to deliver a powerful attack from above. Power is doubled when a spear is equipped.|Description}}
 
{{Q|Jump to deliver a powerful attack from above. Power is doubled when a spear is equipped.|Description}}
Jump is the Level 1 ability for the [[Dragoon (Final Fantasy V)|Dragoon]] class, requiring 50 ABP to learn. In the mobile and Steam version, it requires 10 ABP. A character attacking with Jump will do normal unblockable damage to the target unless equipped with either a spear, [[Final Fantasy V weapons#Twin Lance|Twin Lance]], [[Final Fantasy V weapons#Judgment Staff|Judgment Staff]], [[Final Fantasy V weapons#Staff of Light|Staff of Light]], or [[Final Fantasy V weapons#Man-Eater|Man-Eater]], in which case the character will deal double damage. Weapons that have no attack power will deal no damage with Jump: harps, [[Final Fantasy V weapons#Healing Staff|Healing Staff]], and [[Final Fantasy V weapons#Wonder Wand|Wonder Wand]].
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Jump is the Level 1 ability for the [[Dragoon (Final Fantasy V)|Dragoon]] class, requiring 50 ABP to learn. In the mobile and Steam version, it requires 10 ABP to learn. A character attacking with Jump will do normal unblockable damage to the target unless equipped with either a spear, [[Final Fantasy V weapons#Twin Lance|Twin Lance]], [[Final Fantasy V weapons#Judgment Staff|Judgment Staff]], [[Final Fantasy V weapons#Staff of Light|Staff of Light]], or [[Final Fantasy V weapons#Man-Eater|Man-Eater]], in which case the character will deal double damage. Weapons that have no attack power will deal no damage with Jump: harps, [[Final Fantasy V weapons#Healing Staff|Healing Staff]], and [[Final Fantasy V weapons#Wonder Wand|Wonder Wand]].
   
 
There is a duplicate to the Dragoon's Jump command, labeled "Hishou" (most likely 飛翔, lit. flight; flying; soaring), that is [[Dummied content|dummied out]] of the final product.
 
There is a duplicate to the Dragoon's Jump command, labeled "Hishou" (most likely 飛翔, lit. flight; flying; soaring), that is [[Dummied content|dummied out]] of the final product.
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Jump ignores a weapon's [[Added Ability#Final Fantasy V|added ability]], meaning weapons with commands, such as [[Final Fantasy V weapons#Thief Knife|Thief Knife]] or [[Final Fantasy V weapons#Chicken Knife|Chicken Knife]], and weapons that can cast spells, such as [[Final Fantasy V weapons#Kazekiri|Kazekiri]] and [[Final Fantasy V weapons#Poison Rod|Poison Rod]], will never do so. [[Final Fantasy V weapons#Lilith Rod|Lilith Rod]] is an exception, but can still miss with its ability. Rods can still miss the target when using Jump. The enemy ability Interceptor Rocket is designed to stop Jump attacks. Jump also ignores the performer's [[row]].
 
Jump ignores a weapon's [[Added Ability#Final Fantasy V|added ability]], meaning weapons with commands, such as [[Final Fantasy V weapons#Thief Knife|Thief Knife]] or [[Final Fantasy V weapons#Chicken Knife|Chicken Knife]], and weapons that can cast spells, such as [[Final Fantasy V weapons#Kazekiri|Kazekiri]] and [[Final Fantasy V weapons#Poison Rod|Poison Rod]], will never do so. [[Final Fantasy V weapons#Lilith Rod|Lilith Rod]] is an exception, but can still miss with its ability. Rods can still miss the target when using Jump. The enemy ability Interceptor Rocket is designed to stop Jump attacks. Jump also ignores the performer's [[row]].
   
It can also be used by [[Gilgamesh (Final Fantasy V boss)|Gilgamesh]].
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It can also be used by [[Gilgamesh (Final Fantasy V boss)|Gilgamesh]] against the party.
   
 
=== ''[[Final Fantasy VI]]'' ===
 
=== ''[[Final Fantasy VI]]'' ===
 
[[File:FFVI iOS Jump.png|thumb|Jump (iOS).]]
 
[[File:FFVI iOS Jump.png|thumb|Jump (iOS).]]
Equipping the [[Relic (Final Fantasy VI)#Dragoon Boots|Dragoon Boots]] changes the wearer's [[Attack (command)#Final Fantasy VI|Attack]] command into Jump, which deals x1.5 damage. Equipping a spear makes it deal x2 damage [[Edgar Roni Figaro/Gameplay|Edgar]] and [[Mog (Final Fantasy VI)/Gameplay|Mog]] can equip spears natively, and the [[Relic (Final Fantasy VI)#Merit Award|Merit Award]] allows the wearer to wield spears. In the ''[[Finest Fantasy for Advance|Advance]]'' and mobile/Steam versions, Edgar's [[Final Fantasy VI weapons#Longinus|Longinus]] and Mog's [[Final Fantasy VI weapons#Gungnir|Gungnir]] do not double the damage of Jump. [[Gau/Gameplay|Gau]] can equip the Dragoon Boots while [[Umaro/Gameplay|Umaro]] cannot. Neither can have the Jump command on their battle menus, so the only way to have them jump is through the summon [[Quetzalli]]. The Jump command can also be [[High Jump|enhanced]] with the [[Relic (Final Fantasy VI)#Dragon Horn|Dragon Horn]].
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Equipping the [[Relic (Final Fantasy VI)#Dragoon Boots|Dragoon Boots]] changes the wearer's [[Attack (command)#Final Fantasy VI|Attack]] command into Jump, which deals x1.5 damage. Equipping a spear makes it deal x2 damage; [[Edgar Roni Figaro/Gameplay|Edgar]] and [[Mog (Final Fantasy VI)/Gameplay|Mog]] can equip spears natively, and the [[Relic (Final Fantasy VI)#Merit Award|Merit Award]] allows the wearer to wield spears. In the ''[[Finest Fantasy for Advance|Advance]]'' and mobile/Steam versions, Edgar's [[Final Fantasy VI weapons#Longinus|Longinus]] and Mog's [[Final Fantasy VI weapons#Gungnir|Gungnir]] do not double the damage of Jump. [[Gau/Gameplay|Gau]] can equip the Dragoon Boots while [[Umaro/Gameplay|Umaro]] cannot. Neither can have the Jump command on their battle menus, so the only way to have them jump is through the summon [[Quetzalli]]. The Jump command can also be [[High Jump|enhanced]] with the [[Relic (Final Fantasy VI)#Dragon Horn|Dragon Horn]].
   
