juggle and Juggling (CNS) (Read 2744 times)

Started by Just No Point, October 01, 2015, 01:51:46 pm
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juggle and Juggling (CNS)
#1  October 01, 2015, 01:51:46 pm
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Part of the Statedef
The juggle parameter is useful only for attacks. It specifies how many points of juggling the move requires. If omitted for an attack, that attack will juggle if the previous attacking state successfully juggled. You should include the juggle parameter for all attacks. If an attack spans more than one state, include the juggle parameter only in the first state of that attack.

M.U.G.E.N allows for certain moves to "juggle", that is, to hit opponents who have been knocked into the air, or are lying down on the ground. The juggling system works this way: each person starts with a set number of juggle "points" on the first hit that makes them fall, typically 15.

Some quick terminology: when we say a player is "falling", then we mean he does not recover control in the air, and will fall onto the ground.

If a player is hit while he is in the falling in the air or lying down on the ground, then his juggle points will decrease by an amount depending on the attack. When an attack requires more juggle points than the opponent has left, then the attack will miss. Any move that causes the opponent to fall immediately subtracts its juggle points on the first hit.

For example, an attack that requires 7 juggle points could theoretically be used to juggle the opponent twice (assuming you started with 15 points), leaving the opponent with 1 point left. Subsequent such attacks will miss.

The reason for this juggle system is to prevent infinite combos in the air.
Last Edit: October 13, 2015, 08:00:25 pm by Odb718
Re: juggle and Juggling (CNS)
#2  April 04, 2016, 08:44:31 pm
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One thing to make note in regards to helpers is that they use their own juggle count.

I.E: if starting with 15 juggle points and P1's helper's attack connects that uses 7 juggles points, P1 will still have 15 juggle points while the helper will now be down to 8. The reverse is also true for P1's attacks not subtracting from a helper's juggle limit, so it is possible for scenarios where helper-based projectiles may continue to juggle even after P1 has expended all of his/her juggle points.
Re: juggle and Juggling (CNS)
#3  April 04, 2016, 08:50:20 pm
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With all of that said, it's best to set all juggle parameters to 0 and implement a custom juggling system. MUGEN's juggling system doesn't even work as it should in my experience.