Rest: Difference between revisions

10 bytes added ,  1 year ago
no edit summary
No edit summary
Line 14: Line 14:


==Overview==
==Overview==
Jigglypuff turns toward the screen and falls asleep for about 3 seconds. Unlike the [[asleep|sleep]] state caused by other moves, Jigglypuff cannot wake up faster via [[button mashing]]. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a [[ping]] sound being heard (except in the Japanese version of ''Smash 64'', where a normal strong attack sound plays). This attack is nearly infamously known for having high [[knockback]], instant startup lag (as it hits on frame 1 in ''Smash 64'' and ''Melee'' and on frame 2 in later games), very small range, and a long vulnerability period. Jigglypuff gains [[intangibility]] for about 25-30 frames (depending on the game) at the start of the move, approximately the time it takes to close its eyes; however, this is unlikely to protect the user in case of a miss due to the move's extreme ending lag.
Jigglypuff turns toward the screen and falls asleep for about 3 seconds. Unlike the [[asleep|sleep]] state caused by other moves, Jigglypuff cannot wake up faster via [[button mashing]]. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a [[ping]] sound being heard (except in the Japanese version of ''Smash 64'', where a normal strong attack sound plays). This attack is infamously known for its extreme [[knockback]], instant startup lag (as it hits on frame 1 in ''Smash 64'' and ''Melee'' and on frame 2 in later games), very small range, and a long vulnerability period. Jigglypuff gains [[intangibility]] for about 25-30 frames (depending on the game) at the start of the move, approximately the time it takes to close its eyes; however, this is unlikely to protect the user in case of a miss due to the move's extreme ending lag.


==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
Line 20: Line 20:
[[File:SSB64 Jigglypuff Teleport to Rest.gif|thumb|Jigglypuff performing a [[Teleport (SSB)|teleport]] into Rest.]]
[[File:SSB64 Jigglypuff Teleport to Rest.gif|thumb|Jigglypuff performing a [[Teleport (SSB)|teleport]] into Rest.]]


In ''Super Smash Bros.'', Rest is a powerful move that deals high damage and strong horizontal knockback. The move deals 20% and it is capable of KOing most characters under 50% at the center of {{SSB|Dream Land}}. The move comes out instantly on frame 1 (although it is only active on this frame), has a reasonably sized hitbox and it provides 29 frames of intangibility during its startup. However, the entire move takes 249 frames (over 4 seconds) to complete, which leaves Jigglypuff vulnerable for an extremely long period of time. When used on or above the stage, Jigglypuff's opponents have a lot of time to punish Rest and when it is used off stage, it leads to a guaranteed [[self-destruct]] unless something hits Jigglypuff upwards before it reaches the bottom blast zone.
In ''Super Smash Bros.'', Rest is a powerful move that deals high damage and strong horizontal knockback. The move deals 20% and is capable of KOing most characters under 50% at the center of {{SSB|Dream Land}}. The move comes out instantly on frame 1 (although it is only active on this frame), has a reasonably sized hitbox and provides 29 frames of intangibility during its startup. However, the entire move takes 249 frames (over 4 seconds) to complete, which leaves Jigglypuff vulnerable for an extremely long period of time. When used on or above the stage, Jigglypuff's opponents have a lot of time to punish Rest and when it is used off stage, it leads to a guaranteed [[self-destruct]] unless something hits Jigglypuff upwards before it reaches the bottom blast zone.


Because of its frame 1 startup and its powerful hitbox, Rest is an extremely effective combo ender. Jigglypuff has a multitude of ways to combo into Rest for a KO, such as with a {{mvsub|Jigglypuff|SSB|forward throw}}, {{mvsub|Jigglypuff|SSB|up tilt}}, {{mvsub|Jigglypuff|SSB|up aerial}} or {{mvsub|Jigglypuff|SSB|down aerial}}. These setups into rest reduce the move's otherwise extreme risk to use.  
Due of its frame 1 startup and powerful hitbox, Rest is an extremely effective combo finisher. Jigglypuff has a multitude of ways to combo into Rest for a KO, such as with a {{mvsub|Jigglypuff|SSB|forward throw}}, {{mvsub|Jigglypuff|SSB|up tilt}}, {{mvsub|Jigglypuff|SSB|up aerial}}, or {{mvsub|Jigglypuff|SSB|down aerial}}. These setups into Rest reduce the move's otherwise extreme risk to use.  


