In fighting games, Juggling is the act of comboing an opponent so as to leave him helpless in the air, susceptible to continuous attacks in a helpless state.
Juggling commonly starts with a move that hits the opponent in the air, such as a launcher in the Marvel vs. Capcom games. The rest involves keeping the opponent in this aerial state by using grounded attacks. In some games such as the Street Fighter games, only certain attacks will be allowed to hit opponents during this juggle state. In the Marvel vs. Capcom games, as well as others, juggling the opponent while both characters are airborne is known as an Aerial Rave.
Since juggling can frequently lead to Infinite Combos, M.U.G.E.N provides an internal system to prevent such infinites from occuring. However, most authors prefer to implement their own juggling system in their characters to give more control and flexibility, especially when aiming for accuracy.
M.U.G.E.N's Default Juggle Point System
In this system, every character has a parameter known as:
specified very close to the start of the character file. This denotes the maximum number of juggle points that the character can deal to its opponent, beyond which the opponent will become invincible as he falls, ending the combo. The default is 15.
Every HitDef or projectile can also have the following parameter:
which takes an integer value and defaults to zero. This value of juggle points is added when the attack hitbox or projectile connects.
This allows the length of combos to be controlled and helps ensure that certain moves cannot be followed up from. It is also a means of stopping potential infinites.