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Juggling: Difference between revisions

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[[File:SSB64 Yoshi Combo.gif|thumb|{{Sm|Isai}} ({{SSB|Yoshi}}) does a juggling combo on {{Sm|Smoke2jointz}} ({{SSB|Fox}}) in ''Smash 64'', ending with a [[meteor smash]]]]
[[File:SSB64 Yoshi Combo.gif|thumb|{{Sm|Isai}} ({{SSB|Yoshi}}) does a juggling combo on {{Sm|Smoke2jointz}} ({{SSB|Fox}}) in ''Smash 64'', ending with a [[meteor smash]]]]
'''Juggling''' is the act of 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.
'''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 fact that the movement of the victim vaguely resembles the motion that objects make when juggled.


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 using continuously [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 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 spend 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.
General ways to escape juggling include effective [[direction influence]] and [[air dodging]]. [[Momentum cancelling]]/altering altering aerials and specials and [[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}}

Revision as of 09:11, August 30, 2013


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Isai (Yoshi) does a juggling combo on Smoke2jointz (Fox) in Smash 64, ending with a meteor smash

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 fact that the movement of the victim vaguely resembles the motion that objects make when juggled.

The most common way to juggle is using continuously [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 spend more time in the air.

General ways to escape juggling include effective direction influence and air dodging. Momentum cancelling/altering altering aerials and specials and 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.