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Rest: Difference between revisions

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(Moved manual description to the top of the page.)
(Not really interesting trivia, a lot other moves can cause 999% damage in that way)
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{{Cquote|''Rest puts Jigglypuff into a deep sleep, but at the instant it drops off, an intense energy force radiates out of the exact center of its body.''|cite=Jigglypuff's trophy description in ''Melee''}}
{{Cquote|''Rest puts Jigglypuff into a deep sleep, but at the instant it drops off, an intense energy force radiates out of the exact center of its body.''|cite=Jigglypuff's trophy description in ''Melee''}}
{{cquote|''Use it while touching a foe to unleash its hidden power.''|cite={{Forwiiu}}'s Quick Guide}}
{{cquote|''Use it while touching a foe to unleash its hidden power.''|cite={{Forwiiu}}'s Quick Guide}}
'''Rest''' ({{ja|ねむる|Nemuru}}, ''Sleep'') (named '''Sleep''' on the original ''[[Super Smash Bros.]]'' website) is [[Jigglypuff]]'s [[down special move]] in all four ''Smash'' games. Jigglypuff turns toward the screen and falls asleep for about 5 seconds. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a [[Ping]] sound being heard. This attack is known for having high [[knockback]], no startup lag, very small range, and a long vulnerability period. However, Jigglypuff gains invincibility for about 25 frames, approximately the time it takes to close its eyes.
'''Rest''' ({{ja|ねむる|Nemuru}}, ''Sleep'') (named '''Sleep''' on the original ''[[Super Smash Bros.]]'' website) is [[Jigglypuff]]'s [[down special move]] in all four ''Smash'' games. Jigglypuff turns toward the screen and falls asleep for about 5 seconds. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a [[ping]] sound being heard. This attack is known for having high [[knockback]], no startup lag (as it hits on frame 1), very small range, and a long vulnerability period. However, Jigglypuff gains invincibility for about 25 frames, approximately the time it takes to close its eyes.


In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', Rest was a powerful move that dealt high damage and knockback. In ''Melee'', it could be combo'd into using some of Jigglypuff's moves, such as up throw or up aerial, and it can KO reliably at as low as 25%. It could even [[one-hit KO]] the [[Fighting Wire Frames|Wireframes]] in [[Cruel mode|Cruel Melee]]. However, during the transition from ''Melee'' to ''[[Super Smash Bros. Brawl]]'', it was heavily [[nerf]]ed (with its KO power being drastically reduced so that it starts KOing reliably at 75%). It was subsequently buffed in ''[[Super Smash Bros. 4]]'', but not back to its ''Melee'' power.
In ''Super Smash Bros.'' and ''[[Super Smash Bros. Melee]]'', Rest was a powerful move that dealt high damage and knockback. In ''Melee'', it could be combo'd into using some of Jigglypuff's moves, such as up throw or up aerial, and it can KO reliably at as low as 25%. It could even [[one-hit KO]] the [[Fighting Wire Frames]] in [[Cruel Melee]]. However, during the transition from ''Melee'' to ''[[Super Smash Bros. Brawl]]'', it was heavily [[nerf]]ed (with its KO power being drastically reduced so that it starts KOing reliably at 75%). It was subsequently buffed in ''[[Super Smash Bros. 4]]'', but not back to its ''Melee'' power.


==Changes across games / versions==
==Changes across games / versions==
===''Smash 64''===
===''SSB''===
====''Smash 64'' JPN to NTSC====
====''SSB'' JPN to NTSC====
*{{buff|Damage|14%|20%}}
*{{buff|Damage|14%|20%}}


====''Smash 64'' NTSC to PAL====
====''SSB'' NTSC to PAL====
*{{nerf|Hitbox is smaller.}}
*{{nerf|Hitbox is smaller.}}


===''Smash 64'' to ''Melee''===
===''SSB'' to ''Melee''===
* {{buff|Higher knockback (Now KOs at 30%)}}
* {{buff|Higher knockback, now KOing at 30%.}}
* {{buff|Damage|20%|28%}}
* {{buff|Damage|20%|28%.}}
* {{nerf|Hitbox is smaller.}}
* {{nerf|Hitbox is smaller.}}
* {{change|[[Flame]] effect added.}}
* {{change|[[Flame]] effect added.}}


