◆ When to use it
The match situation that makes this worth the boost cost.
Any aerial above 18 ft. The bigger the height, the more the boost-cost of a slow aerial compounds.
Reach top speed before leaving the ground by chaining jump → boost → jump.
Any aerial above 18 ft. The bigger the height, the more the boost-cost of a slow aerial compounds.
Second jump triggered after the boost line is already established — the boost trajectory locks before the jump adds vertical, costing ~20% of the height gain.
Free-play. Land 50 fast aerials from a stationary kickoff position. Switch to 50 from a rolling start. Repeat until the second jump is automatic.
The engine identifies the possessions where this mechanic would have raised your Threat. No guessing.