Editing Juggling

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|series=y}}
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
[[File:SSB64 Yoshi Combo.gif|thumb|{{Sm|Isai}} ({{SSB|Yoshi}}) does a juggling combo on {{Sm|S2J}} ({{SSB|Fox}}) in ''Smash 64'', ending with a [[meteor smash]]]]
{{move|Juggling|Theoretically this is what you would call such a technique.}}
'''Juggling''' is a type of [[combo]] that involves repeatedly hitting someone into the air without letting them recover or hit the ground. The name comes from the motion of the victim vaguely resembling the motion that objects make when juggled.
{{stub}}
{{image}}
'''Juggle''' is a term for using a combo to repeatedly hit someone in the air without letting them recover or hit the ground. The name comes from the fact that it vaguely resembles the motion that objects make when juggled.


In video games, juggling originated with ''Mortal Kombat''. In the fighting games that came before, airborne enemies were usually immune to attacks.  
The most common way to juggle is using continuously Up Tilts, but Up aerials can also be used, especially for air juggling. This is an effective technique to rack up the opponent's damage. But as damage increases, juggling becomes naturally harder, since the opponent starts flying farther, eventually putting an end to the juggle.


The most common way to juggle is by continuously using [[up tilt]]s, but [[up aerial]]s can also be used, especially for air juggling. This is an effective technique to damage opponents that have poor means of protecting themselves from below. Juggling becomes harder as damage increases since the opponent experiences greater [[knockback]], allowing more opportunities for escape or retaliation.
A character's vulnerability to juggling depends on their size and falling speed as well as the juggling situation. Naturally, the larger and heavier a character, the more vulnerable they are to juggling. [[Fast faller|Fast fallers]] tend to be more vulnerable to ground juggles such as Fox's u-tilt juggle since their fast falling speed keeps them in the u-tilts reach. [[Floaty]] characters tend to be more vulnerable to air juggles such as Meta knight's uair juggle since they take longer to fall back to the ground, giving them more time in the air which leaves them vulnerable to more air attacks. As such, fast fallers are less vulnerable to air juggles since their falling speed causes them to stay in the air less, making them more difficult to follow up aerial attacks on. Floaty characters are less vulnerable to ground juggles since their slow falling speed causes the u-tilt to push them away from the juggling character.


A [[character]]'s vulnerability to juggling depends on several factors. Size, [[weight]], [[falling speed]], [[gravity]], and [[hitstun]] may all play a role in determining how successful juggling might be. Higher values of these attributes generally allow the opponent to be juggled longer while lower values generally makes escape or retaliation from juggling easier. This is not completely true in the air, however, because a lower gravity and falling speed means the victim spends more time in the air.
Some characters, like Mewtwo, have ways to escape juggles ([[Teleport]], in its case). Air dodging is especially effective, as are momentum-changing aerials. Some characters have a [[Stall-Then-Fall]] move that can be used to counter juggling. Using a counterattack such as Marth or Ike's [[Counter]] works as well. Having fast [[Down aerial|down aerials]] with large hitboxes are also useful for stopping juggles. Kirby's [[Stone]] is another useful way to avoid juggling, as it gives him temporary invincibility while he is in his stone state. It also has very powerful vertical knockback, which can KO a careless juggler.
 
Certain characters can close off stocks through the use of juggling and recovery moves, such as [[Dolphin Slash]] and [[Boost Kick]], by using aerial attacks to push them to the upper [[blast line]] and then using the move, knocking them above the blast line and KOing them.
 
General ways to escape juggling include effective [[DI]] and [[air dodging]]. [[Momentum cancelling]]/altering aerials and specials as well as [[stall-then-fall]] moves are also useful in aiding escape. Some moves have unique effects that allow players to escape, such as Kirby's [[Stone]] or Mewtwo's [[Teleport]]. Characters that have a [[counterattack]] have a special resistance to juggling, as continuous attacks are required to sustain the combo.
{{AllGames|Techniques}}
{{AllGames|Techniques}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: