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Increase Jump Height card artwork in Scarlet SkipsIncludes official detailsCovers v1.0.1
Movement

Scarlet Skips UpgradeIncrease Jump Height

Take this when the current jump lacks clearance; relearn the landing after it gets taller.

Stacks?
Yes
Best time
Early
Each stack
Visible each pick
From
From level 1
Scarlet clearing a jump rope in the sunny park in Scarlet Skips
Official screenshot of the basic skip. Height changes how much rope can pass under this jump.

WHAT IT DOES

What changes when you pick it?

The jump arc gets taller and you land later. After each pick, use two calm skips to relearn the beat.

  • More clearance over the rope.
  • More time for extra turns under one jump.
  • Landing comes later — retune after every pick.

THREE CARDS ON SCREEN

Take it or skip it?

Three cards come up. We keep one. If the pause still feels new, how it actually works is the button, then the pick — and the tips page has the four questions we ask before clicking.

Take it if…

  • You clip the rope or cannot fit more than one turn under a jump.
  • The rope set is already readable and you want a foundation pick.
  • You are on an ending or score route and extra height still buys loops or another upgrade.

Skip it if…

  • The last height pick already threw off your landing and you have not retimed it.
  • A rope is about to break — take Reinforce instead.
  • You are already comfortably airborne and another card fixes a real problem (Luck, Fuel, protection).

EACH STACK

How much does one pick add?

Known and unknown effects for each Jump Height stack
What we can checkWhat one pick does
Game informationSteam confirms the effect. It does not publish how much height each pick adds.
Player observationsEach pick visibly raises the jump. Ending routes keep stacking it. One player farmed about 50,000 Jump Height — a route snapshot, not a win requirement.
UnknownThe amount per stack, whether later stacks get weaker, and whether a hard cap exists.

Stack it. Each pick looks higher. There is no published per-pick number or cap, so judge the jump you have now.

PAIRS WITH

Which cards work with it?

Do not pair it to fix this

  • Do not take height to fix an overcrowded, unprotected rope set — Reinforce first.
  • Skip another stack if the last one threw off your landing and you have not retimed it.

AFTER YOU STACK IT

What each extra copy feels like.

1st pick

The jump gets obviously taller. Spend two calm skips relearning when you land.

2–3 stacks

One jump starts covering extra rope turns. This is the foundation for Luck and Fuel.

Heavy stacks

You can stay up long enough to take upgrades in the air. Fuel and rope control usually matter more than one more height pick.

USED IN THESE ROUTES

Open the plan that matches your goal.

CONFIRMED VS UNKNOWN

What is solid, and what is still a guess.