Rollout: Difference between revisions

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# '''Rollout''': Default.
# '''Rollout''': Default.
# '''Relentless Rollout''': Rollout  travels faster and covers more distance. The move does not end if it touches someone, instead passing through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Jigglypuff can hit the opponent about 4 to 6 times, depending on the opponent's size. This move's duration is longer than the standard variation. Because of its quick speed, it is slightly easier to fall off the stage and self-destruct. In contrast, due to not stopping when it hits an opponent, it is significantly more useful for recovery, as Jigglypuff will not fall to its death if it hits an opponent. However it also lacks the ability to kill due to its multi-hit property.
# '''Relentless Rollout''': Rollout  travels faster and covers more distance. The move does not end if it touches someone, instead passing through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Jigglypuff can hit the opponent about 4 to 6 times, depending on the opponent's size. This move's duration is longer than the standard variation. Because of its quick speed, it is slightly easier to fall off the stage and self-destruct. In contrast, due to not stopping when it hits an opponent, it is significantly more useful for recovery, as Jigglypuff will not fall to its death if it hits an opponent. However it also lacks the ability to kill due to its multi-hit property.
# '''Raging Rollout''': This move takes more than double the time to charge up. When executed, it is faster than Rollout and has considerable knockback. However, the direction of the move cannot be changed. It inflicts up to 23% damage when it hits, and can K.O. at 95%. Its long recharge time and poor horizontal distance when not fully charged make it invalid as a recovery option. Its inability to turn drastically increases the chances of rolling off the stage and self-destructing.
# '''Raging Rollout''': This move takes more than double the time to charge up. When executed, it is faster than Rollout and has considerable knockback. However, the direction of the move cannot be changed. It inflicts up to 23% damage when it hits, and can K.O. at 95%. Its long recharge time and poor horizontal distance when not fully charged make it invalid as a recovery option. Additionally, its inability to turn drastically increases the chances of rolling off a stage and self-destructing.


==Origin==
==Origin==
Anonymous user