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[[Image:Wallofpain.gif|thumb|200px|Wall of pain in ''[[Brawl]]''.]]
[[File:Wallofpain.gif|thumb|200px|Wall of pain in ''[[Brawl]]''.]]
'''Wall of pain''' (abbreviated "'''WoP'''", also known by several other names, like Wall of Death) is a [[Jigglypuff]] [[technique]] which involves barraging the opponent with fast [[aerial attack]]s, exploiting Jigglypuff's high horizontal [[air speed]] to weave back and forth. The Wall of Pain can be used as either a method to [[juggle]] enemies offstage, as a powerful [[edgeguard]]ing technique, or as a method to increase the [[damage]] on opponents. In all four games, the technique is among the most important in Jigglypuff's metagames, and proper use of it is important for use of Jigglypuff in tournaments.
The '''wall of pain''' (abbreviated as '''WoP''') is a {{SSBM|Jigglypuff}} [[technique]] in ''Super Smash Bros. Melee'', which involves barraging the opponent with repeated [[back aerial]]s, exploiting Jigglypuff's high horizontal [[air speed]] to continuously follow the opponent in their knockback trajectory. The Wall of Pain is one of the most powerful [[edgeguarding]] techniques in the game, as multiple back airs will often send the opponent too far off stage to recover, while Jigglypuff can almost always make it back safely, due to its aforementioned air speed and high amount of jumps. Even if the wall of pain doesn't manage to KO, it can still rack up significant damage and leave the opponent in a disadvantageous position to try and get back on stage.
 
The wall of pain can technically be performed in all ''Super Smash Bros.'' games, but it is most effective in ''Melee'' due to the game's [[hitstun]] and [[air dodge]] mechanics.


==Overview==
==Overview==
On the ground, Jigglypuff should move forward in the air with each attack, then once the opponent is hit, move back to the place where the Wall of pain was started. This allows for quick attacks and keeps Jigglypuff out of [[range]] from any retaliations. In ''[[Super Smash Bros. Melee]]'', this is done by interspacing Jigglypuff's [[back aerial]] with [[jump]]s while moving off the stage, utilizing Jigglypuff's superior air maneuverability to always land a hit with each spin kick.
[[File:Jigglypuff Back Aerial Hitbox Melee.gif|thumb|left|Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in ''Melee''.]]
[[File:Jigglypuff Back Aerial Hitbox Melee.gif|thumb|left|Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in ''Melee''.]]
In ''Brawl'', the back aerial has lost its [[knockback]], and the [[forward aerial]] has had its increased, which allows for an easier WoP, since Jigglypuff does not need to face backward. Therefore, when on the ground, or working up damage, the back aerial WoP is utilized to keep the forward aerial fresh, but for juggling off the stage at higher [[damage]], the forward aerial, with greater knockback, works better. [[Stale-move negation]] means that switching between the two, if possible, has a greater effect. [[Pound]] can be incorporated into the WoP if used solely for working up damage.
{{Sm|Tetsuya}} and {{Sm|AOB}} were the earliest prominent users of the technique, and they are largely responsible for its widespread use. The term "wall of pain" was coined by [[SmashBoards]] administrator and retired smasher Amorasaki, a longtime friend of AOB.
 
In ''Smash 4'' Jigglypuff's back aerial has much more knockback again and is designed as a finisher rather than a combo move, making it easier to finish a WoP but harder to keep one going.


[[Smasher]]s {{Sm|Tetsuya}} and {{Sm|AOB}} were the earliest prominent users of the technique, and they are largely responsible for its widespread use. The term "wall of pain" was coined by [[Smash World Forums]] administrator and retired smasher Amorasaki, a longtime friend of AOB.
To initiate the wall of pain, the Jigglypuff player hits the opponent with a back aerial in the direction of the edge of the stage, typically at low to mid percents. After each back aerial, the Jigglypuff moves and jumps in the direction of the opponent's knockback trajectory and follows up with another bair. The Jigglypuff continues interspacing bairs and jumps until it runs out of jumps, or the opponent has been sent far enough offstage where they cannot recover.


==Other characters==
After a wall of pain, the opponent will often be too far offstage to properly recover, resulting in a stock loss. If the opponent does recover, they will have sustained significant damage, and upon reaching the ledge, are subject to more pressure from the Jigglypuff in order to make it safely back onstage.
While other characters also have midair jumps, most do not have the appropriate recovery potential, air speed, or falling speed in order to fully emulate Jigglypuff's Wall of Pain. Both Kirby and Meta Knight, however, have techniques that potentially can act similar to the Wall of Pain.


===[[Kirby]]===
The wall of pain is not nearly as effective in the other ''Smash'' games when compared to ''Melee''. In ''Smash 64'', Jigglypuff's lesser jumping abilities prevent it from continuing the combo for as long, while more effective finishing combos exist due to the game's increased hitstun.
In ''Melee'', {{SSBM|Kirby}} can use a similar technique to the Wall of Pain with his back air. Called the '''Fence of Pain''', due to having more "holes" than Jigglypuff's Wall of Pain, the technique is arguably Kirby's most powerful in his otherwise weak ''Melee'' metagame.  
In ''Brawl'', due to the introduction of [[Hitstun canceling]], the wall of pain is no longer a true combo; opponents can simply air dodge to escape it, or counterattack with a move of their own. (Air dodging is not an option to escape the wall of pain in ''Melee'' because it causes [[helpless]]ness, meaning that the opponent cannot recover.) Thus, while the wall of pain can technically still be performed, the technique is no longer a viable edgeguarding maneuver, as Jigglypuff now has other, superior options.


