Super Smash Bros. series

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'''Juggle''' is a term for 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.
{{ArticleIcons|series=y}}
[[File:SSB64 Yoshi Combo.gif|thumb|{{Sm|Isai}} ({{SSB|Yoshi}}) does a juggling combo on {{Sm|S2J}} ({{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 the victim vaguely resembling 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 a good tecnique to raise the oponnent's damage meter, however as damage increases juggling becomes harder, since the oponnent starts flying farther.
In video games, juggling originated with ''Mortal Kombat''. In the fighting games that came before, air-born enemies were usually immune to attacks.  


[[Floaty|Floatiness]] is a disadvantage.  If the opponent is good at juggling (i.e. [[Marth]], [[Mario]], [[Luigi]]) then since it's hard to hit the ground due to slow falling speed, you are more easily juggled (i.e. [[Jigglypuff]],  [[Mewtwo]], [[Lucas]]).  However, if you have fast falling speed (i.e. [[Falco]], [[Fox]], [[Captain Falcon]]), then you are much less easily juggled.  Medium-slow and Medium-fast fallers are also rather hard to juggle.
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.


[[Category: Techniques]]
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.
 
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.
 
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.
{{AllGames|Techniques}}

Latest revision as of 18:21, February 12, 2021

A Yoshi combo in Super Smash Bros.
Isai (Yoshi) does a juggling combo on S2J (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 the victim vaguely resembling the motion that objects make when juggled.

In video games, juggling originated with Mortal Kombat. In the fighting games that came before, air-born enemies were usually immune to attacks.

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.

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.

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.