Juggling: Difference between revisions
m (stub goes at the bottom) |
(Just a touch of grammar.) Tag: Mobile edit |
||
Line 4: | Line 4: | ||
'''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. | ||
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 | 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 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 | 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. | ||
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. | 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. | ||
{{stub}} | {{stub}} | ||
{{AllGames|Techniques}} | {{AllGames|Techniques}} |
Revision as of 07:17, July 23, 2014
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 by 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 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 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.
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.