 
For [[Added Ability#Final Fantasy VI|spells auto-cast from weapons]], the damage multiplier added by Jump affects the spell, so if the character jumps and casts a spell with the equipped weapon, the spell does extra damage.
 
For [[Added Ability#Final Fantasy VI|spells auto-cast from weapons]], the damage multiplier added by Jump affects the spell, so if the character jumps and casts a spell with the equipped weapon, the spell does extra damage.
   
The character that jumped is temporarily [[Eject|hidden]] from battle, until they make the attack and reappear. Monsters, such as the [[Leap Frog (Final Fantasy VI)|Leap Frog]] and the boss battle involving [[Yeti (Final Fantasy VI)|Umaro]], can also jump. The [[Esper (Final Fantasy VI)|esper]] Quetzalli allows the party to do a Jump attack.
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The character that jumped is temporarily [[Eject|hidden]] from battle, until they make the attack and reappear. They are thus immune to enemy attacks for the duration and thus the only way to avoid [[Setzer Gabbiani/Gameplay|Setzer's]] [[Joker's Death]] outcome from his [[Slot (Final Fantasy VI)|Slot]] is to be off the screen when the effect takes place via the Jump ability.
   
Jump is not to be confused with Gau's [[Leap]] command. Jump is subject to a few [[jump glitch]]es, as well as the [[0 HP character bug]] if the jumping character is [[Doom (status)|Doomed]] and the counter runs out while they are mid-air. The Super Nintendo version has a bug in detecting the attacking hand for the [[Final Fantasy VI weapons#Organyx|Organyx]] breakage with the Jump command: if a player puts Organyx in a character's right hand, equipping him/her with the Dragoon Boots but no Dragon Horn, the sword will never break because the Organyx was coded wrongly, and checks the left hand.
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Monsters, such as the [[Leap Frog (Final Fantasy VI)|Leap Frog]] and the boss battle involving [[Yeti (Final Fantasy VI)|Umaro]], can also jump. The [[Esper (Final Fantasy VI)|esper]] Quetzalli allows the party to do a Jump attack. Jump is not to be confused with Gau's [[Leap]] command. Jump is subject to a few [[jump glitch]]es, as well as the [[0 HP character bug]] if the jumping character is [[Doom (status)|Doomed]] and the counter runs out while they are mid-air. The Super Nintendo version has a bug in detecting the attacking hand for the [[Final Fantasy VI weapons#Organyx|Organyx]] breakage with the Jump command: if a player puts Organyx in a character's right hand, equipping him/her with the Dragoon Boots but no Dragon Horn, the sword will never break because the Organyx was coded wrongly, and checks the left hand.
   
=== ''[[Final Fantasy VII]]'' ===
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=== ''[[Crisis Core -Final Fantasy VII-]]'' ===
[[Cid Highwind/Gameplay|Cid]] has access to three Jump attacks as [[Limit (Final Fantasy VII)|Limit Breaks]] and equips spears.
 
 
==== ''[[Crisis Core -Final Fantasy VII-]]'' ====
 
 
[[Zack Fair/Gameplay|Zack]] can use two Jump abilities when equipped with the appropriate materia: [[Command Materia (Crisis Core)#Jump|Jump]] and [[Command Materia (Crisis Core)#High Jump|High Jump]].
 
[[Zack Fair/Gameplay|Zack]] can use two Jump abilities when equipped with the appropriate materia: [[Command Materia (Crisis Core)#Jump|Jump]] and [[Command Materia (Crisis Core)#High Jump|High Jump]].
   
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The damage formula is:
 
The damage formula is:
:<math>Base = Atk Pwr - Target's Defense</math><ref>[http://www.gamefaqs.com/ps/197338-final-fantasy-ix/faqs/44329 ''Final Fantasy IX'' Battle Mechanics Guide]</ref>
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:<math>Base = Atk Pwr - Target's Defense</math><ref>{{Refwebsite| page url = https://gamefaqs.gamespot.com/ps/197338-final-fantasy-ix/faqs/44329| page name = ''Final Fantasy IX'' Battle Mechanics Guide by Rebirth Flame| site url = https://gamefaqs.gamespot.com| site name = GameFAQs| access time = 19:26, July 15, 2019 (UTC)}}</ref>
 
:<math>Bonus = 3 ... [(Lv + Str) / 8] + Str - 1</math>
 
:<math>Bonus = 3 ... [(Lv + Str) / 8] + Str - 1</math>
 
:<math>Damage = Base * [Bonus + 50 percent]</math>
 
:<math>Damage = Base * [Bonus + 50 percent]</math>
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=== ''[[Final Fantasy X]]'' ===
 
=== ''[[Final Fantasy X]]'' ===
[[Kimahri Ronso/Gameplay|Kimahri]] uses Jump as his initial [[Ronso Rage]]. He also uses Jump in a boss fight against [[??? (Final Fantasy X boss)|him]] on [[Besaid]].
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[[Kimahri Ronso/Gameplay|Kimahri]] uses Jump as his initial [[Ronso Rage]]. He also uses Jump against the player in a boss fight against [[??? (Final Fantasy X boss)|him]] on [[Besaid]].
   
