Editing Rollout

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{{CustomSet|Jigglypuff|Neutral|name1=Rollout|desc1-ntsc=A rolling attack that can be charged to achieve incredible speeds.|desc1-pal=A rolling attack that travels across the ground. Charge it up to achieve incredible speeds.|name2=Relentless Rollout|desc2=An unstoppable rolling attack that keeps going even after bumping into enemies.|name3=Raging Rollout|desc3-ntsc=A rolling attack that can't be turned around. When fully charged, it has serious power.|desc3-pal=A rolling attack that can't be turned around - but when fully charged, it boasts serious power.}}
{{CustomSet|Jigglypuff|Neutral|name1=Rollout|desc1-ntsc=A rolling attack that can be charged to achieve incredible speeds.|desc1-pal=A rolling attack that travels across the ground. Charge it up to achieve incredible speeds.|name2=Relentless Rollout|desc2=An unstoppable rolling attack that keeps going even after bumping into enemies.|name3=Raging Rollout|desc3-ntsc=A rolling attack that can't be turned around. When fully charged, it has serious power.|desc3-pal=A rolling attack that can't be turned around - but when fully charged, it boasts serious power.}}
# '''Rollout''': Default.
# '''Rollout''': Default.
# '''Relentless Rollout''': Rollout has a higher minimum speed (though also requires a higher speed for the hitbox to be active). The move does not end if it touches someone, instead passing through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Jigglypuff can hit the opponent about 4 to 6 times, depending on the opponent's size. This move's duration is longer than the standard variation. Because of its quick speed, it is slightly easier to fall off the stage and self-destruct. In contrast, due to not stopping when it hits an opponent, it is significantly more useful for recovery, as Jigglypuff will not fall to its death if it hits an opponent. However it also lacks the ability to kill due to its multi-hit property, is punishable even if it hits due to dealing little knockback, and has a smaller hitbox, giving it an even larger negative disjoint and allowing virtually anything to beat the move out.
# '''Relentless Rollout''': Rollout travels faster and covers more distance. The move does not end if it touches someone, instead passing through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Jigglypuff can hit the opponent about 4 to 6 times, depending on the opponent's size. This move's duration is longer than the standard variation. Because of its quick speed, it is slightly easier to fall off the stage and self-destruct. In contrast, due to not stopping when it hits an opponent, it is significantly more useful for recovery, as Jigglypuff will not fall to its death if it hits an opponent. However it also lacks the ability to kill due to its multi-hit property.
# '''Raging Rollout''': This move takes four times as long to charge up. When executed, it is faster than Rollout if fully charged, and has considerable knockback, as well as being unblockable. However, the direction of the move cannot be changed, lasting much less time to compensate. It inflicts up to 23% damage when it hits, and can K.O. at 95%. Its long charge time and poor horizontal distance when not fully charged make it invalid as a recovery option. By extension, its inability to turn around drastically increases the chances of rolling off a stage and self-destructing. It also has more landing lag upon recoiling, leaving Jigglypuff completely exposed in free-for-alls and team battles.
# '''Raging Rollout''': This move takes more than double the time to charge up. When executed, it is faster than Rollout and has considerable knockback. However, the direction of the move cannot be changed. It inflicts up to 23% damage when it hits, and can K.O. at 95%. Its long recharge time and poor horizontal distance when not fully charged make it invalid as a recovery option. By extension, its inability to turn around drastically increases the chances of rolling off a stage and self-destructing.


==Origin==
==Origin==

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