186
edits
m (Redundant use of altering - IT'S THE FINAL COUNTDOWN, DA DA DA DUN, DA DA DA DA DUN) |
m (Link fixing) |
||
Line 4: | Line 4: | ||
{{video}} | {{video}} | ||
[[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 | '''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 for 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 spend 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. |
edits