
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:
- mid-attack, press
Jumponce → standardVault - during the Vault's activation window, press
Jumpagain →Double Jumpoff 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 Currentmobility reducedVaultmobility extended via the newDouble Jumpfollow-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.
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