Description
Rejump is a sophisticated technique used in fighting games to extend combos by interrupting an initial jump with a subsequent one, allowing the player to continue attacking their opponent while airborne. Mastering rejumps requires precise timing and a deep understanding of the game's mechanics. This technique is often used to maximize damage, keep opponents off-balance, and maintain offensive pressure. While it can be challenging to execute, successful rejumps can significantly turn the tide of a match, showcasing a player's skill and strategy. Rejumps are particularly prevalent in games with intricate air-combo systems, such as Marvel vs. Capcom or Dragon Ball FighterZ. In these games, rejumping can be the difference between a standard combo and a game-changing maneuver.
Examples
- In Dragon Ball FighterZ, a player using Goku can start a combo on the ground, launch the opponent into the air, and then perform a rejump to continue hitting the opponent with aerial attacks, extending the combo and maximizing damage.
- In Marvel vs. Capcom 3, a player might use Magneto to initiate a combo, jump to follow the opponent into the air, and then rejump to continue the combo, keeping the opponent airborne and unable to counterattack, creating a seamless and extended sequence of hits.
Additional Information
- Rejumping often requires practice and muscle memory to execute consistently in a high-pressure match environment.
- While rejumps can be powerful, they also carry the risk of dropping the combo if the timing is not perfect, which can leave the player vulnerable to counterattacks.