|This article is about the Copy Ability. For the stadium event in Kirby Air Ride, see High Jump.|
|“||Jump extremely high and be invincible within the air!”|
|— Kirby Battle Royale - Kirby's 25th Anniversary Copy Ability Poll|
- 1 Games
- 2 Flavor Texts
- 3 In Other Languages
- 4 Videos
- 5 Artwork
- 6 Gallery
- 7 Sprites and Models
- 8 Other Ability Icons
- 9 External Links
Hi-Jump focuses on jumping to deal damage; this does not affect Kirby's innate jumping ability, instead being used as his attacking move. Since Hi-Jump focuses on ramming into enemies, it uses invincibility to prevent from taking damage itself. Hi-Jump is obtained from the Starman enemy.
In Kirby: Nightmare in Dream Land, Kirby wears a winged circlet inspired by the Greek messenger god Hermes and a red and blue cape inspired by the typical superhero.
|Hi-Jump||B||Kirby jumps upward a fair distance; Kirby can cancel his upward movement by pressing B during Hi-Jump. Hi-Jump also gets canceled upon hitting a ceiling. Kirby is invincible during this move. In Kirby's Adventure, Kirby jumps upward 8 tiles and can angle his jump to the left or right by up to 6 tiles; Kirby can only perform Hi-Jump while on the ground. In Kirby: Nightmare in Dream Land, Kirby jumps upward 9 tiles and can angle his jump to the left or right by up to 7 tiles; Kirby can perform Hi-Jump anywhere, but cannot perform another Hi-Jump until he has touched the ground (this can be used to skip some or all of Kirby's head bounce upon landing from Quick Fall).|
Hi-Jump allows Kirby to perform a a jump with very similar properties to a fully-charged fly shot. This can be performed from a grounded shot so that Kirby can jump after rolling within the same shot, or can be performed from a fly shot to jump even higher than before. Regardless of which shot type, Hi-Jump can be used to go over any traps or tricks on the course; as such, Starman is usually placed in holes where this jump would be desirable. Hi-Jump can backfire if not used properly, however, potentially causing Kirby to overshoot the intended position or go OB, losing a life (or two health in the case of multiplayer) and the Copy Ability in the process.
On the ground, Hi-Jump causes the player to travel 6 tiles in the direction Kirby is facing (assuming Kirby is looking in the 45° diagonals, as looking directly vertically or horizontally has Kirby travel along tile diagonals, which would be roughly 4.24 tile diagonals) before touching the ground and bouncing again. On either the ground or in the air, Hi-Jump causes Kirby's height to increase by 5.5 tiles at its peak. Hi-Jump also cancels any momentum Kirby has, so its trajectory will always be the same, as opposed to going less distance if Kirby is traveling slowly or more distance is Kirby is traveling quickly.
In multiplayer, the Transformer has the potential to give the player Hi-Jump.
Hi-Jump is mostly unchanged from its appearance in Kirby: Nightmare in Dream Land. The move can no longer be canceled, either by the ceiling or by pressing the B button during the jump, but instead it can be used anywhere. Hi-Jump now hits multiple times instead of just once, and it has more maneuverability than before; it can also hit enemies and objects adjacent to it instead of only those directly in its path. Upon obtaining the Hi-Jump Ability Scroll, located in the 2nd Treasure Chest in Stage 4 of Cushy Cloud, Hi-Jump can now break Metal Blocks. Hi-Jump is obtained from Starman.
Hi-Jump can now charge up its Hi-Jump up to three levels of charge; it can also perform a diving move in the air. While Hi-Jump can be performed anywhere, it now only hits once. Hi-Jump is obtained from Starman.
|Hi-Jump||1||Kirby jumps upward 8 tiles and can angle his jump to the left or right by up to 8 tiles; Kirby can perform Hi-Jump anywhere, but falls 1 tile before being able to Hi-Jump again if in the air, allowing Kirby to continuously gain height with a net gain of 7 tiles per Hi-Jump. Kirby is invincible during this move.||24|
|Rocket Hi-Jump||Hold 1||Kirby charges up and creates a small explosion that propels him upward 8 tiles; he can angle his jump to the left or right by up to 8 tiles. Kirby can perform Rocket Hi-Jump anywhere, but falls 1 tile before being able to Hi-Jump again if in the air. The amount of time it takes Rocket Hi-Jump to charge would cause Kirby to fall 6 tiles if charging after a Hi-Jump, allowing Kirby to continuously gain height with a net gain of 2 tiles per Rocket Hi-Jump. Kirby is invincible during this move.||30 (body), 18 (explosion)|
|Mega Hi-Jump||Hold 1 longer||Kirby charges up and creates a large explosion and propels him upward 8 tiles; he can angle his jump to the left or right by up to 8 tiles. If Kirby collides with a ceiling, he will create an explosion, and the Mega Hi-Jump will end. Kirby can perform Mega Hi-Jump anywhere, but falls 1 tile before being able to Hi-Jump again if in the air. The amount of time it takes Mega Hi-Jump to charge would cause Kirby to fall 12 tiles if charging after a Hi-Jump, causing a net loss of 4 tiles per Mega Hi-Jump. Kirby is invincible during this move.||38 (body), 24 (explosion)|
|Rocket Dive||↓ + 1 in midair||Kirby rises up a bit and creates an explosion that propels him downward 8 tiles; he can angle his dive to the left or right by up to 8 tiles. This attack rebounds upon making contact with a floor. Kirby is invincible during this move.||20 (body), 16 (explosion)|
|Kirby can jump many times higher than usual! Jump and dive attack to beat the enemy!|
|Big jump = BIG TACKLE!|
|WHOOSH! SOAR! Jump and SMASH!|
|Leap into the air with a Hi-Jump! Zoom back down with an unstoppable high-speed Rocket Dive! A hero has made his debut!|
In Other Languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology and notes|
|Japanese||Offcially romanized as Hi-Jump.|
|Translates to Super Jump.|
Translates to Jump.
|Translates to Mega Jump.|
Translates to Super Jump.
|Italian||Super K||Super K. The "K" stands for "Kirby."|
|Translates to Super-jump.|
Translates to Superjump.