 
==== ''[[Final Fantasy X-2]]'' ====
 
==== ''[[Final Fantasy X-2]]'' ====
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=== ''[[Final Fantasy XI]]'' ===
 
=== ''[[Final Fantasy XI]]'' ===
[[Dragoon (Final Fantasy XI)|Dragoons]] gain Jump at level 10. It is usable once every one and a half minutes and basically gives the Dragoon one free attack on a creature which does a little more damage than a normal hit. They gain High Jump at level 35, which does less damage but sheds some of their hate. High Jump is usable every three minutes.
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[[Dragoon (Final Fantasy XI)|Dragoons]] gain Jump at level 10. It is usable once every one and a half minutes and basically gives the Dragoon one free attack on a creature, which does a little more damage than a normal hit. They gain High Jump at level 35, which does less damage but sheds some of their [[Enmity (term)|hate]]. High Jump is usable every three minutes.
   
 
Dragoons gain their last Jump ability at level 50 called [[Super Jump]], usable every 3 minutes and allows the Dragoon to be placed on the bottom of the targeted monster's hate list. Jump abilities have a short range so the Dragoon does not necessarily have to be standing adjacent to the creature to do it, but the range is limited.
 
Dragoons gain their last Jump ability at level 50 called [[Super Jump]], usable every 3 minutes and allows the Dragoon to be placed on the bottom of the targeted monster's hate list. Jump abilities have a short range so the Dragoon does not necessarily have to be standing adjacent to the creature to do it, but the range is limited.
   
Jump can be augmented when used during the dragoon's [[two-hour]] ability, [[Spirit Surge (Final Fantasy XI)|Spirit Surge]].
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Jump can be augmented when used during the dragoon's [[special job ability]], [[Spirit Surge (Final Fantasy XI)|Spirit Surge]].
   
 
=== ''[[Final Fantasy XII]]'' ===
 
=== ''[[Final Fantasy XII]]'' ===
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=== ''[[Lightning Returns: Final Fantasy XIII]]'' ===
 
=== ''[[Lightning Returns: Final Fantasy XIII]]'' ===
Jump is an auot-ability that appears on all purchasable lances, along with the unique weapons [[Lightning Returns: Final Fantasy XIII weapons#Shadow Hunter|Shadow Hunter]], [[Lightning Returns: Final Fantasy XIII weapons#Endless Paradox|Endless Paradox]], and the [[Lightning Returns: Final Fantasy XIII weapons#Bladed Lance|Bladed Lance]]. It transforms the finishing move for the [[Lightning Returns: Final Fantasy XIII abilities#Beat Down|Beat Down]] ability into the Jump ability.
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Jump is an auto-ability that appears on all purchasable lances, along with the unique weapons [[Lightning Returns: Final Fantasy XIII weapons#Shadow Hunter|Shadow Hunter]], [[Lightning Returns: Final Fantasy XIII weapons#Endless Paradox|Endless Paradox]], and the [[Lightning Returns: Final Fantasy XIII weapons#Bladed Lance|Bladed Lance]]. It transforms the finishing move for the [[Lightning Returns: Final Fantasy XIII abilities#Beat Down|Beat Down]] ability into the Jump ability.
   
 
[[Lancet]], an ability locked onto the [[Lightning Returns: Final Fantasy XIII garbs#Dragoon|Dragoon]] garb, turns into the Jump with Lancet capabilities as its finishing move.
 
[[Lancet]], an ability locked onto the [[Lightning Returns: Final Fantasy XIII garbs#Dragoon|Dragoon]] garb, turns into the Jump with Lancet capabilities as its finishing move.
   
 
=== ''[[Final Fantasy XIV]]'' ===
 
=== ''[[Final Fantasy XIV]]'' ===
The [[Lancer (Final Fantasy XIV)#Dragoon|Dragoon's]] job abilities contain various jumping skills. Jumps have instant cast times and independent recast times. If timed well, jumps can be used to avoid incoming damage. They cannot be executed while [[Final Fantasy XIV statuses#Bind|bound]]. The variations of Jump available for Dragoons include [[Lancer (Final Fantasy XIV)#Elusive Jump|Elusive Jump]], [[Lancer (Final Fantasy XIV)#Spineshatter Dive|Spineshatter Dive]], and [[Lancer (Final Fantasy XIV)#Dragonfire Dive|Dragonfire Dive]].
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The [[Dragoon (Final Fantasy XIV)#Dragoon|Dragoon's]] job abilities contain various jumping skills. Jumps have instant cast times and independent recast times. If timed well, jumps can be used to avoid incoming damage. They cannot be executed while [[Final Fantasy XIV statuses#Bind|bound]]. The variations of Jump available for Dragoons include [[Dragoon (Final Fantasy XIV)#Elusive Jump|Elusive Jump]], [[Dragoon (Final Fantasy XIV)#Spineshatter Dive|Spineshatter Dive]], and [[Dragoon (Final Fantasy XIV)#Dragonfire Dive|Dragonfire Dive]].
   
[[Lancer (Final Fantasy XIV)#Jump|Jump]] is a Level 30 ability. Completing the quest "Eye of the Dragon" rewards the player with Jump and the Dragoon Soul Crystal. It deals damage with a potency of 250, and grants [[Final Fantasy XIV statuses#Dive Ready|Dive Ready]] for 15 seconds, allowing the execution of [[Lancer (Final Fantasy XIV)#Mirage Dive|Mirage Dive]]. Jump can be executed up to 20 yalms away, and has a recast time of 30 seconds. Spineshatter Dive is a slightly weaker Jump that inflicts Stun (if applicable) and does not return the Dragoon to their original position, and Dragonfire Dive inflicts higher damage than Jump in a fairly large area to the targeted enemy and any adjacent to it.
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[[Dragoon (Final Fantasy XIV)#Jump|Jump]] is a Level 30 ability. Completing the quest "Eye of the Dragon" rewards the Jump and the Dragoon Soul Crystals. It deals damage with a potency of 250, and grants [[Final Fantasy XIV statuses#Dive Ready|Dive Ready]] for 15 seconds, allowing the execution of [[Dragoon (Final Fantasy XIV)#Mirage Dive|Mirage Dive]]. Jump can be executed up to 20 yalms away, and has a recast time of 30 seconds. Spineshatter Dive is a slightly weaker Jump that inflicts Stun (if applicable) and does not return the Dragoon to their original position, and Dragonfire Dive inflicts higher damage than Jump in a fairly large area to the targeted enemy and any adjacent to it.
   
