If a game has a double jump it will need to note that the double jump has happened. If it has then it will not respond again when you press jump.
As this is likely just a simple value in memory somewhere it is a prime candidate for a cheat to hold it at not happened/no jumps and you to go to the moon/jump as many times as you press jump. Somewhat more controllable than jumping hundreds of times higher too.
Such things are a bit harder to find doing the classic infinite health/ammo type search but if you have a changed, not changed search option you can call up while you are still in the air you can get it done easily enough.
After that it gets tricky.
First the jump may not be an actual translation but just an animation. Tends to be more for games where you quite literally press a button to climb a wall but I have been surprised in the past.
Second coordinate systems are a nightmare. I don't know the wii u setup but generally you would be right in assuming the camera/player just moves through the world. Some games though will move the world around the player. Other times you have parent/child coordinate systems to consider. Even more fun is if the game has stats play into jump height, though at the same time if it does you might find yourself with an easy way to create a silly multiplier or addition value.
If I am not doing full bore assembly analysis/tracing of a game (you can sit there and try cute little tricks but if you have something that halts the game when you press A and tells you this thing just read that value and is going to do something next then that is far nicer) then it might be easier to find the other coordinates you can change by running around and then hoping the one you are missing is somewhere obvious relative to it (while it could be somewhat random most coders in practice will either put the x,y,z and such values together in one little matrix for each model involved or pull all the x, all the y, all the z... together in their own little matrices and go accordingly).