Editing Juggling

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In video games, juggling originated with ''Mortal Kombat''. In the fighting games that came before, airborne enemies were usually immune to attacks.  
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 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.
The most common way to juggle is 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 for 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 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.
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 spend more time in the air.


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.  
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.  

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