 
=== ''[[Final Fantasy XV]]'' ===
 
=== ''[[Final Fantasy XV]]'' ===
 
[[File:Final Fantasy XV Jump.jpg|thumb|Noctis using Dragoon Jump.]]
 
[[File:Final Fantasy XV Jump.jpg|thumb|Noctis using Dragoon Jump.]]
[[Noctis Lucis Caelum/Gameplay|Noctis]] had Dragoon Jump as a weapon ability in ''[[Final Fantasy XV Episode Duscae]]''. It had him leap into the air and a moment later descend on the enemy, dealing damage. In the final game, this is [[Ignis Scientia/Gameplay|Ignis's]] ability when character-swapped to, now called High Jump. [[Aranea Highwind/Gameplay|Aranea]] uses jump attacks when [[Aranea (boss)|fought as a boss]] and when she is a [[guest]].
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[[Noctis Lucis Caelum/Gameplay|Noctis]] had Dragoon Jump as a weapon ability in ''[[Final Fantasy XV Episode Duscae]]''. It had him leap into the air and a moment later descend on the enemy, dealing damage. In the final game, this is [[Ignis Scientia/Gameplay|Ignis's]] ability when character-swapped to, now called High Jump. [[Aranea Highwind/Gameplay|Aranea]] uses jump attacks when [[Aranea (boss)|fought as a boss]] and when she is a [[guest]]. When playing as Noctis with a spear, he can descend on enemies as an allusion to dragoons and their jump abilities from previous games.
 
{{-}}
 
{{-}}
   
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Jump can be used by [[Dragoon (Tactics)|Dragoon]], and by the [[Nightblade]], [[Isilud Tengille]]. It is determined by height and panel range. If a creature moves out of the attack range before the attack is completed, the character lands harmlessly.
 
Jump can be used by [[Dragoon (Tactics)|Dragoon]], and by the [[Nightblade]], [[Isilud Tengille]]. It is determined by height and panel range. If a creature moves out of the attack range before the attack is completed, the character lands harmlessly.
   
The in-game help message states that the [[Charge Time|charging speed]] of Jump is twice the ability user's [[Speed (stat)|Speed stat]]. This is slightly inaccurate, but close for the sake of simplicity; when the user and the target have the same Speed and the target's current CT is 50% or below, the Jump will land before the target reaches its active turn. Even though Jump's charging speed is relative to user's Speed stat, it is not affected by either [[Haste (status)|Haste]] or [[Slow (status)|Slow]].
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The in-game help message states that the [[Charge Time|charging speed]] of Jump is twice the ability user's [[Speed (stat)|Speed stat]]. This is slightly inaccurate, but close for the sake of simplicity; when the user and the target have the same Speed and the target's current CT is 50% or below, the Jump will land before the target reaches its active turn. Even though Jump's charging speed is relative to user's Speed stat, it is unaffected by [[Haste (status)|Haste]] or [[Slow (status)|Slow]].
   
 
During jumping, the user is untargetable, rendering them temporarily invincible. The AI being capable of landing the ability requires charging on the jumper's take-off point, which executes after the jumping is finished. Jump cannot be performed if the user or the target's position is under an obstacle, such as bridge or girder. A few [[Jump glitch|glitches]] are associated with the command.
 
During jumping, the user is untargetable, rendering them temporarily invincible. The AI being capable of landing the ability requires charging on the jumper's take-off point, which executes after the jumping is finished. Jump cannot be performed if the user or the target's position is under an obstacle, such as bridge or girder. A few [[Jump glitch|glitches]] are associated with the command.
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=== ''[[Final Fantasy Type-0]]'' ===
 
=== ''[[Final Fantasy Type-0]]'' ===
 
{{Q|Leap towards enemies and strike|Description}}
 
{{Q|Leap towards enemies and strike|Description}}
Jump is an ability known initially by [[Nine]]. Nine leaps towards enemies and strikes. Jump: Power ↑ requires 4 AP and is available after learning Jump. It increases the power of Jump.
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Jump is an ability known initially by [[Nine/Gameplay|Nine]]. He leaps towards enemies and strikes. Jump: Power ↑ requires 4 AP and is available after learning Jump. It increases the power of Jump.
   
 
Jump: Crit ↑ requires 4 AP and is available after learning Jump. It increases the critical hit rate of Jump. Jump: AG ↓ requires 5 AP and is available after learning Jump. It reduces the AG cost of Jump.
 
Jump: Crit ↑ requires 4 AP and is available after learning Jump. It increases the critical hit rate of Jump. Jump: AG ↓ requires 5 AP and is available after learning Jump. It reduces the AG cost of Jump.
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{{Abil-stub|Final Fantasy Dimensions II}}
 
{{Abil-stub|Final Fantasy Dimensions II}}
   
=== ''[[Dissidia Final Fantasy (2008)|Dissidia Final Fantasy]]'' ===
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=== ''[[Dissidia Final Fantasy (2008)|Dissidia Final Fantasy]]'' (2008) ===
 
{{Q|Beneath the light... comes judgement!|Cecil Harvey}}
 
{{Q|Beneath the light... comes judgement!|Cecil Harvey}}
Jump is a story mode skill that allows the character to leap over a [[List of map pieces|piece]] if the destination is empty. This helps to conserve [[Destiny Points]] by allowing the player to [[Chain (term)|Chain]] battle pieces in ways otherwise impossible.
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Jump is a story mode skill that allows the character to leap over a [[List of map pieces|piece]] if the destination is empty. This helps to conserve [[Destiny Points]] by allowing the player to [[Chain (term)|chain]] battle pieces in ways otherwise impossible.
   
[[Cecil Harvey/Dissidia|Cecil]] has the Saint Dive ability from ''The After Years'' as an HP attack, now called Saint's Fall. His [[Bravery (stat)|Bravery]] attack Nightfall has Cecil flip in the air and quickly descend to the ground to launch opponents backwards, similar to the classic Jump attack.
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[[Cecil Harvey/Dissidia (PSP)|Cecil]] has the Saint Dive ability from ''The After Years'' as an HP attack, now called Saint's Fall. His [[Bravery (stat)|Bravery]] attack Nightfall has Cecil flip in the air and quickly descend to the ground to launch opponents backwards, similar to the classic Jump attack.
   
