BCZ Jumping
Time a jump with an incoming hit to help hold your ground. Jump early and you risk taking more knockback.
Jump as the hit arrives.
A sprint jump gives a brief forward burst right at takeoff. BCZ jumping tries to line up that burst with the opponent’s hit. Moving into the hit at that moment can mean less push backward. The hit can still lift you upward.
Same hit. Three jump timings.
Both players run toward each other. Watch how much ground blue loses after the hit.
Click here to use keys · Space: play / pause · → or .: step
Timing is the risk.
- Near the hit: the takeoff burst may help you hold ground.
- Too early: you are already in the air when hit and can be pushed farther back and higher.
- Too late: no jump goes through before the hit. It looks like the grounded case.
Run toward them, read the next hit, and tap jump near contact. Do not wait for your own red damage flash; that can already be too late.
You need to hold your spot in Sumo.
Both players run in. Try one jump with their incoming hit, then keep aiming and moving toward them. Judge the ground you lost, not how high you went.
TRY THIS IN GAME: Compare grounded, early, near-hit and late attempts against the same opener. Keep the angle and server the same.
The amount of knockback varies. This is not a promise of zero knockback, and landing alone does not give a new takeoff burst.
Mechanics & sources
Take this into your next fight.
Try the technique in-game, then come back when you’re ready.