===''Melee'' to ''Brawl''===
===''Melee'' to ''Brawl''===
* {{buff|Angle changed from the [[Sakurai angle]] to a near-vertical 88; as a result, KOs with Rest are now guaranteed to be off the top, making it much more difficult for the opponent to respawn and punish Jigglypuff before it wakes up.}}
* {{buff|Angle changed from the [[Sakurai angle]] to a near-vertical 88°; as a result, KOs with Rest are now guaranteed to be off the top, making it much more difficult for the opponent to respawn and punish Jigglypuff before it wakes up.}}
* {{buff|Flame is now [[flower]] (which allows the move to have a maximum damage potential of 45%)}}
* {{nerf|Damage|28%|15% (without counting flower damage).}}
* {{nerf|Lower damage (from 28% to 15% without counting the flower damage)}}
* {{nerf|Less knockback, now KOing at 75%.}}
* {{nerf|Less knockback (Now KOs at 75%)}}
* {{nerf|No longer a [[Home-Run Bat]] alternative in ''Brawl''{{'}}s [[Home-Run Contest]] due to the vertical angle.}}
* {{nerf|No longer a [[Home-Run Bat]] alternative in ''Brawl''{{'}}s [[Home-Run Contest]] (due to the vertical angle).}}
* {{nerf|More difficult to use successfully overall, as ''Brawl''{{'}}s physics make it generally impossible to combo into.}}
* {{nerf|More difficult to use successfully overall, as ''Brawl''{{'}}s physics make it generally impossible to combo into.}}
* {{change|Now has a [[flower]] effect rather than a flame effect, which allows the move to have a maximum damage potential of 45%, although it is never worth using for racking up damage since the opponent can easily punish Jigglypuff if not KO'd.}}


===''Brawl'' to ''Smash 4''===
===''Brawl'' to ''Smash 4''===
* {{buff|Damage|15%|20%}}
* {{buff|Damage|15%|20%}}
* {{buff|Higher knockback (now KOs around 50%, But can KO at 40% if the opponent is a lightweight)}}
* {{buff|Higher knockback, now KOing middleweights around 50% and lightweights around 40%.}}
* {{buff|Larger hitbox.}}
* {{buff|Larger hitbox, covering more of Jigglypuff's body similar to the ''SSB'' version.}}
* {{buff|Hitbox length|1 frame|2 frames}}
* {{buff|Hitbox length|1 frame|2 frames.}}
* {{buff|Can now be comboed into again, though not as easily as in ''Melee''.}}
* {{buff|Can now be comboed into again, though not as easily as in ''Melee''.}}
* {{nerf|KOing with Rest is somewhat less safe due to the possibility of getting a blast KO instead of a [[Star KO]] or [[Screen KO]], giving the opponent more time to punish after respawning.}}
* {{nerf|KOing with Rest is somewhat less safe due to the possibility of getting a blast KO instead of a [[Star KO]] or [[Screen KO]], giving the opponent more time to punish after respawning.}}
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# '''Rest''': Default.
# '''Rest''': Default.
# '''Leaping Rest''': Launches Jigglypuff upwards before making it fall asleep, knocking away foes. While it has less knockback than Rest, it can be combo'd into much more easily and still works as a reliable finisher.  
# '''Leaping Rest''': Launches Jigglypuff upwards before making it fall asleep, knocking away foes. While it has less knockback than Rest, it can be combo'd into much more easily and still works as a reliable finisher.  
# '''Wakie Wakie''': Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, a small vortex is emitted from it. This vortex [[push]]es foes away. After a very small amount of time, Jigglypuff will wake up, taking 5% damage from the [[flame|fire]] that it emits. Any opponents within reach of the vortex will be inflicted 14% damage and also suffer from a fire effect. This move can KO at lower percentages the closer an opponent is to Jigglypuff. The move has the potential to KO anywhere from 90% to 100%.
# '''Wakie Wakie''': Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, a small vortex is emitted from it. This vortex [[push]]es foes away. After a very small amount of time, Jigglypuff will wake up, taking 5% damage from the flame that it emits. Any opponents within reach of the vortex will be inflicted 14% damage and also suffer from a fire effect. This move can KO at lower percentages the closer an opponent is to Jigglypuff. The move has the potential to KO anywhere from 90% to 100%.


==Origin==
==Origin==
[[File:Rest.png|thumb|Rest in Generation IV Pokémon games.]]
[[File:Rest.png|thumb|Rest in Generation IV Pokémon games.]]
The ''Super Smash Bros.'' version of Rest is completely different from the ''Pokémon'' version. In ''Pokémon'', Rest is a Psychic-type status move introduced in Generation I, that does not do damage to opponents; instead, it puts the user to sleep for two turns in exchange for the user gaining all of its HP back to its maximum and healing any status ailments, but this could also leave the user open for attacks or have their opponent do something else useful for themselves while it sleeps. Rest however can be useful if the user holds an item that would cure sleeping such as a Chesto berry, or in Double Battles, if the ally knows a move that would heal the Pokémon's status ailments, since Rest will then be able to fully restore HP without the user becoming vulnerable.
The ''Super Smash Bros.'' version of Rest is completely different from the ''Pokémon'' version. In ''Pokémon'', Rest is a Psychic-type status move introduced in Generation I, that does not do damage to opponents; instead, it puts the user to sleep for two turns in exchange for gaining all of their HP back to its maximum and healing any status ailments, but this could also leave them open for attacks or have their opponent do something else useful for themselves while the sleep status lasts, unless the user is holding an item that can cure the sleep.