In the original Japanese version of ''Smash 64'', Rest was much weaker, only dealing 14% damage and much lower knockback (especially at lower percents). The move did not KO nearly as early as in the international versions, making the reward for landing it much lower. The move also did not make its signature "ping" sound effect. Rest was the only move Jigglypuff had which received a major change in the international version, being the main reason why Jigglypuff is considered better in the North American version. In the PAL versions of the game, Rest's hitbox size was noticeably reduced, which made the move harder to land than in NTSC versions. This smaller hitbox would be carried over to ''Melee''.
In the original Japanese version of ''Smash 64'', Rest was much weaker, only dealing 14% damage and much lower knockback (especially at lower percents). The move did not KO nearly as early as in the international versions, making the reward for landing it much lower. The move also did not make its signature "ping" sound effect. Rest was the only move Jigglypuff had which received a major change in the international version, being the main reason why Jigglypuff is considered better in the North American version. In the PAL versions of the game, Rest's hitbox size was noticeably reduced, which made the move harder to land than in NTSC versions. This smaller hitbox would be carried over to ''Melee''.
Line 38: Line 38:
In ''Super Smash Bros. Brawl'', Rest has seen some rather drastic changes, mostly for the worse. One positive change is that the move now has a [[flower]] effect, which enables the move to build up more damage after it connects (now being able to deal a maximum of 42%). Two more positive (albeit minor) changes are that the move has a slightly bigger hitbox and it has one more frame of intangibility.  
In ''Super Smash Bros. Brawl'', Rest has seen some rather drastic changes, mostly for the worse. One positive change is that the move now has a [[flower]] effect, which enables the move to build up more damage after it connects (now being able to deal a maximum of 42%). Two more positive (albeit minor) changes are that the move has a slightly bigger hitbox and it has one more frame of intangibility.  


One notable change is that the move now launches vertically. This makes the move much safer when it KOes opponents on the ground (as it will always cause a [[Star KO]] or [[Screen KO]]) and it can even still be somewhat safe when used off stage as it will still cause a Blast KO (granted that the opponent is not too close to the stage). However, this vertical angle also makes the move much less safe if it does not KO.
One notable change is that the move now launches vertically. This makes the move much safer when it KOs opponents on the ground (as it will always cause a [[Star KO]] or [[Screen KO]]) and it can even still be somewhat safe when used off stage as it will still cause a Blast KO (granted that the opponent is not too close to the stage). However, this vertical angle also makes the move significantly less safe in the event that it does not KO.


The move however has seen two negative changes. The first negative change is that the move now comes on frame 2 rather than frame 1, although this is rather insignificant overall. The second and far more detrimental change is that the move has drastically reduced damage (only dealing 15% without the flower effect, nearly half as much as in ''Melee'') and knockback (with Rest no longer being able to KO reliably until around 75% or maybe at even higher percents). This makes Rest a much less useful move, being more of a high risk, low reward move than a high risk, high reward move. This change combined with the game's numerous universal changes have hindered Rest even further, as Jigglypuff has less reliable ways to set up into it. The only setups Jigglypuff really has are with down aerial and from a [[jab lock]], with the former being unreliable and only working at very high percents, while the latter is extremely situational. As a result, Rest is a far less effective move than it was in ''Melee'', being one of the main reasons why Jigglypuff became so much worse in ''Brawl''.
However, the move has seen two negative changes. The first negative change is that the move now comes on frame 2 rather than frame 1, although this is mostly insignificant overall. The second and far more detrimental change is that the move has drastically reduced damage (only dealing 15% without the flower effect, nearly half as much as in ''Melee'') and knockback (with Rest no longer being able to KO reliably until around 75% on middleweights). This makes Rest a far less useful move, being more of a high risk, low reward move than a high risk, high reward move. This change combined with the game's numerous universal changes have hindered Rest even further, as Jigglypuff now has no truly reliable ways to set up into it. The only setups Jigglypuff really has are with down aerial and from a [[jab lock]], with the former being unreliable and only working at very high percents, while the latter is extremely situational. As a result, Rest is a far less effective move than it was in ''Melee'', being one of the main reasons why Jigglypuff is considered to be so much worse in ''Brawl''.


