Editing Juggling

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
[[Category:Mechanics]]
Juggling is a mechanic in fighting games that refers to the ability to hit an airborne opponent who is falling. To prevent infinite combos, a juggle system (often referred to as a "juggle limiter") is implemented. M.U.G.E.N provides an implementation for a juggle system through use of "juggling points," but it's known to not work properly and generally not do what the programmer expects it to. Combined with the fact that there is no one-size-fits-all juggling solution, creators usually opt to forego M.U.G.E.N's juggle system entirely and implement it on their own.
Juggling is a mechanic in fighting games that refers to the ability to hit an airborne opponent who is falling. To prevent infinite combos, a juggle system (often referred to as a "juggle limiter") is implemented. M.U.G.E.N provides an implementation for a juggle system through use of "juggling points," but it's known to not work properly and generally not do what the programmer expects it to. Combined with the fact that there is no one-size-fits-all juggling solution, creators usually opt to forego M.U.G.E.N's juggle system entirely and implement it on their own.


Line 13: Line 12:
As the snippet implies, this disabled M.U.G.E.N's juggle checking entirely, meaning that the enemy can be hit at any moment in the air. After this, it is up to the programmer to decide the juggling rules for their system. As mentioned before, there is no universal solution; BlazBlue handles juggling differently from King of Fighters 98, and so on.
As the snippet implies, this disabled M.U.G.E.N's juggle checking entirely, meaning that the enemy can be hit at any moment in the air. After this, it is up to the programmer to decide the juggling rules for their system. As mentioned before, there is no universal solution; BlazBlue handles juggling differently from King of Fighters 98, and so on.


In the majority of systems, players who are in the recovery animation (5040) can never be juggled. However, some fighters do allow for this, so <b>outside of a full game, do not override the air recovery state to be invincible. It's considered rude to break other people's systems, and only complicates things for the developer as they try to search for a solution to a problem they didn't create.</b>
In the majority of systems, players who are in the recovery animation (5040) can never be juggled. However, some fighters do allow for this, so outside of a full game, do not override the air recovery state to be invincible. It's considered rude to break other people's systems, and only complicates things for the developer as they try to search for a solution to a problem they didn't create.


=Limiting Metrics for Juggling=
=Limiting Metrics for Juggling=

Please note that all contributions to mugen-net may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Mugen-net:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)