LogoCrimson Desert HQ
  • Home
  • Guides
  • Weapons
  • Bosses
  • Mounts
  • Regions
  1. Home
  2. All Guides
  3. Crimson Desert Vault Skill and Double Jump After 1.05.00
Crimson Desert Vault Skill and Double Jump After 1.05.00
2026/05/02

Crimson Desert Vault Skill and Double Jump After 1.05.00

Patch 1.05.00 adds a Double Jump follow-up to the Vault skill. Pressing Jump again during the Vault now leaps off the enemy. Here is how the new follow-up works.

Patch 1.05.00 extends the Vault skill with a follow-up Double Jump that lets you leap off an enemy during an attack. It is a small addition in line count, but it changes how you exit a combo against any large enemy.

Quick answer

Pearl Abyss writes:

"Pressing the Jump key once during an attack will execute a standard Vault. Pressing the Jump key again during its activation will execute a Double Jump, leaping off the enemy."

That gives you a clean two-input flow:

  1. mid-attack, press Jump once → standard Vault
  2. during the Vault's activation window, press Jump again → Double Jump off the enemy

How the new input chain works

The first input — Jump during an attack — is the existing Vault action. Pearl Abyss frames it as a standard mid-attack vertical input.

The second input — Jump again during the Vault — is the new behavior in 1.05.00. The patch note language is specific: the second jump is timed against the activation window of the first vault, and the result is a Double Jump "leaping off the enemy."

Two important implications:

  • the second jump uses the enemy as a launch point, so it is not a free vertical jump in the air
  • the timing is tied to the Vault's activation window, not just any moment after the first jump

That makes the new Double Jump conceptually closer to a wall jump off the enemy than a free aerial double jump.

When this actually helps you

Several practical cases where the Double Jump matters:

Disengage at the end of a combo

If you finish a combo on a large enemy and need to exit, the standard options are roll, dodge, or step away. The new chain adds Vault → Double Jump as a fourth option that takes you up and over the enemy in one continuous motion. That is useful against bosses with sweeping ground attacks that punish a roll-out.

Repositioning around a boss

For bosses with shifting hitboxes, the Double Jump from the Vault can move you over and across rather than around. Pearl Abyss does not publish specific use cases, but the 1.05.00 patch note also lists fixes that improve combo fluidity against the Storm Crusher and Thunder Tank bosses, suggesting Pearl Abyss is broadly tightening the close-range combat loop.

Pressing advantage on a staggered boss

Pearl Abyss also says in the 1.05.00 patch note:

"Fixed an issue where certain bosses would not take damage from bows and ranged attacks while staggered."

For ranged builds, the Double Jump off a staggered boss is a clean way to pull back to ranged distance while the stagger window is open, then continue attacking from above or behind.

Vault and Double Jump versus rolling

The patch note adds the Double Jump option but does not replace rolling. The two have different roles:

  • Roll/dodge is your defensive answer to incoming attacks, with invincibility frames
  • Vault → Double Jump is your offensive disengage at the end of your own attack

So the chain is for ending your initiative cleanly, not for surviving an incoming hit. If a boss is mid-attack and threatening you, roll first; the Vault chain is what you reach for when you initiated the action and want to end it on your terms.

Is this a buff to the Vault skill specifically?

In effect, yes. Before 1.05.00, the Vault was a single-press input. After 1.05.00, it is the entry point to a two-step chain that ends with a strong reposition. That makes the Vault more valuable in any build that uses mid-attack jump inputs.

The patch note does not list a separate stat change for the Vault itself, no new damage values, and no new cooldown. The buff is purely the new follow-up option.

How this fits with the Force Current nerf

Patch 1.05.00 also reduces the travel distance of the Force Current skill:

"Reduced the character's travel distance when using the Force Current skill."

That puts a small mobility-rebalance theme around the patch:

  • Force Current mobility reduced
  • Vault mobility extended via the new Double Jump follow-up

If you previously leaned on Force Current for traversal during fights, the Vault chain is part of the toolset you can shift toward.

How this fits with the guard buff

Pearl Abyss also writes:

"Increased the damage reduction rate applied upon a successful guard for all weapon types."

Combined with the Vault chain, that means 1.05.00 rewards both ends of the engage/disengage loop. A successful guard now eats more of the incoming damage, and the Vault chain gives you a faster way out at the end of your own attack. It is a good patch for melee players who fight up close.

