Overview

Jet is one of the most commonly used abilities in KSS speedruns, utilized in almost every sub-game and category.

Moveset

Grounded Moves

Tap Kick
Quickly press and release Y jet ability

  • Disjointed short kick that can hit twice
  • Only available on ground
  • Used for bossfights. (EX: Heavy Lobster, Whispy Woods, and Bonkers fights)
Jet Kick
Hold Y, release before full charge jet ability

  • Kirby jet dashes forward and ends with a kick
  • Has a fairly short ending animation, though still slower than jet dash chains
  • Has a more disjointed hitbox than the midair jet moves, making it useful for charging through enemies with higher health (Knuckle Joe, Sword Knight, etc)
  • Also can be used for spacing setups in certain areas (EX: mecheye screen 2)


Charge Moves

Charging
Hold Y jet ability

  • Charging stance, if held for ~2 seconds Kirby will become fully charged
  • Can be cancelled by shielding, leading Kirby to return to normal ground state
  • Can be cancelled by jumping, leading kirby to Midair Neutral state
  • Charging can be performed in the air if kirby is in the Midair Neutral state where it can be cancelled by hovering
Full Jet Charge
Hold Y until full charge and release jet ability

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Jet Cracker
Hold Y until full charge and release, Repress Y during jet dash jet ability

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Jet Suplex
Hold Y until full charge and release while holding Up/Forward/Down when close to enemy jet ability

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Midair Dash Moves

jet
Press Y after running and jumping jet ability

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Midair Neutral Moves

jet
Tap Y in Midair Neutral state jet ability

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jet
Hold Y and release before full charge in Midair Neutral state jet ability

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Advanced Techniques

Cancel Charge

Kirby can store his Jet charge by jumping, sliding, guarding, or climbing up a ladder in the middle of charging Jet.
Capsule J cannot cancel by sliding (he will jump instead).

Miniboss Quick Kills

Redline

Redslide

Carry Momentum Underwater

By activating a tap jet (no dash) in the air while entering water at the same time as hitting a wall, the tap jet's X-speed will be maintained underwater.
Carrying X-speed is frame-perfect.
Y-speed will also be affected if there is wind blowing up or down in the room (ex. Halfmoon).
Carrying Y-speed has more frame leniency, but is still a tight window.

Avoid Unblockable Attacks

While charging Jet, Kirby is immune to attacks such as King Dedede's inhale or Combo Cannon's lasar beam.
This also happens when inhaling without an ability.

Technical Information

Moveset Specifications

table here

About Charge Value

When charging jet, the charge value increases by 1 every frame in RAM address ????.
The initial value of this address is 0, and this value stops increasing when Kirby stops charging. This value will continue to increase while Kirby charges, even at max charge, and will stop at 32767.
Below is a table that shows what RAM value corresponds to the Jet charge state.

Charge State RAM Value
No charge 0 - 5
Mid charge 6 - 40
Max charge 41 - 32767

Glitches

Simultaneous Up+Down Bug

See KSS:Glitches#Simultaneous...

Ladder Cancel

Jet Suplex

Score Bug

Defeating an enemy with Jet Suplex will reward double the Score originally intended.

Collision

Jet Suplex will ignore wind and water currents during its animation. This will last until you land and bounce backward.
Jet Suplex can also allow Kirby to clip through terrain during autoscrollers (See KSS:Glitches#Wallclips.

Other Information

Diving Rocket Collision

Diving Rocket has three hit detections: Kirby himself, the enemy he is holding, and the flames behind him.
Kirby's body is the same as Jet Dash, and the flame behind it is the same as when it is charging power.

Capsule J Air Jump

Normally, Capsule J cannot jump in the air. However, it can jump in mid-air while it is charging power.

Dash Jet Kick

Limited to Capsule J, you can perform a strong Jet Kick by pressing Y while dashing.

Capsule J Mid-Air Jet (Strong)

Capsule J has invincibility when using Strong Mid-Air Jet. This also applies if Capsule J bounces off a wall.