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This is primarily used to start or restart offense. Jump-ins usually have lots of frame advantage since you are canceling most of the air attack's recovery by landing. | This is primarily used to start or restart offense. Jump-ins usually have lots of frame advantage since you are canceling most of the air attack's recovery by landing. | ||
While a common time to do this is on [[Okizeme]], this isn't required - you just need to get the opponent to stand still long enough for you to jump at them without getting hit. | |||
==See Also== | ==See Also== |
Revision as of 00:20, 15 December 2018
A jump-in is the act of jumping towards a grounded opponent while sticking out an air attack.
Uses
This is primarily used to start or restart offense. Jump-ins usually have lots of frame advantage since you are canceling most of the air attack's recovery by landing.
While a common time to do this is on Okizeme, this isn't required - you just need to get the opponent to stand still long enough for you to jump at them without getting hit.
See Also