The technique returned in ''Brawl'', and as a result of Kirby's improved air speed in the game, the technique is arguably as powerful as Jigglypuff's Wall of Pain.
In ''Smash 4'', hitstun canceling has been mostly toned down, but Jigglypuff's back aerial has much more knockback, now being designed as a finisher rather than a combo move, which makes it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoPs in ''Smash 4'' generally utilize Jigglypuff's [[forward aerial]] (and [[neutral aerial]] as a finisher) instead.


===[[Meta Knight]]===
In ''Ultimate'', the execution of the technique is more or less identical to Smash 4. However, the combo is more effective than the previous games due to the nerfs to air dodges and Jigglypuff's increased air speed.
In ''Brawl'', Meta Knight can potentially use his back or forward aerial attacks in order to perform a pseudo-Wall of Pain. The presence of the [[Sakurai angle]] in these attacks, however, prevents the attacks from consistently sending opponents in one expected direction, and Meta Knight's below average air speed hinders his ability to pursue opponents. His long, safe recovery, however, makes this Wall of Pain of rather low risk to perform.


==Triva==
==Other characters==
There is a Team Fortress 2 Achievement with the Same Name.
While other characters also have WoP techniques, they lack the required air speed or falling speed in order to fully emulate Jigglypuff's wall of pain and be able to return to the stage safely. {{SSB4|Bayonetta}}, {{SSB4|Pit}} and {{SSB4|Dark Pit}}, {{SSB4|King Dedede}}, {{SSB4|Kirby}}, {{SSB4|Meta Knight}} and {{SSB4|Mewtwo}} can perform similar techniques in ''Smash 4'', and some other characters, such as {{SSBM|Captain Falcon}} in ''Melee'', may have "pseudo-Wall of Pains" with similar outcomes, which are not based on a back aerial. These characters lack either the horizontal air speed or multiple jumps, rendering these techniques less effective compared to the original wall of pain in ''Melee''.


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[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]
[[Category:Jigglypuff]]
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[[Category:Jigglypuff (SSBU)]]

Latest revision as of 18:03, April 24, 2022

Jigglypuff doing the wall of pain on Peach
Wall of pain in Brawl.

The wall of pain (abbreviated as WoP) is a Jigglypuff technique in Super Smash Bros. Melee, which involves barraging the opponent with repeated back aerials, exploiting Jigglypuff's high horizontal air speed to continuously follow the opponent in their knockback trajectory. The Wall of Pain is one of the most powerful edgeguarding techniques in the game, as multiple back airs will often send the opponent too far off stage to recover, while Jigglypuff can almost always make it back safely, due to its aforementioned air speed and high amount of jumps. Even if the wall of pain doesn't manage to KO, it can still rack up significant damage and leave the opponent in a disadvantageous position to try and get back on stage.

The wall of pain can technically be performed in all Super Smash Bros. games, but it is most effective in Melee due to the game's hitstun and air dodge mechanics.

Overview[edit]

Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in Melee.

Tetsuya and AOB were the earliest prominent users of the technique, and they are largely responsible for its widespread use. The term "wall of pain" was coined by SmashBoards administrator and retired smasher Amorasaki, a longtime friend of AOB.

To initiate the wall of pain, the Jigglypuff player hits the opponent with a back aerial in the direction of the edge of the stage, typically at low to mid percents. After each back aerial, the Jigglypuff moves and jumps in the direction of the opponent's knockback trajectory and follows up with another bair. The Jigglypuff continues interspacing bairs and jumps until it runs out of jumps, or the opponent has been sent far enough offstage where they cannot recover.

After a wall of pain, the opponent will often be too far offstage to properly recover, resulting in a stock loss. If the opponent does recover, they will have sustained significant damage, and upon reaching the ledge, are subject to more pressure from the Jigglypuff in order to make it safely back onstage.

The wall of pain is not nearly as effective in the other Smash games when compared to Melee. In Smash 64, Jigglypuff's lesser jumping abilities prevent it from continuing the combo for as long, while more effective finishing combos exist due to the game's increased hitstun.

In Brawl, due to the introduction of Hitstun canceling, the wall of pain is no longer a true combo; opponents can simply air dodge to escape it, or counterattack with a move of their own. (Air dodging is not an option to escape the wall of pain in Melee because it causes helplessness, meaning that the opponent cannot recover.) Thus, while the wall of pain can technically still be performed, the technique is no longer a viable edgeguarding maneuver, as Jigglypuff now has other, superior options.

In Smash 4, hitstun canceling has been mostly toned down, but Jigglypuff's back aerial has much more knockback, now being designed as a finisher rather than a combo move, which makes it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoPs in Smash 4 generally utilize Jigglypuff's forward aerial (and neutral aerial as a finisher) instead.

In Ultimate, the execution of the technique is more or less identical to Smash 4. However, the combo is more effective than the previous games due to the nerfs to air dodges and Jigglypuff's increased air speed.

Other characters[edit]

While other characters also have WoP techniques, they lack the required air speed or falling speed in order to fully emulate Jigglypuff's wall of pain and be able to return to the stage safely. Bayonetta, Pit and Dark Pit, King Dedede, Kirby, Meta Knight and Mewtwo can perform similar techniques in Smash 4, and some other characters, such as Captain Falcon in Melee, may have "pseudo-Wall of Pains" with similar outcomes, which are not based on a back aerial. These characters lack either the horizontal air speed or multiple jumps, rendering these techniques less effective compared to the original wall of pain in Melee.