Jump Showdown is one of the rounds in Fall Guys: Ultimate Knockout. This round is a Final round. It was added to the game in the 13 August 2020 update. It was made unavailable from 19 August 2020 to 25 August 2020 due to an infinite hang issue.
Jump Showdown behaves very similar to Jump Club, in which it consists of a circular platform with the center cut out. In the center are two rotating beams with the same center and are right on top of each other. The beam on top of the other spins slow and is very thick, and it is higher than the player. The bottom one is thinner, being low enough to jump over but high enough to knock over a player. It starts out spinning slowly, but as the round progresses, it gradually speeds up.
Unlike Jump Club, the beams are now both gold-colored and the floor is now split into 8 pieces, which are alternately colored blue and yellow. Every so often, one piece starts shaking and falls into the slime, until only two pieces (conjoined or not) are left.
If the round lasts for 5 minutes, it times out and all remaining players will receive a crown.
Starting from the 2 February 2021 Season 3 mid-season update, this variant may appear:
- In Season 2:
- The lower beam now starts out spinning faster.
- It used not to speed up; this was revealed to be an issue, and was patched in a hotfix.
- The tile colour schemes were changed slightly, with the previously purple tiles now coloured yellow.
- The lower beam now starts out spinning faster.
There are multiple strategies to handle the spinning beams in Jump Showdown; however, these strategies seem to be the most used.
Passive is just plain jumping over the beam. You don’t do anything to mess with other players.
Shoving is used late game, as it is easier to do. Shoving is when you grab a player, therefore pushing them into the beam. This causes the player to get hit by the beam, falling into the slime. However, this technique is risky as the grabber is also susceptible to being knocked into the slime with the other player.
In terms of player placement, it is generally recommended to position yourself on as far right of the tile as possible, so you have more leeway to walk left to handle the spinning beams and the sync-up moments when the lower beam overlaps the upper beam. Positioning yourself on a rightmost tile is also advised, as due to the direction the beams spin in, it is far easier to cross a one-tile-width gap by jumping to the left instead of the right.
Assuming no grabbers, Jump Showdown tends to be the hardest at the beginning (the lower beam stays under the upper beam for longer, and it is relatively harder to judge when syncs happen), and at the end (the lower beam is moving so fast it makes crossing underneath the upper beam trickier). This is compounded on a single tile, due to there being less leeway to cross the beams.
If you're on a tile that is about to fall, and all the safe tiles are too far from your tile (more than 1 tile gap), you're almost certainly out. However, in extremely rare cases, you can attempt to use the lower beam by jumping on top of it, carefully balancing, and then use that to attempt to jump to the safe group of tiles. This would only really work if the safe tiles are clockwise relative to your tile, is rather close, and is way more likely to fail than not, but it never really hurts to try as there aren't any other options otherwise.
Try to avoid being near other players; if they're not already trying to grab you, desync may cause their bodies to collide into you and knock you down.
A handy trick is to try counting how many times you have jumped over the lower beam before you pass under the higher beam, so you can better figure out when you need to start repositioning yourself to avoid the sync-ups. In Season 1, as the lower beam speeds up, you'll gradually find yourself jumping more and more before having to pass underneath the upper beam. The same applies in Season 2, but due to the faster starting speed, at the start you have to jump twice before going underneath the higher beam.
If you're in a round with other skilled players where it isn't convenient for both of you to be able to sabotage each other (or if you're all on the same two tiles but you and all other players would rather jump instead of grab), then instead try focusing on surviving. Jump Showdown automatically times out at 5 minutes, awarding all surviving players a crown. Position yourself carefully - if you're on the frontmost, try to make sure you're not in front of other players, as the aforementioned desync may make you inadvertently knock them down. Similarly, if you're at the rear, position yourself away from the back of other players so they don't knock you down, either via their desync or by them messing up and their body flying off the map, right at you.
Here are a few rules of thumb to tell whether you're close to timing out the round, if you aren't using a timer:
- If the in-game music is playing, it will loop once, and almost complete a second repetition.
- You should be jumping over the lower beam roughly 6 to 7 times before having to go under the upper beam.
The addition of the fan has been a long-dreaded update, and for good reason - it is so much harder to juggle a fan rotating counterclockwise, in the opposite direction to the spinning beams. You absolutely must not be in the air or near other players if possible - being in the air, or the desync from the other players, while the fan is blowing at you, can easily fling you off the map. Wherever possible, keep your feet firmly planted to the ground when the fan is approaching.
The problem just gets worse when there is a limited amount of room left and the beams are spinning very fast. At this point if you cannot separate the beam jump and fan crossing timings, your only hope is to cross your fingers and pray.
Timing out the round is still possible on this variant, but would require multiple skilled players to pull it off. It is possible to time out on both a double-tile platform and a split-tile finish, though it's definitely harder on the latter due to there being a smaller margin of error and ability to separate the beam jumps and fan crossings. The best case scenario for a split-tile finish would be if players were evenly spread out as best as possible across both tiles, instead of being all crammed on a single tile.
Because everyone in your squad wins the 20, there is no point to timing out this round if only you and your squad mates are left. Consider jumping off the edge intentionally to save time, though try to make sure your squad mates don't have the same idea and jump down simultaneously, eliminating themselves with you at the same time. If you are in a party with your squad mates, coordinate so that one person stays alive while the other people jump.
The game randomly selects a winner if multiple players from different teams time it out. Unfortunately, being selfish and attempting to eliminate the other squads has to happen here to guarantee yourself the win. As a result, this round was removed from the mode on 25 March 2021 until this is fixed which turned out to be 9 June 2021.
A Survival type variant was introduced in the Finals Marathon playlist on 13 December 2021. In this variant, the round ends when only a single player is eliminated, leaving 2 to 5 players depending on when the round is chosen.
Utilize almost all the same strategies for this version. Note that the round can potentially go on for quite a while if the entire lobby is passive and/or able to time out this round. You might have to get your hands dirty and grab someone so they get pushed off by the bar if you want to speed things up. The earlier this round is selected, the higher the chance of there being a newbie that will likely fall off on their own.
- Gold - Winner!
- No medal - Eliminated
- Eaten Jumps*
- As of 24 September 2020: When a player is standing on or near the join between two platforms, and/or if the player is possibly standing still for too long, the game will sometimes not recognise the jump input and the player will fail to jump. Players should be especially wary of this as they can end up losing the final due to an 'eaten jump' and being knocked by the beam into the slime as a result.
- This may or may not have been fixed as of 10 November 2020.
- Pole De-sync Issues*
- With the introduction of the mid-season update to Season on 13 May 2021, a visual bug was introduced where the round appears to show beans teleporting over poles and propelling back and forth. As a result, this round was subtly removed from the Main Show with the in-game update on 27 May 2021 (along with the change of Slimescraper Time to Gauntlet Showdown) in order to issue a bugfix, and is scheduled to be re-released the following week.
- Jump Showdown, however, was available in custom lobbies.
*The names are conjectural names and have not been somewhat uniformly agreed upon.
|1||Active||Standard||Temporarily removed from 19 August 2020 to 25 August 2020 due to exploit.|
|3||Active||Standard and alternate version|
|4||Active||Standard and alternate version||Temporarily removed from 27 May 2021 to 8 June 2021.|
|5||Active||Standard and alternate version|
|6||Active||Standard and alternate version|
- Jump Club - A survival variant of this stage.