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Jigglypuff (SSB)/Down special: Difference between revisions

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{{ArticleIcons|ssb=y}}
{{ArticleIcons|ssb=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros.]]''|the move itself|Rest}}
[[File:JigglypuffDSpecialSSB.gif|thumb|250px|Hitbox visualization of Jigglypuff's down special, [[Rest]].]]
[[File:JigglypuffDSpecialZoom.png|thumb|200px|Hitbox visualization of Jigglypuff's down special, [[Rest]].]]
==Overview==
==Overview==
[[File:Ssbasleep.jpg|thumb|Jigglypuff as it is about to Rest]]
[[File:SSB64 Jigglypuff Teleport to Rest.gif|thumb|Jigglypuff following up a teleport with Rest.]]
[[File:SSB64 Jigglypuff Teleport to Rest.gif|thumb|Jigglypuff following up a teleport with Rest.]]
Jigglypuff falls asleep for a few seconds before waking up (known as '''[[Rest]]'''). On the first frame and only the first frame of the move, there is a hitbox surrounding Jigglypuff, which deals high damage and extreme knockback (KOing {{SSB|Mario}} at around 47% at the center of {{SSB|Dream Land}}). This makes it one of the most powerful moves in the game and due to its instant startup, it can be [[combo]]ed into with a variety of moves, such as a {{mvsub|Jigglypuff|SSB|forward throw}}, {{mvsub|Jigglypuff|SSB|up tilt}}, {{mvsub|Jigglypuff|SSB|up aerial}} or {{mvsub|Jigglypuff|SSB|down aerial}}. Jigglypuff can also use [[Teleport (SSB)|teleporting]] (as well as [[momentum sliding]] in the Japanese version) to approach with Rest.  
Jigglypuff falls asleep for a few seconds before waking up (known as '''[[Rest]]'''). On the first frame and only the first frame of the move, there is a hitbox surrounding Jigglypuff, which deals high damage and extreme knockback (KOing {{SSB|Mario}} at around 47% at the center of {{SSB|Dream Land}}). This makes it one of the most powerful moves in the game and due to its instant startup, it can be [[combo]]ed into with a variety of moves, such as a {{mvsub|Jigglypuff|SSB|forward throw}}, {{mvsub|Jigglypuff|SSB|up tilt}}, {{mvsub|Jigglypuff|SSB|up aerial}} or {{mvsub|Jigglypuff|SSB|down aerial}}. Jigglypuff can also use [[Teleport (SSB)|teleporting]] (as well as [[momentum sliding]] in the Japanese version) to approach with Rest.  
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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, and in fact hurts Jigglypuff by preventing it from being hit and woken up too early.
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.  


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.
{{technical data|<br>PAL hitbox table. The NTSC-J sound effect may not be correct.}}


==Hitboxes==
==Hitboxes==
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|fkv=0
|fkv=0
|r=60
|r=60
|rbg=nerf
|bn=0
|bn=0
|ypos=150
|ypos=150
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*{{buff|Damage (14% → 20%).}}
*{{buff|Damage (14% → 20%).}}
*{{buff|Knockback (20 (base), 140 (scaling) → 60/120).}}
*{{buff|Knockback (20 (base), 140 (scaling) → 60/120).}}
**{{buff|These changes significantly improve its KO potential.}}
*{{change|Hit sfx changed from a heavy kick to a heavy bat.}}
*{{change|Hit sfx changed from a heavy kick to a heavy bat.}}



Latest revision as of 15:40, April 15, 2021

This article is about the hitbox visualization in Super Smash Bros.. For the move itself, see Rest.
Hitbox visualization of Jigglypuff's down special, Rest.
Hitbox visualization of Jigglypuff's down special, Rest.

OverviewEdit

 
Jigglypuff following up a teleport with Rest.

Jigglypuff falls asleep for a few seconds before waking up (known as Rest). On the first frame and only the first frame of the move, there is a hitbox surrounding Jigglypuff, which deals high damage and extreme knockback (KOing Mario at around 47% at the center of Dream Land). This makes it one of the most powerful moves in the game and due to its instant startup, it can be comboed into with a variety of moves, such as a forward throw, up tilt, up aerial or down aerial. Jigglypuff can also use teleporting (as well as momentum sliding in the Japanese version) to approach with Rest.

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.

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 Kirby's 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.

HitboxesEdit

NTSC-JEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 14% 0   20 140 0 130 0 0 150 0           Kick

NTSC-UEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 20% 0   60 120 0 130 0 0 150 0           Bat

PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 20% 0   60 120 0 60 0 0 150 0           Bat

SummaryEdit

NTSC-J to NTSC-UEdit
  •   Damage (14% → 20%).
  •   Knockback (20 (base), 140 (scaling) → 60/120).
    •   These changes significantly improve its KO potential.
  •   Hit sfx changed from a heavy kick to a heavy bat.
NTSC-U to PALEdit
  •   Hitbox size (130u → 60u).

TimingEdit

Hitbox 1
Intangible 1-29
Animation length 249
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible