Final Fantasy XVI (FF16) - How to Jump Cancel

A guide on how to jump cancel for Final Fantasy XVI (FF16), including how to use Stomp and Combination Stomp to extend air combos, required Ability Points to unlock and master, steps to perform JCs (enemy step), and other useful tips.

Final Fantasy XVI (FF16) - How to Jump Cancel

How to Jump Cancel Guide for Final Fantasy XVI (FF16)

What is Jump Canceling?

Jump canceling (or JC) is a useful combat technique in Final Fantasy XVI (FF16) that allows you to extend air combos and deal more damage to enemies. The technique is also found in many popular character action games that emphasize intricate combos to stay in the air for as long as possible.

Unlock Stomp (Jump Ability)

To perform a jump cancel, you must unlock the Stomp ability from Clive’s Jump ability tree for 15 Ability Points.

Stomp Ability Overview

Attack Power
Will
Effect Press the X button on an enemy in the air to jump off of them. Can be done a maximum of two (2) times when Mastered.
Required Ability Points 15 (Unlock)
170 (MASTER)
Battle Techniques Stomp: Perform an enemy stomp (air).
Combination Stomp: Perform a stomp in between attacks (air).

Once you have unlocked Stomp, launch an enemy into the air. Then, pursue them and press the X button (jump) to jump off of them. If done correctly, Clive should perform a jump while still in midair, allowing you to go higher and stay airborne.

Jump Canceling Attacks

To apply jump cancels to air combos, try attacking the enemy with a basic slash attack while you are both in the air. Then, press the X button to jump off of your foe which will quickly cancel your first air slash. You will then have enough time and altitude to land another air slash afterwards.

Simplified Input

Air Slash → Stomp → Air Slash

You should see “Combination Stomp” indicated on the right side of the screen if you did technique correctly.

Can be done up to two (2) times per enemy launch.

Once you level up Stomp to MASTER, you will be able to perform two (2) loops of jump cancels per launch of an enemy in the air. You can then try out the basic jump cancel loop below.

Simplified Input

Air Slash → Stomp → Air Slash → Stomp → Air Slash

If done with good enough timing, jump canceling will allow you to keep your enemy (and yourself) in the air to unleash longer combos on them. Try experimenting with various combos, unique Eikon moves, and even using Torgal to create your own custom combos.

Other FF16 Guides

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How to Respec Ability Points Abilities List
Eikon Abilities List and Guide
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Permanent Events and Missable Features Early Game Guide
Tips for Combat and Recommended Combos Letting Off Steam 1: Should You Choose Otto or Gav?
Letting Off Steam III: Should You Choose Jill or Tarja? Active Lore Guide
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How to Check Total Play Time What Happens When You Buy Everyone A Round at the Tub & Crown?
Vivian's Reports Guide Arete Stone Guide
▼FF16 Combat Guides
Will Gauge and Takedown Guide How to Do Precision Dodge
How to Parry and Useful Tips Limit Break Guide
How to Switch Lock-On Target Torgal Guide
How to Jump Cancel How to Do Shift Strike
How to Do Shift Shot How to Get High Scores in Arcade Mode
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How to Do Magic Burst How to Do Precision Sic
How to Deal 50,000 Damage During Takedown
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How to Unlock Ultimaniac Difficulty All Chronolith Trials Locations and Guide
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FF16 Eikon Guides

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Eikon Summon List and Guides
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FF16 Basic Information

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