A Guide to Basic Movement
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A Guide to Basic Movement
Updated 11 months ago by shovelclaws

Skator Gator is sick so here's something to help out anyone that may want to run this game. This will be kept up to date as stuff is found!

Super Jumps

The first tech is actually an intended mechanic called super jumping. Super jumps are performed by doing a dash and jumping within a small timeframe afterwards. A rough estimate for this timeframe is about half a second.

There is a visual cue for when a super jump is successfully performed, seen below. Note the orange stars behind Greenjamin (that's the protagonist, by the way):

Super jumps are a great way to get momentum from a standstill quickly. Super jumps also reset your airborne dash, which can help clear gaps that would otherwise be impossible:

Super jumps are used pretty often. However, it's not wise to exclusively use them, since...

Bhops

It's actually best to preserve your momentum by bhopping after gaining momentum. This can be seen in the comparison below:

Bhops and super jumps are symbiotic, and a huge part of the bread and butter of this game's movement (as it stands currently).

Hyper Jumps

Hyper jumping is just performing a jump after a touching boost panel, seen below:

This technique allows you to cover huge distances in a single jump, carrying the momentum from the boost panel. You also don't need to use a dash to perform the technique, making it extremely versatile in the run.

Teledashes

Teledashes are a glitch that takes advantage of the pause menu and dash panels. By doing one, you'll get launched into the direction that the dash panel is facing, seen below:

Teledashing only works on grounded dash pads, so nothing while grinding on a rail. It works by building up speed while you're paused. By the time you unpause, you'll have so much speed that it hits the speed cap and launches Greenjamin.

It can be pretty precise, because the timing on the pause is pretty tight. As long as you're grounded on the dash pad when you pause, you should hit it. It's not nearly as useful as it'd seem, since it has only a handful of uses in the current run.

One small technique with teledashing is that you can use your coyote time in order to jump after unpausing.

High Jumps

High jumps are the most niche tech on this list, but is used in one level currently.

Certain objects give Greenjamin a bounce when he jumps on them. Some examples include mushrooms, the possums digging in the trash cans, and the frogs next to checkpoints.

High jumps abuse a very precise timing window where, as you get the bounce from an object, you also perform a jump. The upwards velocities actually add together, giving you a massive jump in the air:

You can gain variable amounts of height depending on your timing on the jump input, but the max height can be seen above.

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Latest news
full-game release date!

hello gators and skators

the game just got a release date! we'll be live on august 31st.

leaderboards have been changed to reflect release, with the exceptions of level boards (since we don't know the final level names)

excited to gator with y'all! join the [discord](

9 months ago