Plan where the jump ends

To land jumps in SKI, choose visible ground before takeoff and include the next turn in that choice. Start with a plain jump, observe where you touch down, and repeat the same approach before adding a trick. A landing is useful when you can continue the descent afterward.

Often, the harder decision comes after you land. You reach the snow, but an obstacle arrives immediately and forces an unplanned turn. Review how the jump carries you from one course section into the next. Keep watching after the skis touch down.

This guide focuses on landing practice. Use the jump timing guide if you are still deciding when to take off; use this page to choose a landing target and compare what happens at the end of the jump.

Choose landing space with an exit

Look beyond the nearest patch of snow. Find enough visible ground to understand where you will go next, then choose the approach that lets you study that connection. Leave a blind or unfamiliar landing for a route-learning attempt rather than a complicated trick chain.

Landing checkQuestion to answer before takeoff
Visible groundCan I identify where this jump is meant to end?
Nearby obstaclesWhat will require a decision immediately after touching down?
Exit directionWhich way do I need to continue into the next section?
Practice goalAm I learning this landing or testing a trick I already know?

These checks are a coaching routine, not collision rules or a guarantee that every jump will succeed. The course in front of you supplies the actual terrain. Read it again when you change mountains or the server owner changes settings.

Make a plain jump your baseline

Use the documented jump input: Space on keyboard or A on controller. On mobile, use the visible jump button with an ordinary press. The official control list also lists separate trick inputs; keep those out of your first landing test.

Take the same approach through a recognizable section. After landing, continue far enough to see whether the exit choice works. If the jump succeeds but the next obstacle catches you, review the exit as well as the touchdown point.

Repeat before drawing a conclusion. A single clean jump can show you an option to test, but a second attempt helps establish whether you understand the connection. Keep the camera and device consistent so the comparison is about the jump.

Find the first part that breaks down

Review failures in order. An approach mistake happens before a landing mistake, so address the earliest problem you can identify. This keeps you from changing an airborne input to compensate for a takeoff you never intended.

ResultNext practice task
You entered the jump without a targetChoose landing ground before the approach
Plain attempts end in different placesCompare the approach and takeoff reference
Touchdown works but the next turn failsChoose the exit direction earlier
A new trick disrupts a repeatable landingReturn to the plain baseline, then add one action

Describe what you saw without guessing a hidden physics calculation. “I took off from a different point” gives you something to test. “The game needs this exact speed” does not help unless you have actually established that requirement for the section.

Compare one adjustment at a time

Try a short set of plain jumps on the same course. For each attempt, note the approach line, the takeoff reference, the landing area, and whether you continued cleanly. Use simple descriptions you can recognize while playing.

If the landing misses your target, choose one adjustment for the next attempt. Keep the other decisions stable. You can test an earlier takeoff reference or a different approach line in separate attempts; changing both together hides which one mattered.

When the target and exit become repeatable, finish that drill and return to a full run. Practice the landing as part of your normal descent, so you can use it on the course as well as in the drill.

Add a trick without losing the landing goal

Add one known trick input to the plain jump and compare the result. Keyboard inputs include directional double-taps and Q/E; controller inputs include D-pad and X; mobile inputs include right-side swipes and holding or double-tapping jump.

Observe the action your input produces in the current game. Do not assign a named rotation to a key just from the control family. Then check the landing and exit again. If you cannot repeat them, remove the added action and confirm the baseline before trying another change.

The trick combinations guide explains how to separate individual inputs from a longer practice chain. Keep that work distinct from learning where a new jump ends.

FAQ

What is the main rule for landing jumps in SKI?

Choose the landing area and the next direction before takeoff. Test the whole connection with a plain jump before adding tricks.

Which jump input should I use for landing practice?

Use Space on keyboard, A on controller, or an ordinary press of the visible mobile jump button. Begin without the separate trick gestures or buttons.

Does touching the snow mean the jump is solved?

Check whether you can continue through the next section. A landing followed by an immediate emergency turn still needs an exit plan.

What should I do when tricks make the landing worse?

Return to the plain jump and confirm the approach still works. Add one action again after the landing and exit are repeatable.

Can I copy one landing target onto every mountain?

Choose a target from the course in your current session. Carry over the habit of checking ground and exits, then read the new terrain for the actual route.