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Right Corner Jump: Difference between revisions

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m Metra moved page Right Corner Jump (RCJ) to Right Corner Jump: redundant title
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=== RCJ :DDDDDDDDDDDD ===
[[File:Rightcornerjump.mp4|thumb|422x422px|class=autoplay|link=]]A '''Right Corner Jump''', or '''RCJ''' for short, is one of the most common techniques for gaining extra height in LittleBigPlanet. It's performed by running off the right corner of an object and jumping just before falling off.
hello guys
 
When done correctly, it can nearly double the height of a regular jump on flat ground. It can also be performed on a left corner, although it gives significantly less height than from the right side.
 
== Tutorial ==
Stand at the edge of the corner you want to jump from, your right leg should be touching the corner at an angle. The position where you stand isn't as important as timing the jump, so don't worry about trying to line it up pixel perfect. If you start wobbling while standing on the corner, you are standing too far to the right. If your right foot isn't touching the right corner at all, you are standing too far to the left
 
Once in position, start running to the right off the corner and jump a split second after you start running. The jump should happen right when you're about to fall of the edge of the corner, which is about 3-5 frames after you start running to the right depending on the position you were originally standing at.
 
If your jump is too low and you're not getting nearly as much height , it's likely you're jumping too early. Always try to jump later than you think, as Sackboy tends to stick to the corner for a few frames when running off the edge. If you're running off the edge without jumping, you are jumping too late.
 
The height of the jump varies depending on starting position and timing, but should always result in a height of at least 7 grid spaces. A perfect Right Corner Jump and can reach up to 9 grid spaces.
 
== Examples ==
* You can skip pushing the donkey in ''Get A Grip'' by performing a '''Right Corner Jump''' to the layer above.
* ''Dancer's Court'' skip requires a '''Right Corner Jump''' to get over the final wall to the scoreboard.
* ''Collector's Lair'' skip involves jumping from the roof of the spawn area to the snow with a '''Right Corner Jump'''.
* It's possible to skip the Toggle section of ''The Great Escape'' by chaining a '''Right Corner Jump''' with Changeling Jump Storage.
 
== Game Differences ==
 
===== LBP2 =====
* The setup for a Right Corner Jump is much more lenient compared to LBP1, as it's much easier to tilt over in LBP2.
 
===== LBP3 =====
* When playing a level with old physics, Right Corner Jumps work on left corners with the exact same height.
 
== History ==
Originally known as a Super Jump (or a Double Super at max height), the technique was discovered by the user "green-keeper" in 2008. It was renamed to Right Corner Jump after being rediscovered by speedrunners.

Latest revision as of 15:25, 5 July 2026

A Right Corner Jump, or RCJ for short, is one of the most common techniques for gaining extra height in LittleBigPlanet. It's performed by running off the right corner of an object and jumping just before falling off.

When done correctly, it can nearly double the height of a regular jump on flat ground. It can also be performed on a left corner, although it gives significantly less height than from the right side.

Tutorial

Stand at the edge of the corner you want to jump from, your right leg should be touching the corner at an angle. The position where you stand isn't as important as timing the jump, so don't worry about trying to line it up pixel perfect. If you start wobbling while standing on the corner, you are standing too far to the right. If your right foot isn't touching the right corner at all, you are standing too far to the left

Once in position, start running to the right off the corner and jump a split second after you start running. The jump should happen right when you're about to fall of the edge of the corner, which is about 3-5 frames after you start running to the right depending on the position you were originally standing at.

If your jump is too low and you're not getting nearly as much height , it's likely you're jumping too early. Always try to jump later than you think, as Sackboy tends to stick to the corner for a few frames when running off the edge. If you're running off the edge without jumping, you are jumping too late.

The height of the jump varies depending on starting position and timing, but should always result in a height of at least 7 grid spaces. A perfect Right Corner Jump and can reach up to 9 grid spaces.

Examples

  • You can skip pushing the donkey in Get A Grip by performing a Right Corner Jump to the layer above.
  • Dancer's Court skip requires a Right Corner Jump to get over the final wall to the scoreboard.
  • Collector's Lair skip involves jumping from the roof of the spawn area to the snow with a Right Corner Jump.
  • It's possible to skip the Toggle section of The Great Escape by chaining a Right Corner Jump with Changeling Jump Storage.

Game Differences

LBP2
  • The setup for a Right Corner Jump is much more lenient compared to LBP1, as it's much easier to tilt over in LBP2.
LBP3
  • When playing a level with old physics, Right Corner Jumps work on left corners with the exact same height.

History

Originally known as a Super Jump (or a Double Super at max height), the technique was discovered by the user "green-keeper" in 2008. It was renamed to Right Corner Jump after being rediscovered by speedrunners.