Editing Jigglypuff (SSBU)/Down special

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Rest is most frequently seen as a finisher for some of Jigglypuff's combos, most notably being a potent finisher after landing a fast fall up aerial at low-mid [[percent]]s. Other routes into Rest exist such as with the late hitbox of forward aerial or "Drill Rest", where Jigglypuff drags the opponent down via down aerial before using Rest upon touching the ground. Landing Rest off these do require some precision from the Jigglypuff player, as mistiming the Rest, or reading the opponents [[directional influence]] incorrectly could result in heavy punishment for Jigglypuff.
Rest is most frequently seen as a finisher for some of Jigglypuff's combos, most notably being a potent finisher after landing a fast fall up aerial at low-mid [[percent]]s. Other routes into Rest exist such as with the late hitbox of forward aerial or "Drill Rest", where Jigglypuff drags the opponent down via down aerial before using Rest upon touching the ground. Landing Rest off these do require some precision from the Jigglypuff player, as mistiming the Rest, or reading the opponents [[directional influence]] incorrectly could result in heavy punishment for Jigglypuff.


Overall, Rest is one of Jigglypuff's most important moves in its punish game. Though the Jigglypuff player has to be somewhat precise with its timing and spacing, its ability to be comboed into and its extreme knockback allowing it to steal early stocks off one mistake from the opponent makes this a very feared move, especially for lightweight characters.
Overall, Rest is one of Jigglypuff's most important moves in its punish game. Though the Jigglypuff player has to be somewhat precise with its timing and spacing, its ability to be comboed into and its extreme knockback allows it to steal early stocks off one mistake from the opponent makes this a very feared move especially for lightweight characters.


==Hitboxes==
==Hitboxes==

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