Editing Jigglypuff (SSB)/Down special

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With all its power and ability to make any player think twice about some things, Rest has by far the most ending lag of any move in the game, leaving Jigglypuff utterly vulnerable and helpless for 220 frames (about 3.7 seconds). If the move doesn't hit the opponent during its single frame of damage, virtually any opponent will be able to set up any [[punish]] such as with a smash attack, any combo starter or another powerful move that is otherwise too slow to connect. The move's extreme lag also makes it a guaranteed [[self-destruct]] if used with no ground below and no teammates are around to hit Jigglypuff; as a result, successfully connecting with a midair Rest is considered flashy, especially if it ends a match.
With all its power and ability to make any player think twice about some things, Rest has by far the most ending lag of any move in the game, leaving Jigglypuff utterly vulnerable and helpless for 220 frames (about 3.7 seconds). If the move doesn't hit the opponent during its single frame of damage, virtually any opponent will be able to set up any [[punish]] such as with a smash attack, any combo starter or another powerful move that is otherwise too slow to connect. The move's extreme lag also makes it a guaranteed [[self-destruct]] if used with no ground below and no teammates are around to hit Jigglypuff; as a result, successfully connecting with a midair Rest is considered flashy, especially if it ends a match.


Rest includes 29 frames of intangibility at the start of the move. However, it is never worth using the move for the purpose of dodging an attack due to its extreme ending lag, which leaves Jigglypuff in a much more vulnerable position.  
Rest includes 29 frames of intangibility at the start of the move. However, it is never worth using the move for the purpose of dodging an attack, and in fact hurts Jigglypuff by preventing it from being hit and woken up too early.


The move was much weaker in the Japanese version as it only dealt 14% damage and had much lower knockback. It could not KO Mario at the center of Dream Land until 88%; making it even weaker than {{SSB|Kirby}}'s {{mvsub|Kirby|SSB|forward smash}}. The move was also nerfed in the PAL versions of the game as its hitbox was made smaller. This means that in order to land Rest, Jigglypuff has to be completely inside its opponent; which overall makes Rest harder to land.
The move was much weaker in the Japanese version as it only dealt 14% damage and had much lower knockback. It could not KO Mario at the center of Dream Land until 88%; making it even weaker than {{SSB|Kirby}}'s {{mvsub|Kirby|SSB|forward smash}}. The move was also nerfed in the PAL versions of the game as its hitbox was made smaller. This means that in order to land Rest, Jigglypuff has to be completely inside its opponent; which overall makes Rest harder to land.

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