 
==== ''[[Dissidia 012 Final Fantasy]]'' ====
 
==== ''[[Dissidia 012 Final Fantasy]]'' ====
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{{Dialogue|Quote 1|Here goes!|Quote 2|Flight!|context=Kain Highwind}}
 
{{Dialogue|Quote 1|Here goes!|Quote 2|Flight!|context=Kain Highwind}}
[[Kain Highwind/Dissidia|Kain]] has Jump as an HP attack, where he leaps into the air and descends on the opponent. It can be charged for greater range and height and aimed with the analog stick. If Kain hits the opponent while they are airborne, it also deals Bravery damage until they reach the ground. It costs 40 CP to equip and 130 AP to master. Kain also has access to the Spiral Blow and Sky Grinder Band abilities from ''The After Years'', though the latter is renamed Sky Rave. Cecil's Saint's Dive and Nightfall abilities also return.
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[[Kain Highwind/Dissidia (PSP)|Kain]] has Jump as an HP attack, where he leaps into the air and descends on the opponent. It can be charged for greater range and height and aimed with the analog stick. If Kain hits the opponent while they are airborne, it also deals Bravery damage until they reach the ground. It costs 40 CP to equip and 130 AP to master. Kain also has access to the Spiral Blow and Sky Grinder Band abilities from ''The After Years'', though the latter is renamed Sky Rave. Cecil's Saint's Dive and Nightfall abilities also return.
   
 
{{Q|Fell for it! How was that?|Gilgamesh}}
 
{{Q|Fell for it! How was that?|Gilgamesh}}
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=== ''[[Final Fantasy Record Keeper]]'' ===
 
=== ''[[Final Fantasy Record Keeper]]'' ===
Jumps are usable by Dragoon characters, including Tyro, Kain, and Gilgamesh. The user jumps off-screen, though the time spent in the air is only long enough for one other party member or enemy to act. They include some elemental attacks similar to Spellblade abilities.
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Jumps are usable by Dragoon characters, including [[Tyro (Record Keeper)/Gameplay|Tyro]], [[Kain Highwind/Record Keeper|Kain]], and [[Gilgamesh (Final Fantasy V)/Record Keeper|Gilgamesh]]. The user jumps off-screen, though the time spent in the air is only long enough for one other party member or enemy to act. They include some elemental attacks similar to Spellblade abilities.
   
 
Normal Jump is a Rarity 2 ability. Ice Jump, Wind Jump, and Lightning Jump are Rarity 3 abilities with a higher multiplier than Jump, but with the same delay. Leeching Leap is a Rarity 4 ability that heals the user for a portion of the damage dealt. It is as powerful as the Drainga spell. Soaring Jump is a Rarity 4 ability that deals a lot of damage and is Non-elemental, as is a normal Jump.
 
Normal Jump is a Rarity 2 ability. Ice Jump, Wind Jump, and Lightning Jump are Rarity 3 abilities with a higher multiplier than Jump, but with the same delay. Leeching Leap is a Rarity 4 ability that heals the user for a portion of the damage dealt. It is as powerful as the Drainga spell. Soaring Jump is a Rarity 4 ability that deals a lot of damage and is Non-elemental, as is a normal Jump.
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[[File:FFBE Ability Icon 80.png|thumb|70px]]
 
[[File:FFBE Ability Icon 80.png|thumb|70px]]
 
{{Q|Leap into the air, then attack next turn|Description}}
 
{{Q|Leap into the air, then attack next turn|Description}}
[[Final Fantasy Brave Exvius special abilities#Jump|Jump]] is a special ability that allows the user to deal physical damage (1.8x) to a single enemy after a one-turn jump delay. The unit is invulnerable while in the air, but [[Killer (ability)|killer abilities]] have no effect on Jump, but its damage can be increased by the passive ability [[Final Fantasy Brave Exvius passive abilities#High Jump|High Jump]]. It costs 7 [[MP (stat)|MP]] and can be learned by [[Freya Crescent/Other appearances#Final Fantasy Brave Exvius|Freya]] (level 1, 3★), [[Kain Highwind/Brave Exvius|Kain]] (level 1, 3★), [[Skaha]] (level 1, 2★), [[Oerba Yun Fang/Other appearances#Final Fantasy Brave Exvius|Fang]] (level 3, 4★), and [[Gilgamesh (Final Fantasy V)/Brave Exvius|Gilgamesh]] (level 1, 5★).
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[[Final Fantasy Brave Exvius special abilities#Jump|Jump]] is a special ability that allows the user to deal physical damage (1.8x) to a single enemy after a one-turn jump delay. The unit is invulnerable while in the air, but [[Killer (ability)|killer abilities]] have no effect on Jump, but its damage can be increased by the passive ability [[Final Fantasy Brave Exvius passive abilities#High Jump|High Jump]]. It costs 7 [[MP (stat)|MP]] and can be learned by [[Freya Crescent/Brave Exvius|Freya]] (level 1, 3★), [[Kain Highwind/Brave Exvius|Kain]] (level 1, 3★), [[Skaha]] (level 1, 2★), [[Oerba Yun Fang/Brave Exvius|Fang]] (level 3, 4★), and [[Gilgamesh (Final Fantasy V)/Brave Exvius|Gilgamesh]] (level 1, 5★).
   
 
=== ''[[Mobius Final Fantasy]]'' ===
 
=== ''[[Mobius Final Fantasy]]'' ===
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=== ''[[Heavenstrike Rivals]]'' ===
 
=== ''[[Heavenstrike Rivals]]'' ===
 
Jump is Cain and Dragoon Cain's ability. For 2 turns, when attacked, the attacking unit receives x2 of this unit's damage. % chance this unit gains 2 ATK.
 
