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๐Ÿ”คHow to jump โ€“ the basics

Start

We always have 15 seconds from the moment the green light turns on to start the jump (when the light is flashing, there are 10 seconds left). After this time, disqualification occurs. To effectively push off the starting beam, press any mouse button or touch the phone screen.

Take-off

After starting the descent, when we are approaching the end of the inrun, we need to take off appropriately. To do this, we press both mouse buttons at the same time or touch the phone screen with two thumbs. Correct take-off is one of the most important elements of a jump, the best moment of take-off may be different on each hill and this requires, above all, intuition and training.

Flight

Immediately after taking off and starting the flight, you should lean appropriately, preferably placing the jumper "between the skis". To correct the position in flight, we move the mouse up and down or tilt the phone (or move with our thumbs, if we have set this method of controlling the jumper).

Landing

When we are approaching the end of the flight, we need to land at the right moment. We can do this with one mouse button (or by touching the phone screen with our thumb), thanks to which we will land the so-called telemark and we will receive higher judges' notes for style. You can also perform a partial telemark by pressing one mouse button first and then the other (in any order; the longer the time between clicks, the wider the telemark).

If we don't care about points or we are flying very far, it is better to land on two feet by pressing both mouse buttons at the same time or by touching the smartphone screen with two thumbs. In this way, we can maximize the distance obtained while minimizing the risk of falling. It is also worth tilting the jumper just before landing by moving the mouse "up" or tilting the phone, which can also help you land effectively, especially on the Italy K230 hill.