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
:{{Main|Jigglypuff (SSB4)/Down special}}
:{{Main|Jigglypuff (SSB4)/Down special}}
Rest in ''Super Smash Bros. 4'' has seen multiple changes which improved the move overall. The hitbox is larger and it now lasts for 3 frames rather than 1. In addition, the move now has 20 frames less ending lag (although the move is still incredibly punishable). The most beneficial change the move received however is that it now deals 20% damage, which grants it greater knockback. This means that Rest can now KO lighter characters at around 50%, although heavier characters can survive it for quite a bit longer. However, Jigglypuff still lacks reliable setups into Rest, especially with the changes to its down aerial, as well as with some other moves.  
Rest in ''Super Smash Bros. 4'' has seen multiple changes which improved the move overall. The hitbox is larger and it now lasts for 3 frames rather than 1. In addition, the move now has 20 frames less ending lag (although the move is still incredibly punishable). The most beneficial change the move received however is that it now deals 20% damage, which grants it greater knockback. This means that Rest can now KO middleweights at around 50% and makes it a vastly more potent move overall. However, Jigglypuff still lacks reliable setups into Rest, especially with the changes to its down aerial, as well as with some other moves.  


Additionally, there is now a chance that the move will cause a Blast KO on stage (due to universal changes), so even if the opponent is KOed, they can potentially now re-spawn and punish Jigglypuff, increasing the risk of using Rest even more, despite its decreased ending lag. On the other hand, this also means Jigglypuff will typically die after the opponent if the move is initiated offstage. Overall, while Rest was repurposed to be a lower risk, higher reward move, various changes (both universal and to Jigglypuff) have somewhat caused an opposite effect in a way, although it is still functionally superior to its ''Brawl'' counterpart.
Additionally, there is now a chance that the move will cause a Blast KO on stage (due to universal changes), so even if the opponent is KOed, they can potentially now re-spawn and punish Jigglypuff, increasing the risk of using Rest even more, despite its decreased ending lag. On the other hand, this also means Jigglypuff will typically die after the opponent if the move is initiated offstage. Overall, while Rest was repurposed to be a lower risk, higher reward move, various changes (both universal and to Jigglypuff) have somewhat caused an opposite effect in a way, although it is still functionally superior to its ''Brawl'' counterpart.
Line 50: Line 50:
==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
:{{Main|Jigglypuff (SSBU)/Down special}}
:{{Main|Jigglypuff (SSBU)/Down special}}
Rest in ''Super Smash Bros. Ultimate'' now triggers a special zoom when it connects. Besides that, the move has seen multiple improvements with the move receiving a larger hitbox again (although it is still smaller than in ''Smash 64'') and the move has less ending lag (especially when Jigglypuff lands the Rest), meaning it can actually recover from it for the first time in the series if the move is used high enough offstage. This reduces the risk of using Rest, although Jigglypuff's opponent can still punish it if it connects (granted that they get a Blast KO). Additionally, Jigglypuff has gained a few potential setups into the move; mainly with [[Pound]] and down aerial, due to their buffs. Overall, Rest in ''Ultimate'' is improved compared to the previous two games, although it still pales in comparison to its ''Melee'' counterpart.
Rest in ''Super Smash Bros. Ultimate'' now triggers a special zoom when it connects. Besides that, the move has seen multiple improvements with the move receiving a larger hitbox again (although it is still smaller than in ''Smash 64'') and the move has less ending lag (especially when Jigglypuff lands the Rest), meaning it can actually recover from it for the first time in the series if the move is used high enough offstage. This reduces the risk of using Rest, although Jigglypuff's opponent can still punish it if it connects (granted that they get a Blast KO). Additionally, Jigglypuff has gained a few potential setups into the move; mainly with [[Pound]] and down aerial, due to their respective buffs. Overall, Rest in ''Ultimate'' is considerably improved compared to the previous two games, although it still pales in comparison to its ''Melee'' counterpart.


==Instructional quotes==
==Instructional quotes==
1,518

edits