What is not stated in the patch note

Pearl Abyss does not publish:

  • the exact frame-window for triggering the Double Jump from the Vault
  • whether the Double Jump can be canceled into another skill
  • whether the Double Jump deals any damage to the enemy you launch off
  • whether all three protagonists (Kliff, Oongka, Damiane) get the same chain

The most reasonable read of "leaping off the enemy" is that it is a movement option, not a damage move, but Pearl Abyss does not say so explicitly.

FAQ

Do I need to unlock the Double Jump?

Pearl Abyss does not list it as a skill node in the 1.05.00 patch note. The language describes it as a follow-up to an existing input, not a new unlock.

Can I Double Jump off any enemy?

Pearl Abyss says "leaping off the enemy" without restricting it by enemy type in the patch note. Practical limits (size, hitbox, behavior) will likely vary in play; we will update this guide once Pearl Abyss or testing confirms exceptions.

Is the Double Jump a new attack?

The patch note language describes it as a leap, not as an attack. Treat it as repositioning until proven otherwise.

Does it interact with the Roll mechanic?

Pearl Abyss does not mention any interaction between the Vault chain and Roll. They appear to be separate flows.

Conclusion

The new Vault → Double Jump chain in patch 1.05.00 is a small but useful expansion of the close-range moveset. It gives you a clean way to end a combo on top of an enemy and exit upward, and it pairs naturally with the patch's guard buff and the boss-fight fixes for ranged builds.

What to read next

  • Crimson Desert Patch 1.05.00 Explained
  • Crimson Desert Boss Rematch System Live Explained
  • Crimson Desert Guard Damage Reduction Buff in 1.05.00
  • Crimson Desert Dynamic Multi-Frame Generation RTX 50 Guide

Research Notes / Sources

  • Pearl Abyss, Patch Notes Version 1.05.00, published May 2, 2026: https://crimsondesert.pearlabyss.com/en-us/News/Notice/Detail?_boardNo=88
  • Last checked: May 2, 2026.
All Guides

Author

avatar for Crimson Desert HQ
Crimson Desert HQ

Categories

  • Skills & Builds

Table of Contents

Quick answerHow the new input chain worksWhen this actually helps youDisengage at the end of a comboRepositioning around a bossPressing advantage on a staggered bossVault and Double Jump versus rollingIs this a buff to the Vault skill specifically?How this fits with the Force Current nerfHow this fits with the guard buffWhat is not stated in the patch noteFAQDo I need to unlock the Double Jump?Can I Double Jump off any enemy?Is the Double Jump a new attack?Does it interact with the Roll mechanic?ConclusionWhat to read nextResearch Notes / Sources

More Guides

Crimson Desert FSR 4 Rain Bug Status After Patch 1.01.00
News

Crimson Desert FSR 4 Rain Bug Status After Patch 1.01.00

Patch 1.01.00 improves some rendering systems in Crimson Desert, but it does not clearly confirm that the known FSR 4 rainy-scene bug is fixed. Here is the current official status.

avatar for Crimson Desert HQ
Crimson Desert HQ
2026/03/29
Crimson Desert Boss AI Revival Change in Patch 1.01.00: No More Instant Attacks After Death
Boss Guide

Crimson Desert Boss AI Revival Change in Patch 1.01.00: No More Instant Attacks After Death

Patch 1.01.00 reduced how often bosses and enemies attack you the instant you revive after death. Here is what changed, which fights benefit most, and the still-active Gregor boss revival bug.

avatar for Crimson Desert HQ
Crimson Desert HQ
2026/03/30
Crimson Desert Abyss Artifacts Guide — How to Find, Use, and Upgrade Them
Skills & Builds

Crimson Desert Abyss Artifacts Guide — How to Find, Use, and Upgrade Them

Complete guide to Abyss Artifacts in Crimson Desert, including all 6 ways to obtain them, the skill tree system, Abyss Cores, and how Sealed Artifacts work.

avatar for Naira
Naira
2026/03/22

Newsletter

Join the community

Subscribe to our newsletter for the latest news and updates

LogoCrimson Desert HQ

Your ultimate resource for Crimson Desert guides, strategies, and game databases.

Contact us
Database
  • Boss Guides
  • Weapon Database
  • Mounts
  • Builds
Support
  • Beginner Guide
  • System Requirements
  • About
Legal
  • Cookie Policy
  • Privacy Policy
  • Terms of Service
© 2026 Crimson Desert HQ. Fan-made. Not affiliated with Pearl Abyss.