Jigglypuff (SSBU)/Down special

Overview
Falls asleep, dealing very high vertical knockback to anyone directly touching Jigglypuff. Failing to connect the move will result in Jigglypuff being completely inactionable and wide open to a punish from close-by opponents for a few seconds, however uniquely to Super Smash Bros. Ultimate, successfully landing Rest allows Jigglypuff to act again much sooner, as soon as it opens its eyes. Aside from possessing extreme knockback, Rest's hitbox comes out on frame 2 and possesses full intangibility from frames 1-27. These properties allow it to be used as a combo breaker, however due to its high end-lag, using it in this manner is a very risky endeavour.

Rest is most frequently seen as a finisher for some of Jigglypuff's combos, most notably being a potent finisher after landing a fast fall up aerial at low-mid percents. Other routes into Rest exist such as with the late hitbox of forward aerial or "Drill Rest", where Jigglypuff drags the opponent down via down aerial before using Rest upon touching the ground. Landing Rest off these do require some precision from the Jigglypuff player, as mistiming the Rest, or reading the opponents directional influence incorrectly could result in heavy punishment for Jigglypuff.

Overall, Rest is one of Jigglypuff's most important moves in its punish game. Though the Jigglypuff player has to be somewhat precise with its timing and spacing, its ability to be comboed into and its extreme knockback allowing it to steal early stocks off one mistake from the opponent makes this a very feared move, especially for lightweight characters.

Hitboxes
Landing a hit triggers a Special Zoom.


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Timing
Jostling is disabled during frames 1-4.

!Hit !Missed !Intangibility