SSB64 Icon.png
SSBM Icon.png
SSBB Icon.png

Rest: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
Line 14: Line 14:
{{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''}}


'''Rest''' ({{ja|ねむる}}, ''Nemuru'', or ''Sleep'') (referred to as '''Sleep''' on the original ''SSB''<nowiki>'</nowiki>s website) is [[Jigglypuff]]'s [[down special move]] in all three ''Smash'' games. Jigglypuff turns toward the camera and falls asleep for several 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 20 frames, approximately the time it takes to close its eyes.
'''Rest''' ({{ja|ねむる}}, ''Nemuru'', or ''Sleep'') (referred to as '''Sleep''' on the original ''SSB''<nowiki>'</nowiki>s website) is [[Jigglypuff]]'s [[down special move]] in all three ''Smash'' games. Jigglypuff turns toward the camera 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 20 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. However, during the transition from ''Melee'' to ''[[Super Smash Bros. Brawl]]'', it was heavily [[nerf]]ed.  
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. However, during the transition from ''Melee'' to ''[[Super Smash Bros. Brawl]]'', it was heavily [[nerf]]ed.  


Line 34: Line 34:
[[File:Rest.png|thumb|right|Rest in Generation IV Pokémon games.]]
[[File:Rest.png|thumb|right|Rest in Generation IV Pokémon games.]]
The Smash Bros. version of Rest is completely different from the Pokémon version. In Pokémon, Rest is a Psychic-type move 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. In the Smash Bros. series, Rest can't be used to heal damage, and Jigglypuf falls asleep for some seconds when using the move, leaving it vulnerable to attacks but dealing damage if used near a foe. In [[Snake]]'s Codec Conversation about Jigglypuff, Colonel says this is because "there's a huge buildup of energy in its center of gravity". This is an example of the Smash producers changing the function of moves to suit the games; other examples include [[Withdraw]] and [[Double Team]].
The Smash Bros. version of Rest is completely different from the Pokémon version. In Pokémon, Rest is a Psychic-type move 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. In the Smash Bros. series, Rest can't be used to heal damage, and Jigglypuf falls asleep for some seconds when using the move, leaving it vulnerable to attacks but dealing damage if used near a foe. In [[Snake]]'s Codec Conversation about Jigglypuff, Colonel says this is because "there's a huge buildup of energy in its center of gravity". 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==
==Gallery==

Revision as of 18:26, August 10, 2013

Rest
Rest
Rest in Brawl.
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

Rest (ねむる, Nemuru, or Sleep) (referred to as Sleep on the original SSB's website) is Jigglypuff's down special move in all three Smash games. Jigglypuff turns toward the camera 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 20 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. However, during the transition from Melee to Super Smash Bros. Brawl, it was heavily nerfed.

Changes from SSB to Melee

  • Higher knockback
  • Higher damage (from 20% to 28%)
  • Hitbox is smaller
  • Flame effect added

Changes from Melee to Brawl

  • Lower damage (from 28% to 15% without counting the flower damage)
  • Less knockback
  • 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
  • Flame is now flower (which allows the move to have a maximum damage potential of 45%)
  • No longer a Home-Run Bat alternative in Brawl's Home-Run Contest (due to the vertical angle)
  • More difficult to use successfully overall, as Brawl's physics make it generally impossible to combo into

Origin

Taken from Bulbapedia.
Rest in Generation IV Pokémon games.

The Smash Bros. version of Rest is completely different from the Pokémon version. In Pokémon, Rest is a Psychic-type move 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. In the Smash Bros. series, Rest can't be used to heal damage, and Jigglypuf falls asleep for some seconds when using the move, leaving it vulnerable to attacks but dealing damage if used near a foe. In Snake's Codec Conversation about Jigglypuff, Colonel says this is because "there's a huge buildup of energy in its center of gravity". 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

  • If Rest is used in Fountain of Dreams on the water, Jigglypuff's eyes will appear to be open in the reflection in the water. Likewise, if viewed in the magnifying glass, Jigglypuff's eyes will be open.