Jump is Cain and Dragoon Cain's ability. For 2 turns, when attacked, the attacking unit receives x2 of this unit's damage. % chance this unit gains 2 ATK.
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=== ''Monster Hunter: World'' ===
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As part of a [[collaboration]] between ''Final Fantasy XIV'' and ''Monster Hunter: World'', players who complete the latter game's Special Assignment quest, The Legendary Beast, are granted access to Jump as an in-game "gesture" akin to an emote. Jump is largely stationary and does very little damage like most attacking gestures, but has a hidden property that allows it to be used to dodge [[Behemoth|Behemoth's]] Ecliptic Meteor if timed properly, and will subsequently land on Behemoth's head for significant damage.
   
 
== Gallery ==
 
== Gallery ==
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MFF Jump.png|''[[Mobius Final Fantasy]]''.
 
MFF Jump.png|''[[Mobius Final Fantasy]]''.
 
</gallery>{{galleryincomplete|''[[Final Fantasy VII]]''|''[[Final Fantasy XI]]''|''[[Bravely Default]]''|''[[Final Fantasy Record Keeper]]'' (FFXIV/FFXV/Type-0)}}
 
</gallery>{{galleryincomplete|''[[Final Fantasy VII]]''|''[[Final Fantasy XI]]''|''[[Bravely Default]]''|''[[Final Fantasy Record Keeper]]'' (FFXIV/FFXV/Type-0)}}
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==Trivia==
 
*In ''[[Final Fantasy VII]]'', [[Cid Highwind/Gameplay|Cid]] has access to three jump attacks as [[Limit (Final Fantasy VII)|Limit Breaks]] and equips spears.
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*In ''[[Final Fantasy XIII]]'' [[Oerba Yun Fang/Gameplay|Fang]] is a lance-wielder whose [[Full ATB skill|special attack]] is a [[Highwind (Limit)|jump attack named after Kain Highwind]]. In the sequel, [[Noel Kreiss/Gameplay|Noel]] is the lance-wielder whose special attack is also a jump attack: [[Meteor Javelin]].
   
 
== References ==
 
== References ==
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[[Category:Recurring command abilities]]
 
[[Category:Recurring command abilities]]
 
[[Category:Recurring enemy abilities]]
 
[[Category:Recurring enemy abilities]]
[[Category:Final Fantasy XI Abilities]]
 
 
[[Category:Recurring Dragon abilities]]
 
[[Category:Recurring Dragon abilities]]

Revision as of 08:41, 27 August 2019

Template:Sideicon Template:Images

Kain JumpDown

Kain using Jump in Dissidia 012 Final Fantasy.

Delivers a jumping attack, returning you to your original position after the attack is made.

Final Fantasy XIV description

Jump (ジャンプ, Janpu?) is a recurring command ability in the Final Fantasy series. Its user leaps into the air and soon descends to attack an enemy. It takes longer to execute than a normal attack, but does greater damage and makes the user immune to attacks while in the middle of the jump. Dragoon is the job class most closely associated with the ability.

Jump abilities have also appeared as Limit Breaks and a few glitches are associated with the command.

Template:See Also

Appearances

Final Fantasy III

A Dragoon Jumping (NES).

Dragoons use Jump as their main command ability.

In the 3D version, the damage formula is:

If the user's job level is 99 the damage is multiplied by 2.4. If the enemy is weak to Wind, the damage is further doubled.

Final Fantasy IV

Kain using Jump (PSP).

Jump is Kain's special ability. It has a Charge Time of 5. When used, a hidden status of the same name is applied, and lasts until Kain has landed.

The SNES version includes a bug where a number of spells and scripted events behave oddly when Kain is the only character alive and uses Jump. Unintended consequences include monsters not changing form (like Leviathan) or monsters hitting themselves (Demon Wall) or even the game freezing (Deathmask's Haste spell). The bug does not affect the Advance or later releases.

Final Fantasy IV: The After Years

Holy Dragoon Kain using Jump (PSP).
Dark Kain using Jump.

Jumps into the sky and attack for massive damage.

Description

Kain and Dark Kain can both use the Jump command. Kain cannot use the command as the Hooded Man until he fights his dark side. During the fight, Dark Kain can use Jump as an enemy ability. Gilgamesh can also use Jump during his battle.

Several Band abilities involving Kain appear to be variations of Jump, such as Saint Dive, Mirage Dive, and Sky Grinder.

Final Fantasy V

FFV Jump Icon iOS

Jump to deliver a powerful attack from above. Power is doubled when a spear is equipped.

Description

Jump is the Level 1 ability for the Dragoon class, requiring 50 ABP to learn. In the mobile and Steam version, it requires 10 ABP to learn. A character attacking with Jump will do normal unblockable damage to the target unless equipped with either a spear, Twin Lance, Judgment Staff, Staff of Light, or Man-Eater, in which case the character will deal double damage. Weapons that have no attack power will deal no damage with Jump: harps, Healing Staff, and Wonder Wand.

There is a duplicate to the Dragoon's Jump command, labeled "Hishou" (most likely 飛翔, lit. flight; flying; soaring), that is dummied out of the final product.

Jump ignores a weapon's added ability, meaning weapons with commands, such as Thief Knife or Chicken Knife, and weapons that can cast spells, such as Kazekiri and Poison Rod, will never do so. Lilith Rod is an exception, but can still miss with its ability. Rods can still miss the target when using Jump. The enemy ability Interceptor Rocket is designed to stop Jump attacks. Jump also ignores the performer's row.

It can also be used by Gilgamesh against the party.

Final Fantasy VI

FFVI iOS Jump

Jump (iOS).

Equipping the Dragoon Boots changes the wearer's Attack command into Jump, which deals x1.5 damage. Equipping a spear makes it deal x2 damage; Edgar and Mog can equip spears natively, and the Merit Award allows the wearer to wield spears. In the Advance and mobile/Steam versions, Edgar's Longinus and Mog's Gungnir do not double the damage of Jump. Gau can equip the Dragoon Boots while Umaro cannot. Neither can have the Jump command on their battle menus, so the only way to have them jump is through the summon Quetzalli. The Jump command can also be enhanced with the Dragon Horn.

