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| {{ArticleIcons|ssbm=y}}
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| {{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Rest}}
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| ==Overview== | | ==Overview== |
| [[File:Jigglypuff Down Special Hitbox Melee.gif|thumb|Rest's hitbox duration]]
| | Jigglypuff rests when this move is used. Normally, it leaves it very vulnerable, but there is a very small hitbox near its eyes that deals 28% damage and huge knockback, being one of the most powerful moves in the game. It also has a [[flame]] effect. This attack can KO reliably at as low as 25%, and it can be combo'd into with a variety of moves, such as a u-throw or uair. It also has almost nonexistant startup lag (1 frame), but extreme ending lag. Against fastfallers (including {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}), a u-throw can combo into Rest easily - at medium to higher percentages, a uair can be used to ensure that the Rest is landed. This is called the [[Space animal slayer]] (also known as Hunger Strike, named after the professional Jigglypuff player [[Hungrybox]]. |
| [[File:Jigglypuff Down Special Hitbox Closeup.png|thumb|A closeup of the hitbox, on the first frame.]]
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| [[File:Best Rest approach.gif|thumb|Jigglypuff walking up to {{SSBM|Sheik}} and using Rest.]]
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| The epitome of high-risk high-reward moves, '''[[Rest]]''' puts Jigglypuff to sleep upon activation. On the first frame and only the first frame of the move, there is a tiny hitbox (about the size of its eye) in the center of its body, which does incredible damage and extreme knockback, KOing reliably at percentages as low as 25%. This makes it one of the most powerful moves in the game; surprisingly, such power does not sacrifice versatility unlike other moves of its caliber, as it can be [[combo]]ed into with a variety of moves, such as an {{mvsub|Jigglypuff|SSBM|up throw}}, {{mvsub|Jigglypuff|SSBM|up tilt}}, or {{mvsub|Jigglypuff|SSBM|up aerial}}. Against [[fastfaller]]s such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, an up throw can combo into Rest easily, especially at low percentages; at medium to high percentages, an up aerial can be used to ensure that the Rest lands. This is called the [[space animal slayer]] (also known as the "Hunger Strike," named after the professional Jigglypuff player {{Sm|Hungrybox}}). A variant of this technique involves using [[platform]]s to help land the Rest; an up throw can be used to get an opponent on top of a platform and Rest can be used after that to punish their [[tech]] option. Up aerials can be used to cause the opponent to miss their tech, making landing the Rest even easier. Rest is also an extremely potent followup to a [[jab reset]], which is often set up using a combination of {{mvsub|Jigglypuff|SSBM|back aerial}}s, up aerials, and [[Pound]]. Other less reliable moves that can knock the opponent down to set it up include strong {{mvsub|Jigglypuff|SSBM|neutral aerial}} at moderate percentages (especially if [[autocancel]]led), and a {{mvsub|Jigglypuff|SSBM|down throw}} on fastfallers at low percentages.
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| With all its power and ability to make any player think twice about some things, Rest has by far the most ending lag of any move in the game, leaving Jigglypuff utterly vulnerable and helpless for 223 frames (about 3.7 seconds). If the move doesn't hit the opponent during its single frame of damage, virtually any opponent will be able to set up a [[punish]] such as a fully-changed smash attack or other power move that is otherwise too slow to connect; in fact, even if the opponent is hit, they can DI to attempt to be KO'd sideways in order to respawn fast enough to punish regardless. The move's extreme lag also makes it a guaranteed [[self-destruct]] if used with no ground below and no teammates are around to slap Jigglypuff awake; as a result successfully connecting with a midair Rest is considered flashy, especially if it ends a match.
| | {{technical data}} |
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| Rest includes 26 frames of intangibility at the start of the move. However, it is never worth using the move for the purpose of dodging an attack, and in fact hurts Jigglypuff by preventing it from being hit and woken up too early.
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| ==Hitboxes==
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| {{MeleeHitboxTableHeader}} | |
| {{MeleeHitboxTableRow
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| |id=0
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| |damage=28%
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| |angle=361
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| |bk=78
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| |ks=120
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| |fkv=0
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| |r=500
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| |bn=5
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| |clang=n
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| |rebound=n
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| |effect=Flame
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| |slvl=L
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| |sfx=Bat
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| }}
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| |}
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| ==Timing==
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| {|class="wikitable"
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| |-
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| !Hitbox
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| |1
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| |-
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| !Intangible
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| |1-26
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| |-
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| !Animation length
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| |249
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| |}
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| {{FrameStripStart}}
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| |-
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| {{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=248}}
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| |-
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| {{FrameStrip|t=Intangible|c=26}}{{FrameStrip|t=Vulnerable|c=223}}
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| {{FrameStripEnd}}
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| {{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y}}
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| {{MvSubNavJigglypuff|g=SSBM}}
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| [[Category:Jigglypuff (SSBM)]]
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| [[Category:Down special moves (SSBM)]]
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