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Rest does not have the same knockback, in fact its changed completely. Not that hard to miss either. 18:57, 10 March 2008 (UTC)

get some sources, and you're free to add a Brawl section to the article to reflect those changes. FyreNWater - (TalkContributions ) 20:05, 10 March 2008 (UTC)

Does rest still come out in 1 frame? And can it actually be verified without Debug mode? annoying1359 01:54, 18 March 2008 (UTC)

--Phayz (talk) 18:58, 21 February 2009 (UTC)HOW MANY FRAMES???

i believed it comes out in 1 frame, not 2. It says one frame on the Jigglypuff (SSBB) page, so I've changed it back to that.

Phayz (talk) 18:58, 21 February 2009 (UTC)

Is having the "known variations" part of the Customization section still necessary? the game has been out for almost 6 months and I'm pretty sure we know all the custom moves now.


This article isn't very balanced. It acts like rest is a perfect move when actually it is hard to perform correctly and if not then you are very vunerable to attacks such as Ganon's reverse warlock punch. 19:10, November 22, 2009 (UTC)

Request to Remove Clean Up Tag[edit]

I do not wish to sound boastful or to brag, but I believe this page is significantally better organized now. The cleanup tag, I believe, can be removed now. However if anyone disagress please do refute my claims here, I would like to know how I can do a better job. MtnDewholic (aka "Dewie") 15:09, 4 July 2011 (EDT)

Rest in SSB4[edit]

I watched one of the livestreams from when the game was released early, and I caught Jigglypuff using Rest, seemingly with larger range. I wanted to add this to the template showing the moves, but how do I do it? I apologize if this sounds really dumb. I'm new here. Bulbaboy (talk) 00:25, 13 September 2014 (EDT)

Vertical knockback and Rest[edit]

As of Toomai's reversion, the article states that the vertical knockback weakens Rest's KO potential. The problem with that is that while fall speed does improve vertical survivability, vertical knockback is typically more reliable, as it doesn't get significantly weakened if you are further from the edge. Additionally, using Rest offstage to get closer to the side blast zone will result in an SD if the opponent is on their last stock, but using it from high up in SSB4 for the same effect will not if you are still on stage. Alex the Jigglypuff trainer 06:54, 13 July 2018 (EDT)

Part of the problem there is that effectiveness is ultimately determined by whether it KOs or not, and while vertical knockback may seem reliable, it's largely influenced by how much damage the target has taken over position, something that any other angle doesn't have to worry about too much, but that also inserts a load of variables. Ultimately, both forms have their pros and cons. Vertical knockback generates more consistent KOs, but horizontal has the benefit of takedowns when closer to the blast lines, which adds potential for earlier KOs. Black Vulpine of the Furry Nation. Furries make the internets go! :3 07:04, 13 July 2018 (EDT)