For spells auto-cast from weapons, the damage multiplier added by Jump affects the spell, so if the character jumps and casts a spell with the equipped weapon, the spell does extra damage.

The character that jumped is temporarily hidden from battle, until they make the attack and reappear. They are thus immune to enemy attacks for the duration and thus the only way to avoid Setzer's Joker's Death outcome from his Slot is to be off the screen when the effect takes place via the Jump ability.

Monsters, such as the Leap Frog and the boss battle involving Umaro, can also jump. The esper Quetzalli allows the party to do a Jump attack. Jump is not to be confused with Gau's Leap command. Jump is subject to a few jump glitches, as well as the 0 HP character bug if the jumping character is Doomed and the counter runs out while they are mid-air. The Super Nintendo version has a bug in detecting the attacking hand for the Organyx breakage with the Jump command: if a player puts Organyx in a character's right hand, equipping him/her with the Dragoon Boots but no Dragon Horn, the sword will never break because the Organyx was coded wrongly, and checks the left hand.

Crisis Core -Final Fantasy VII-

Zack can use two Jump abilities when equipped with the appropriate materia: Jump and High Jump.

Final Fantasy IX

Attack from above.

Description

Freya uses Jump, and when she Trances, she stays in the air longer and attacks all enemies by throwing spears several times until her Trance bar empties, or until the battle is won. She can equip the High Jump support ability doubling the power of her Jump.

Before Freya returns to the ground, Spear will be the name of the attack in both the Trance and un-Trance version of the Jump attack.

The damage formula is:

[1]
If High Jump is equipped = Base * (Bonus * 2)


Final Fantasy X

Kimahri uses Jump as his initial Ronso Rage. He also uses Jump against the player in a boss fight against him on Besaid.

Final Fantasy X-2

In the International and HD Remaster versions, Kimahri uses Jump during his boss battle in the Youth League Tournament. Once he joins the party through the Creature Creator system, he may use Jump randomly during battle.

Final Fantasy XI

Dragoons gain Jump at level 10. It is usable once every one and a half minutes and basically gives the Dragoon one free attack on a creature, which does a little more damage than a normal hit. They gain High Jump at level 35, which does less damage but sheds some of their hate. High Jump is usable every three minutes.

Dragoons gain their last Jump ability at level 50 called Super Jump, usable every 3 minutes and allows the Dragoon to be placed on the bottom of the targeted monster's hate list. Jump abilities have a short range so the Dragoon does not necessarily have to be standing adjacent to the creature to do it, but the range is limited.

Jump can be augmented when used during the dragoon's special job ability, Spirit Surge.

Final Fantasy XII

Jump is an enemy skill used by Imp, Buer, Rinok [a], Bangaa Thief, Bangaa Pirate, and Bangaa Pugilist.

Final Fantasy XII: Revenant Wings

Llyud and the enemy classes Dragoon and Dragon Knight use the Jump command. It deals damage to the target and nearby enemies within a small area.

Lightning Returns: Final Fantasy XIII

Jump is an auto-ability that appears on all purchasable lances, along with the unique weapons Shadow Hunter, Endless Paradox, and the Bladed Lance. It transforms the finishing move for the Beat Down ability into the Jump ability.

Lancet, an ability locked onto the Dragoon garb, turns into the Jump with Lancet capabilities as its finishing move.

Final Fantasy XIV

The Dragoon's job abilities contain various jumping skills. Jumps have instant cast times and independent recast times. If timed well, jumps can be used to avoid incoming damage. They cannot be executed while bound. The variations of Jump available for Dragoons include Elusive Jump, Spineshatter Dive, and Dragonfire Dive.

Jump is a Level 30 ability. Completing the quest "Eye of the Dragon" rewards the Jump and the Dragoon Soul Crystals. It deals damage with a potency of 250, and grants Dive Ready for 15 seconds, allowing the execution of Mirage Dive. Jump can be executed up to 20 yalms away, and has a recast time of 30 seconds. Spineshatter Dive is a slightly weaker Jump that inflicts Stun (if applicable) and does not return the Dragoon to their original position, and Dragonfire Dive inflicts higher damage than Jump in a fairly large area to the targeted enemy and any adjacent to it.

Final Fantasy XV

Final Fantasy XV Jump

Noctis using Dragoon Jump.

Noctis had Dragoon Jump as a weapon ability in Final Fantasy XV Episode Duscae. It had him leap into the air and a moment later descend on the enemy, dealing damage. In the final game, this is Ignis's ability when character-swapped to, now called High Jump. Aranea uses jump attacks when fought as a boss and when she is a guest. When playing as Noctis with a spear, he can descend on enemies as an allusion to dragoons and their jump abilities from previous games.

Final Fantasy Tactics

Dragoon job command. Jumps high into the air, then dives downward into the opponent.

Description

Jump can be used by Dragoon, and by the Nightblade, Isilud Tengille. It is determined by height and panel range. If a creature moves out of the attack range before the attack is completed, the character lands harmlessly.

The in-game help message states that the charging speed of Jump is twice the ability user's Speed stat. This is slightly inaccurate, but close for the sake of simplicity; when the user and the target have the same Speed and the target's current CT is 50% or below, the Jump will land before the target reaches its active turn. Even though Jump's charging speed is relative to user's Speed stat, it is unaffected by Haste or Slow.

During jumping, the user is untargetable, rendering them temporarily invincible. The AI being capable of landing the ability requires charging on the jumper's take-off point, which executes after the jumping is finished. Jump cannot be performed if the user or the target's position is under an obstacle, such as bridge or girder. A few glitches are associated with the command.

Final Fantasy Tactics Advance

Jump high into the sky to deliver a spear attack.

Description

Jump is used by bangaa Dragoons. It requires a spear and has a range of four squares, and is learned for 100 AP from the Javelin. The power and element of Jump is equal to the weapon equipped.

Final Fantasy Tactics A2: Grimoire of the Rift

Jump is used by bangaa Dragoons. It requires a spear and has a range of four squares. It deals double damage at half the accuracy, making it riskier to use. It is learned for 150 AP from the Javelin.

