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Wiki/Character

Ninja Movement

Ninja Run

  • Ninja Run replaces sprinting automatically: whenever you sprint, your speed gets a further bonus. It is twice as fast as vanilla sprinting.
  • Your character shows the classic "Naruto run" pose.
  • The field of view stays close to vanilla sprinting so it doesn't stretch.
  • It is free. Badly hurt legs stop you sprinting (see Body Injuries).

Ninja Jump

  • While Ninja Running, your jumps are stronger: +0.3 jump strength (vanilla is 0.42), so you jump about 3.3 blocks high instead of about 1.25.
  • Landing from a Ninja Jump ignores the first 8 blocks of fall distance (on top of the 3 every shinobi gets; see Fall Damage).
  • It is free.

Fall Damage

  • Every shinobi can fall 3 more blocks than vanilla without getting hurt (6 in all).
  • For 6 seconds after a double jump, you can fall another 10 blocks unhurt, so a double jump off a cliff lands safely.
  • Tree Leap landings, Ninja Jumps and some jutsu (Body Flicker, Substitution, Dynamic Entry and others) also cancel or reduce fall damage, as their pages say.

Double Jump

  • Press jump again in mid-air for a second leap, a little higher than a normal jump, nudged toward the movement keys you are holding. You roll forward through it, or back flip if you are moving backward.
  • It clears the fall you had built up, so a double jump just before landing also saves you from the drop.
  • Once per time off the ground, then it needs 3 seconds before the next. Some armour sandals give extra double jumps in a row (see the Armour Sets pages).
  • It is free (no chakra).
  • It doesn't work while attached to a wall or ceiling (jump there is a wall jump), in water or lava, on a ladder, riding, flying or gliding, mid Tree Leap, with both legs crippled, or inside a fully grown (final-stage) Susanoo.

Ninja Dash

Default key: Left Alt

  • A quick directional dodge in the direction of your held movement keys (forward if none are held), along the ground, or along the wall or ceiling if you are attached to one.
  • Distance: about 5 blocks, covered in 0.35 seconds with a burst that eases out.
  • Cooldown: 1.5 seconds.
  • Cost: 60 chakra.
  • Animations: forward is a dive roll, backward is a back flip (with a hop off the ground), and left or right is a low sidestep. A forward dash in mid-air holds your height instead of dropping.
  • You can't dash while both legs are crippled, or while inside a fully grown (final-stage) Susanoo.

Tree Leap

  • Stand on any log or leaves and hold jump: you crouch and slow down while it charges. A tap (under 0.2 seconds) is a normal jump.
  • Release to spring off in the direction you are looking, in any direction, always with a little lift so you clear the branch.
  • Full charge: 0.9 seconds. Strength runs from 45% at the minimum hold to 100% at full charge.
  • Flight: in the air the leap keeps most of its speed (it loses only 2.5% of its speed every twentieth of a second instead of vanilla's 9%) for up to 1.75 seconds. A full leap aimed slightly upward travels about 25 to 35 blocks.
  • Landing: no fall damage. The protection lasts until you have been on the ground for one second in a row, so brushing a treetop mid-leap is still safe.
  • Cost: 80 chakra, with a short 0.4-second cooldown.
  • You can't Tree Leap with both legs crippled, in water or lava, while swimming or flying, or while attached to a wall.
  • HUD: a ring of 16 segments around the crosshair fills as it charges. It is dim until a leap is possible, bright after that, and pulses at full charge.