Editing Up throw Rest

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[[File:Space Animal Slayer.gif|thumb|Up throw Rest being performed on Fox.]]
[[File:Space Animal Slayer.gif|thumb|Up throw Rest being performed on Fox.]]


'''Up throw Rest''' is an infamous [[Jigglypuff]] [[combo]] in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though more notable in the latter game. It is used against low-[[percent]] [[fast fall]]ers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, and occasionally works on {{SSBM|Roy}} due to his high [[falling speed]] and [[gravity]]. As the name directly states, it is simply performed by using {{SSBM|Jigglypuff}}'s {{mvsub|Jigglypuff|SSBM|up throw}} (or [[Jigglypuff (SSB)/Forward throw|forward throw]] in the case of Smash 64), then jumping towards the target and using [[Rest]]. At medium percentages, an [[up aerial]] can be interposed to ensure the Rest hits.
'''Up throw Rest''' is an infamous {{SSBM|Jigglypuff}} [[combo]] in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though more notable in the latter game. It is used against low-[[percent]] [[fast fall]]ers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, and occasionally works on {{SSBM|Roy}} due to his high [[falling speed]] and [[gravity]]. As the name directly states, It is simply performed by using Jigglypuff's [[Jigglypuff (SSBM)/Up throw|up throw]], then jumping towards the target and using [[Rest]]. At medium percentages, an [[up aerial]] can be interposed to ensure the Rest hits.


The combo works because the [[space animal]]s' high gravity and falling speed significantly decreases the distance they are launched after a vertical launching move, allowing Jigglypuff to cover the distance needed to jump into them and Rest before they get out of [[hitstun]]. While the target's initial damage must be low enough for Jigglypuff to get there in time, the immense power of Rest means the combo can still score a clean [[KO]] depending on the stage and positioning, which puts a large swing in the match.
The combo works because the [[spacies]]' high [[gravity]] and falling speed significantly decreases the distance they're launched after a vertical launching move, allowing Jigglypuff to cover the distance needed to jump into them and Rest before they get out of [[hitstun]]. While the target's initial damage must be low enough for Jigglypuff to get there in time, the immense power of Rest means the combo can still score a clean [[KO]] depending on the stage and positioning, which puts a large swing in the match.


The combo can be escaped by [[DI]]ing up throw horizontally, though since Jigglypuff's up throw is so fast, an immediate throw out of grab cannot be reacted to, so opponents must be preemptively DIing for the throw before being grabbed. It is also possible to tech on a platform should there be any on the stage. Should the Rest connect, the victim should attempt to DI sideways rather than up, as being [[Star KO]]'d will allow Jigglypuff to wake up before they can respawn and make a [[punish]] attempt.
The combo can be escaped by [[DI]]ing up throw horizontally. though since Jigglypuff's up throw is so fast, an immediate throw out of grab cannot be reacted to and so opponents must be preemptively DIing for the throw before being grabbed. It is also possible to tech on a platform should there be any on the stage. Should the Rest connect, the victim should attempt to DI sideways rather than up, as being [[Star KO]]'d will allow Jigglypuff to wake up before they can respawn and make a [[punish]] attempt.


This technique also works in the original ''Super Smash Bros.'' against {{SSB|Fox}}, {{SSB|Captain Falcon}}, {{SSB|Yoshi}}, {{SSB|Donkey Kong}} and {{SSB|Link}}. In the original game, DI does not exist, and [[SDI]] cannot be used on throws, which makes the combo more reliable to score KOs. Due to up throws not existing in this game, it instead uses Jigglypuff's {{mvsub|Jigglypuff|SSB|forward throw}} in its place (which was changed to its up throw in later games). However, due to Rest not being as strong as in ''Melee'', it has to be used at medium percents.
This technique also works in the original ''Super Smash Bros.'' against {{SSB|Fox}}, {{SSB|Captain Falcon}}, {{SSB|Yoshi}}, {{SSB|Donkey Kong}} and {{SSB|Link}}. In the original game, DI does not exist, and [[SDI]] cannot be used on throws, which makes the combo more reliable to score KOs. Due to up throws not existing in this game, it instead uses Jigglypuff's [[Jigglypuff (SSB)/Forward throw|forward throw]] in its place (which was changed to its up throw in later games). However, due to Rest not being as strong as in ''Melee'', it has to be used at medium percents.


Up throw Rest is no longer possible in ''[[Brawl]]'' and future games, due to the much slower falling speeds in conjunction with the introduction of [[hitstun cancelling]] making it no longer possible for Jigglypuff to reach an opponent in time to combo off of a throw with such high base knockback. However, if [[custom moves]] are enabled in ''[[Smash 4]]'', Jigglypuff can perform the combo again against any character with [[Leaping Rest]], though due to the move's much weaker power compared to default Rest, it cannot KO until around 80-100%, and due to it having even more [[ending lag]] than default Rest, if the move misses or the opponent survives, the opponent will be able to freely punish with nearly any move, making the combo's practicality questionable. Additionally, in ''[[Ultimate]]'', [[List of updates (SSBU)/13.0.0 changelog#Jigglypuff|patch 13.0.0]] made the similar down throw into Rest combo possible by reducing {{mvsub|Jigglypuff|SSBU|down throw}}'s base knockback and shaving a frame of ending lag off; however, it is only a true combo at or near 0% and only against large bodied heavyweights such as {{SSBU|Donkey Kong}}, at which percents it cannot KO at all, making it only a risky way to deal a lot of damage at the start of a stock.
Up throw Rest is no longer possible in ''[[Brawl]]'' and future games, due to the much slower falling speeds in conjunction with the introduction of [[hitstun cancelling]] making it no longer possible for Jigglypuff to reach an opponent in time to combo off of a throw with such high base knockback. Although if [[custom moves]] are enabled in ''[[Smash 4]]'', Jigglypuff can perform the combo again against any character with [[Leaping Rest]], though due to the move's much weaker power compared to default Rest, it cannot KO until around 80-100%, and due to it having even more [[ending lag]] than default Rest, if the move misses or the opponent survives, the opponent will be able to freely punish with nearly any move, making the combo's practicality questionable.


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