Leap high into the air and deliver a powerful strike from above
VI In the same vein of boosting or enhancing the Jump command, equipping the Dragon Horn relic will allow the wearer to either jump twice (75% chance), three times (18.75% chance), or four times (6.25% chance).
FFVIICC High Jump is a Command Materia that, when used, allows Zack to jump high into the air and come back down seconds later to deal massive damage in a wider vicinity, a step above the Jump Materia. High Jump costs 38 AP to use. It can be created via Materia Fusion by upgrading the Jump Materia.
XI High Jump is gained at level 35 for Dragoons. When used, the Dragoon will immediately make a jump action and when doing this, will lose an undetermined, but considerable amount of enmity. The Dragoon then has a chance of hitting with his jump attack. This attack does about normal damage. The Dragoon may perform this action once every three minutes.
When used in combination with Spirit Surge, the dragoon will lower the enemy's TP by an amount proportional to his damage.
- Wyrm Brais: Increase the enmity loss for this effect.
- Barone Corazza and Barone Cosciales: Increase the TP gained from this action by +2 each or +3 from the high quality versions.
BD High Jump is an Acrobatics ability learned by Valkyries at job level 9. The character jumps out of the screen and comes hurtling down in the next turn, dealing three times (or 4.5 times if a spear is equipped) the damage of a normal attack. It costs two additional BP.
FFRK High Jump is Dragoon's default Soul Break which at the expense of one Soul Gauge segment deals ranged damage to one target equal to 210% damage potency of a conventional attack.
FablesC'sD High jump is a stronger version of jump, and does damage 3 grids away from the player.