Juggle

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. This provides for more effective combos than on the ground, where the opponent may be able to use certain moves or activate superarmor/pushback to break out of the combo.

Juggling commonly starts with a launcher move that hits the opponent in the air. The rest is down to the character's aerial melee, which usually has a clear finisher move which is impossible to follow up from and slams the opponent away.

Since juggling can frequently lead to Infinite Combos, M.U.G.E.N provides an internal system to prevent such infinites from occuring.

M.U.G.E.N Juggle Point System
In this system, every character has a parameter known as: airjuggle 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: air.juggle 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.