Rest: Difference between revisions

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(Undid edit by 174.126.233.219: Okay, no Oxford comma to-may-to, to-mah-to nonsense here - removing this one was genuinely grammar-breaking.)
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{{CustomSet|Jigglypuff|Down|name1=Rest|desc1=A well-earned nap. Use it while touching a foe to unleash its hidden power.|name2=Leaping Rest|desc2=A well-earned nap… with added altitude. No one will disturb you all the way up there.|name3=Wakie Wakie|desc3=A short yet peaceful nap. Oh, and you explode when you wake up. Not so peaceful, I guess.}}
{{CustomSet|Jigglypuff|Down|name1=Rest|desc1=A well-earned nap. Use it while touching a foe to unleash its hidden power.|name2=Leaping Rest|desc2=A well-earned nap… with added altitude. No one will disturb you all the way up there.|name3=Wakie Wakie|desc3=A short yet peaceful nap. Oh, and you explode when you wake up. Not so peaceful, I guess.}}
# '''Rest''': Default.
# '''Rest''': Default.
# '''Leaping Rest''': Launches Jigglypuff upwards while it falls asleep. While it has less knockback than Rest, it consists of a "striking" hitbox while jumping that can be comboed into more easily, having kill confirms out of up tilt and up air. Hitting with the early frames still causes a flower effect, though the strike does not. The initial hit does not KO until up to 45% later from the ground, with the strike KOing later, but having the ability to hit opponents very high up for early kills. Jigglypuff sleeps for 50% longer than the default. On stages like [[Kongo Jungle (64)]] with semi-soft [[platform]]s, it can be used as a last resort [[recovery]] move; however, it cannot be used on most stages, as Jigglypuff cannot grab ledges while asleep.
# '''Leaping Rest''': Launches Jigglypuff upwards while it falls asleep. While it has less knockback than Rest, it consists of a "striking" hitbox while jumping that can be comboed into more easily, having kill confirms out of up tilt and up air. Hitting with the early frames still causes a flower effect, though the strike does not. The initial hit does not KO until up to 45% later from the ground, with the strike KOing later, but having the ability to hit opponents very high up for early kills. Jigglypuff sleeps for 50% longer than the default. On stages like [[Kongo Jungle (64)]] with semi-soft [[platform]]s, it can be used as a last resort [[recovery]] move; however, it cannot be used on most stages, as Jigglypuff cannot grab ledges while asleep. {{Main|Jigglypuff (SSB4)/Down special/Custom 1}}
:{{Main|Jigglypuff (SSB4)/Down special/Custom 1}}
# '''Wakie Wakie'''/'''Wakey-Wakey (PAL)''': Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, it emits a [[push]]ing vortex, which can make the move harder to land, but can also protect Jigglypuff by pushing foes away. Jigglypuff stays asleep for just half the amount of time, then Jigglypuff will wake up with an explosion larger than the vortex, take 5% [[recoil damage]], and inflict 15% [[flame]] damage to nearby opponents. The move is overall faster, with more startup but lower ending lag, despite the waking up animation having a [[frame speed multiplier]] of 2. The move has the potential to KO from 90% to 100%. {{Main|Jigglypuff (SSB4)/Down special/Custom 2}}
# '''Wakie Wakie'''/'''Wakey-Wakey (PAL)''': Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, it emits a [[push]]ing vortex, which can make the move harder to land, but can also protect Jigglypuff by pushing foes away. Jigglypuff stays asleep for just half the amount of time, then Jigglypuff will wake up with an explosion larger than the vortex, take 5% [[recoil damage]], and inflict 15% [[flame]] damage to nearby opponents. The move is overall faster, with more startup but lower ending lag, despite the waking up animation having a [[frame speed multiplier]] of 2. The move has the potential to KO from 90% to 100%.
:{{Main|Jigglypuff (SSB4)/Down special/Custom 2}}


==Origin==
==Origin==
6,517

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