(→Uses) |
No edit summary |
||
Line 4: | Line 4: | ||
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