Final Fantasy Tactics S

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Final Fantasy Type-0

Leap towards enemies and strike

Description

Jump is an ability known initially by Nine. He leaps towards enemies and strikes. Jump: Power ↑ requires 4 AP and is available after learning Jump. It increases the power of Jump.

Jump: Crit ↑ requires 4 AP and is available after learning Jump. It increases the critical hit rate of Jump. Jump: AG ↓ requires 5 AP and is available after learning Jump. It reduces the AG cost of Jump.

Final Fantasy Agito

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Bravely Default

Jump is an Acrobatics ability learned by Valkyries at job level 2. The character jumps off the screen at the end of the turn, and descends during the next turn to deal twice the damage of a normal attack. If the character is equipped with a spear, the dealt Jump damage will be triple the damage of a normal attack.

Final Fantasy Dimensions

Attacks from above for damage. Not attackable while jumping.

Description

Jump is the level 8 ability of the Dragoon class, requiring 180 AP to learn for use in other classes, though it's inherent on the Dragoon class. It requires 1 slot to equip and use, and when used will make the user temporarily leave the battlefield, and a few turns later return by dealing heavy damage to one target.

Final Fantasy Dimensions II

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Dissidia Final Fantasy (2008)

Beneath the light... comes judgement!

Cecil Harvey

Jump is a story mode skill that allows the character to leap over a piece if the destination is empty. This helps to conserve Destiny Points by allowing the player to chain battle pieces in ways otherwise impossible.

Cecil has the Saint Dive ability from The After Years as an HP attack, now called Saint's Fall. His Bravery attack Nightfall has Cecil flip in the air and quickly descend to the ground to launch opponents backwards, similar to the classic Jump attack.

Dissidia 012 Final Fantasy

Jump is a story mode skill, allowing the character to leap over a piece if the destination is empty.

Quote 1: Here goes!
Quote 2: Flight!
Kain Highwind

Kain has Jump as an HP attack, where he leaps into the air and descends on the opponent. It can be charged for greater range and height and aimed with the analog stick. If Kain hits the opponent while they are airborne, it also deals Bravery damage until they reach the ground. It costs 40 CP to equip and 130 AP to master. Kain also has access to the Spiral Blow and Sky Grinder Band abilities from The After Years, though the latter is renamed Sky Rave. Cecil's Saint's Dive and Nightfall abilities also return.

Fell for it! How was that?

Gilgamesh

Gilgamesh's Jump acts similar to Kain's version, but cannot be charged and stuns Gilgamesh for a moment if he misses. It costs 30 CP to equip and 130 AP to master.

Dissidia Final Fantasy NT

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Dissidia Final Fantasy Opera Omnia

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Pictlogica Final Fantasy

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Pictlogica Final Fantasy ≒

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Final Fantasy Airborne Brigade

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Final Fantasy Artniks

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Final Fantasy All the Bravest

Jump is used by the Dragoon during battle.

Final Fantasy Record Keeper

Jumps are usable by Dragoon characters, including Tyro, Kain, and Gilgamesh. The user jumps off-screen, though the time spent in the air is only long enough for one other party member or enemy to act. They include some elemental attacks similar to Spellblade abilities.

Normal Jump is a Rarity 2 ability. Ice Jump, Wind Jump, and Lightning Jump are Rarity 3 abilities with a higher multiplier than Jump, but with the same delay. Leeching Leap is a Rarity 4 ability that heals the user for a portion of the damage dealt. It is as powerful as the Drainga spell. Soaring Jump is a Rarity 4 ability that deals a lot of damage and is Non-elemental, as is a normal Jump.

Record Materia
  • Dragoon's Pride (Ricard) - Attack has a chance to become Jump.
  • Heart of the Dragoon (Kain) - Deal slightly more damage with Jump. Only applies to the Jump ability.
  • Illustrious Dragoon (Kain) - Deal significantly more Jump damage (applies to any ability or Soul Break with "Jump" in the description.)
  • Power Pulse (Fang) - Deal significantly more damage with Dragoon abilities.

Final Fantasy Explorers

Leap skyward, out of harms way, then crash down, dealing more damage near the center of impact.

Description
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Final Fantasy Brave Exvius

FFBE Ability Icon 80

Leap into the air, then attack next turn

Description

Jump is a special ability that allows the user to deal physical damage (1.8x) to a single enemy after a one-turn jump delay. The unit is invulnerable while in the air, but killer abilities have no effect on Jump, but its damage can be increased by the passive ability High Jump. It costs 7 MP and can be learned by Freya (level 1, 3★), Kain (level 1, 3★), Skaha (level 1, 2★), Fang (level 3, 4★), and Gilgamesh (level 1, 5★).

Mobius Final Fantasy

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Final Fantasy Fables: Chocobo's Dungeon

Jump is a skill used by the Dragoon job and does damage 2 grids away from the player. A stronger version, called High Jump, is also usable and does damage 3 grids away from the player.

Final Fantasy Trading Card Game

Jump is an ability usable by one of Kain's cards, featuring his SD art. Jump requires the discard of a Kain card and three Thunder CP, and gives Kain +5000 power and prevents him from targeted by cards or abilities, until the end of the turn.

Non-Final Fantasy appearances

Heavenstrike Rivals

Jump is Cain and Dragoon Cain's ability. For 2 turns, when attacked, the attacking unit receives x2 of this unit's damage. % chance this unit gains 2 ATK.

Monster Hunter: World

As part of a collaboration between Final Fantasy XIV and Monster Hunter: World, players who complete the latter game's Special Assignment quest, The Legendary Beast, are granted access to Jump as an in-game "gesture" akin to an emote. Jump is largely stationary and does very little damage like most attacking gestures, but has a hidden property that allows it to be used to dodge Behemoth's Ecliptic Meteor if timed properly, and will subsequently land on Behemoth's head for significant damage.

Gallery

Relm-ffvi-snes-battleThis gallery is incomplete and requires Final Fantasy VII, Final Fantasy XI, Bravely Default and Final Fantasy Record Keeper (FFXIV/FFXV/Type-0) added. You can help the Final Fantasy Wiki by uploading images.

Trivia

References