In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], Rest can't be used to heal damage, and Jigglypuff falls asleep for some seconds when using the move, leaving it vulnerable to attacks, but dealing damage with very powerful knockback if used near a foe. In one of its ''Melee'' Smash trophies' description, as well as on [[Snake]]'s Codec Conversation about Jigglypuff, it is stated this is because at the instant Jigglypuff falls asleep, a huge buildup of energy forms at the center of its body. This is an example of the ''Smash'' producers changing the function of moves to suit the games; other examples include [[Withdraw]] and [[Double Team]].
In the ''Super Smash Bros.'' series, Rest can't be used to heal damage, and Jigglypuff falls asleep for some seconds when using the move, leaving it vulnerable to attacks, but dealing damage with very powerful knockback if used near a foe. In one of its ''Melee'' Smash trophies' description, as well as on [[Snake]]'s Codec Conversation about Jigglypuff, it is stated this is because at the instant Jigglypuff falls asleep, a huge buildup of energy forms at the center of its body. This is an example of the ''Smash'' producers changing the function of moves to suit the games; other examples include [[Withdraw]] and [[Double Team]].


In every ''Pokémon'' generation, Jigglypuff can learn Rest by leveling up, being one of the few Pokémon that can do so. Also, every Pokémon that is capable of learning moves via Technical Machines can learn Rest via TM44.
In every ''Pokémon'' generation, Jigglypuff can learn Rest by leveling up, being one of the few Pokémon that can do so. Also, every Pokémon that is capable of learning moves via Technical Machines can learn Rest via TM44.
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==Gallery==
==Gallery==
<gallery>
<gallery>
Ssbasleep.jpg|Jigglypuff about to sleep in ''Smash 64''.
Ssbasleep.jpg|Jigglypuff about to sleep in ''SSB''.
RestMelee.jpg|Rest in ''Melee'' causes a [[flame|fiery]] effect.
RestMelee.jpg|Rest in ''Melee'' causes a flame effect.
Rest Attack.png|Rest leaves Jigglypuff very vulnerable, particularly to strong attacks which require charging, like {{SSBB|Lucario}}'s [[Aura Sphere]] or charged [[smash attack]]s.
Rest Attack.png|Rest leaves Jigglypuff very vulnerable, particularly to strong attacks which require charging, like {{SSBB|Lucario}}'s [[Aura Sphere]] or charged [[smash attack]]s.
Jigglypuff Resting.jpg|Rest in ''Brawl''.
Jigglypuff Resting.jpg|Rest in ''Brawl''.
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==Trivia==
==Trivia==
In ''Smash 4'', in Mega Smash, if a [[giant]] Jigglypuff has very high Attack along with the Desperate Attacker and Critical Hitter equipment effects, and it uses Rest against an opponent with very low Defense, [https://www.youtube.com/watch?v=4A5dsjhbLYw it can deal 999% damage.]
*The voice clip Jigglypuff used when waking up from Rest in the original ''Super Smash Bros.'' was moved from ''Melee'' onward to its usage of Rollout, instead receiving a new voice clip for the aforementioned Rest wakeup. Additionally, Jigglypuff vocalizes twice in ''SSB'' while asleep, while it only does once in the rest of the Smash games.


{{Special Moves|char=Jigglypuff}}
{{Special Moves|char=Jigglypuff}}

Revision as of 17:31, November 30, 2015

Rest
Rest
Rest in Super Smash Bros. for Wii U.
User Jigglypuff
Universe Pokémon
Article on Bulbapedia Rest (move)
Rest puts Jigglypuff into a deep sleep, but at the instant it drops off, an intense energy force radiates out of the exact center of its body.
—Jigglypuff's trophy description in Melee
Use it while touching a foe to unleash its hidden power.
Super Smash Bros. for Wii U's Quick Guide

Rest (ねむる, Sleep) (named Sleep on the original Super Smash Bros. website) is Jigglypuff's down special move in all four Smash games. Jigglypuff turns toward the screen and falls asleep for about 5 seconds. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a ping sound being heard. This attack is known for having high knockback, no startup lag (as it hits on frame 1), very small range, and a long vulnerability period. However, Jigglypuff gains invincibility for about 25 frames, approximately the time it takes to close its eyes.

