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Silksong double jump: gain height with air dash and pogo chains

Silksong’s Faydown Cloak grants a real double jump. Here’s how to combine it with Swift Step’s air dash and Needle pogo chains for extra height and distance.
Length5 min Posted Quest giverVGSources Team
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Hollow Knight: Silksong does have a true double jump. Hornet gains it from the Faydown Cloak, acquired at the summit of Mount Fay. Before then, use Swift Step, wall-jumps, gliding and Needle bounces to reach higher or farther platforms. The air dash adds horizontal distance; it does not provide vertical lift by itself.

The movement abilities you need

Silksong’s aerial movement is built around several separate abilities:

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  • Faydown Cloak: grants a second jump while Hornet is airborne. It also replaces the earlier cloak and protects against Mount Fay’s freezing temperatures, but not damage from icy water.
  • Swift Step: provides ground sprinting, ground dashes and one air dash during an airtime. It is acquired in Deep Docks.
  • Cling Grip: lets Hornet cling to walls and wall-jump.
  • Drifter’s Cloak: provides aerial gliding.
  • Needle bouncing, or pogoing: a downward Needle attack that rebounds Hornet from valid enemies and environmental objects.

These abilities are separate. In particular, Swift Step is not only a ground dash, and an air dash should not be treated as a substitute for a jump.

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Controls: use the action names

Silksong’s controls can be remapped, so use the in-game action names rather than relying on a specific key or button. The default controls are:

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JUMP Z A Cross B
ATTACK X X Square Y
SPRINT C RT R2 ZR
HARPOON S LT L2 ZL

See the Silksong controls reference if your layout differs.

How to use the air dash for distance

With Swift Step, sprint before leaving the ground:

Hold SPRINT → JUMP → air dash

A sprint jump carries more forward momentum and travels farther than a normal jump. Once airborne, tap SPRINT again to perform Swift Step’s air dash. The air dash can be used once during the same airtime and is most useful for crossing a gap or correcting Hornet’s horizontal position.

The dash does not inherently make Hornet rise. If you need more height, use the Faydown jump, a wall-jump, a wind updraft or a successful pogo rebound. Swift Step’s movement functions are documented on its ability page.

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The maximum-distance sequence after Faydown Cloak

Once Hornet has Faydown Cloak, combine the abilities in this order when both height and distance matter:

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SPRINT → JUMP → second JUMP → air dash

The second JUMP is Faydown Cloak’s genuine mid-air jump. It is not a reset of the original jump. The air dash remains a separate action and can still be used once during that airtime.

Use the second jump before the dash when gaining height is the priority. Use the dash earlier when you first need to reach a distant target or correct your horizontal approach.

How to pogo for vertical lift

To perform a pogo, press the downward direction and ATTACK while airborne:

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While airborne: hold DOWN + press ATTACK

Hornet performs a downward Needle attack. If the Needle hits a valid enemy or environmental object, Hornet rebounds upward. A normal airborne attack without DOWN is not a pogo.

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A basic chain looks like this:

JUMP → DOWN + ATTACK → rebound → reposition → DOWN + ATTACK
  1. Jump toward the first target.
  2. Hold DOWN before pressing ATTACK.
  3. Connect with the target while descending.
  4. Change direction after the rebound and aim for the next target.
  5. Repeat the downward attack before losing the necessary height.

Suitable targets can include particular enemies and environmental objects such as flowers or balloons, but not every surface, tool, projectile, platform or hazard has a bounceable collider. The pogo guide from GamesRadar and the beginner’s guide describe the input and the basic technique.

Combining air dash and pogo

When a target is beyond the reach of an ordinary jump but a pogo object is available near the far side, use:

SPRINT → JUMP → air dash → DOWN + ATTACK → pogo rebound

The dash supplies horizontal reach or a mid-air correction. The successful Needle bounce then supplies the upward rebound.

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After obtaining Faydown Cloak, a longer route is possible:

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SPRINT → JUMP → second JUMP → air dash → DOWN + ATTACK → pogo

Choose the order according to the obstacle. Spend the second jump early for extra height, or preserve the jump while using the dash to reach a distant pogo target. Do not expect the dash itself to restore altitude.

Why pogo chains can give you another jump

Faydown Cloak’s extra jump is refreshed by specific events. It becomes available again after:

  • Landing on the ground.
  • Clinging to a wall.
  • Successfully Needle Bouncing.
  • Successfully hitting a hoop or other bounceable object with Clawline.
  • Using a wind updraft.

This is why a well-executed pogo chain can appear to give Hornet multiple double jumps. Each successful bounce refreshes the Faydown jump. A normal air dash does not refresh it.

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Common reasons the sequence fails

ATTACK was pressed without DOWN

A side attack is not a pogo. Hold DOWN first, then press ATTACK while Hornet is above the target.

The object is not bounceable

Visual proximity is not enough. If the target has no valid pogo collider, the Needle will not produce a rebound. Try a confirmed enemy or environmental bounce object instead.

The attack missed the effective hitbox

Silksong’s air dive is directional. Start the downward attack while Hornet is clearly above the target and aim toward its center, especially against moving enemies. Approaching from the side or attacking too late can produce a miss.

You expected the air dash to create height

The air dash is primarily horizontal. Save the Faydown jump for vertical gain, or route through a wall, updraft or valid pogo target.

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The Faydown jump was already spent

After using the extra jump, Hornet must land, cling to a wall, hit a valid bounce target, connect with a qualifying Clawline target or use an updraft to refresh it. Missing the next target can leave no recovery option.

Outdated Faydown and sequence-breaking advice

Early versions allowed a DOWN + JUMP input after obtaining Faydown Cloak to override the double jump and use the glide or float behavior instead. Patch 1.0.28497 removed that float override, so guides recommending it are outdated.

Patch 1.0.28891 also fixed rare cases in which Hornet could air dash or double jump when the game did not intend to allow it. Patch 1.0.30000, the latest official Steam patch listed as of March 15, 2026, fixed certain tools that could unintentionally be down-bounced and included additional collision and out-of-bounds fixes. It also allowed Silk Soar through top scene exits. Check the official Steam patch list when evaluating older sequence-breaking videos.

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Quick movement checklist

  • Need distance from the ground? Sprint before jumping.
  • Need horizontal correction? Use Swift Step’s air dash.
  • Need vertical gain? Use Faydown Cloak, a wall-jump, an updraft or a pogo.
  • Need to pogo? Press DOWN + ATTACK while descending.
  • Need another Faydown jump? Successfully bounce, wall-cling, land or use an updraft.
  • Using a video guide? Check whether it predates patches 1.0.28497, 1.0.28891 or 1.0.30000.

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