How to get the Stellar Blade Double Jump ability

Stellar Blade double jump
(Image credit: Sony)

The Stellar Blade Double Jump ability is visible within the skill tree from early on in the story, but initially you can't unlock it no matter how many skill points you earn. This can be frustrating, as there are plenty of situations in both exploration and combat where being able to leap higher would provide a significant advantage, but you're still tied into your regular jumping height. To resolve this situation, we explain how to unlock the Double Jump in Stellar Blade below, as well provide details on how you can speed up the process as much as possible.

How to unlock the Double Jump in Stellar Blade

The Double Jump ability in Stellar Blade is unlocked at a specific point in the main story, specifically during the Light of Hope mission, where an NPC ally upgrades Eve's exosuit, and with it, adds various new abilities. This means that the more time you spend on side-quests, the more time it'll take to get the Double Jump. Otherwise, expect to get it roughly 5-8 hours into the main game.

However, once you have it, the Double Jump is something you don't have to pay any skill points towards - it's automatically covered by the story-necessitated upgrade. To use it, simply press the jump button again while in mid-air (like in most games). Otherwise it's mainly used to get extra air, but can also help with control during platforming puzzles, allowing you to redirect yourself a little more mid-leap. It's especially helpful during some of the fiddly wall-running sequences.

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Joel Franey
Guides Editor, GamesRadar+

Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.

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