A tool-assisted demonstration of the opener on Pawn Final. The aggressive wallhit at the start (introduced by Yazzo) will make the Wind Walker catch up very quickly. The optimal bump (450+ km/h) is still a bit of a mystery. The JV needs to be hit at just the right spot for it to work. You can influence your luck by experimenting with the shoulder buttons before the hit, tapping them for example. Also the way JV is positioned compared to WW plays a role. If both machines are perfectly in line then the chances of a good bump are low. If either of the machines are in a bit of an imbalance then the ideal bump is more likely to occur. The actual new thing is how the jump is taken. Instead of driving more or less straight into the dash-plate, the better way is to go for a more harsh drift so JV will enter it sideways. The jump itself will be similar to the JDT jump on Q1 with that one blast turn at the lift off. There won't be any extra speed loss in midair even with the extreme angle of the machine. This can save up to 0"20 over the normal way of doing it.