Jump-in: Difference between revisions

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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.
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. Canceling your [[Blockstring]] into a jump-in is a common tactic, as is using an assist for cover.


==See Also==
==See Also==

Revision as of 00:28, 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. Canceling your Blockstring into a jump-in is a common tactic, as is using an assist for cover.

See Also