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Juggling: Difference between revisions

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(there is a gif that perfectly demonstrates juggling, video tag removed)
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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 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 victim vaguely resembling 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 motion of victim vaguely resembling the motion that objects make when juggled.

Revision as of 14:01, September 23, 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 motion of victim vaguely resembling the motion that objects make when juggled.

The most common way to juggle is continuously using up tilts, but up aerials 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 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.