In Super Smash Bros. and Super Smash Bros. Melee, Rest was a powerful move that dealt high damage and knockback. In Melee, it could be combo'd into using some of Jigglypuff's moves, such as up throw or up aerial, and it can KO reliably at as low as 25%. It could even one-hit KO the Fighting Wire Frames in Cruel Melee. However, during the transition from Melee to Super Smash Bros. Brawl, it was heavily nerfed (with its KO power being drastically reduced so that it starts KOing reliably at 75%). It was subsequently buffed in Super Smash Bros. 4, but not back to its Melee power.

Changes across games / versions

SSB

SSB JPN to NTSC

  • Buff Damage: 14% → 20%

SSB NTSC to PAL

  • Nerf Hitbox is smaller.

SSB to Melee

  • Buff Higher knockback, now KOing at 30%.
  • Buff Damage: 20% → 28%.
  • Nerf Hitbox is smaller.
  • Change Flame effect added.

Melee to Brawl

  • Buff Angle changed from the Sakurai angle to a near-vertical 88°; as a result, KOs with Rest are now guaranteed to be off the top, making it much more difficult for the opponent to respawn and punish Jigglypuff before it wakes up.
  • Nerf Damage: 28% → 15% (without counting flower damage).
  • Nerf Less knockback, now KOing at 75%.
  • Nerf No longer a Home-Run Bat alternative in Brawl's Home-Run Contest due to the vertical angle.
  • Nerf More difficult to use successfully overall, as Brawl's physics make it generally impossible to combo into.
  • Change Now has a flower effect rather than a flame effect, which allows the move to have a maximum damage potential of 45%, although it is never worth using for racking up damage since the opponent can easily punish Jigglypuff if not KO'd.

Brawl to Smash 4

  • Buff Damage: 15% → 20%
  • Buff Higher knockback, now KOing middleweights around 50% and lightweights around 40%.
  • Buff Larger hitbox, covering more of Jigglypuff's body similar to the SSB version.
  • Buff Hitbox length: 1 frame → 2 frames.
  • Buff Can now be comboed into again, though not as easily as in Melee.
  • Nerf KOing with Rest is somewhat less safe due to the possibility of getting a blast KO instead of a Star KO or Screen KO, giving the opponent more time to punish after respawning.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the known variations:

1. Rest 2. Leaping Rest 3. Wakie Wakie
JigglypuffDown1-SSB4.png
JigglypuffDown2-SSB4.png
JigglypuffDown3-SSB4.png
"A well-earned nap. Use it while touching a foe to unleash its hidden power." "A well-earned nap… with added altitude. No one will disturb you all the way up there." "A short yet peaceful nap. Oh, and you explode when you wake up. Not so peaceful, I guess."
  1. Rest: Default.
  2. Leaping Rest: Launches Jigglypuff upwards before making it fall asleep, knocking away foes. While it has less knockback than Rest, it can be combo'd into much more easily and still works as a reliable finisher.
  3. Wakie Wakie: Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, a small vortex is emitted from it. This vortex pushes foes away. After a very small amount of time, Jigglypuff will wake up, taking 5% damage from the flame that it emits. Any opponents within reach of the vortex will be inflicted 14% damage and also suffer from a fire effect. This move can KO at lower percentages the closer an opponent is to Jigglypuff. The move has the potential to KO anywhere from 90% to 100%.

Origin

Rest in Generation IV Pokémon games.

The Super Smash Bros. version of Rest is completely different from the Pokémon version. In Pokémon, Rest is a Psychic-type status move introduced in Generation I, that does not do damage to opponents; instead, it puts the user to sleep for two turns in exchange for gaining all of their HP back to its maximum and healing any status ailments, but this could also leave them open for attacks or have their opponent do something else useful for themselves while the sleep status lasts, unless the user is holding an item that can cure the sleep.

In the Super Smash Bros. series, Rest can't be used to heal damage, and Jigglypuff falls asleep for some seconds when using the move, leaving it vulnerable to attacks, but dealing damage with very powerful knockback if used near a foe. In one of its Melee Smash trophies' description, as well as on Snake's Codec Conversation about Jigglypuff, it is stated this is because at the instant Jigglypuff falls asleep, a huge buildup of energy forms at the center of its body. This is an example of the Smash producers changing the function of moves to suit the games; other examples include Withdraw and Double Team.

In every Pokémon generation, Jigglypuff can learn Rest by leveling up, being one of the few Pokémon that can do so. Also, every Pokémon that is capable of learning moves via Technical Machines can learn Rest via TM44.

Gallery

Trivia

  • The voice clip Jigglypuff used when waking up from Rest in the original Super Smash Bros. was moved from Melee onward to its usage of Rollout, instead receiving a new voice clip for the aforementioned Rest wakeup. Additionally, Jigglypuff vocalizes twice in SSB while asleep, while it only does once in the rest of the Smash games.