Rest: Difference between revisions
Line 45: | Line 45: | ||
* {{buff|Can now be comboed into again, though not as easily as in ''Melee''.}} | * {{buff|Can now be comboed into again, though not as easily as in ''Melee''.}} | ||
* {{nerf|KOing with Rest is somewhat less safe due to the possibility of getting a blast KO instead of a [[Star KO]] or [[Screen KO]], giving the opponent more time to punish after respawning.}} | * {{nerf|KOing with Rest is somewhat less safe due to the possibility of getting a blast KO instead of a [[Star KO]] or [[Screen KO]], giving the opponent more time to punish after respawning.}} | ||
* {{nerfHowever Jigglypuff should not use Rest in stages that lack both [[Star KO]]s and [[Screen KO]]s, because it would be giving more time to punish after respawning.}} | |||
==Customization== | ==Customization== |
Revision as of 09:43, August 25, 2016
Rest | |
---|---|
Rest in Super Smash Bros. for Wii U. | |
User | Jigglypuff |
Universe | Pokémon |
Article on Bulbapedia | Rest (move) |
“ | Rest puts Jigglypuff into a deep sleep, but at the instant it drops off, an intense energy force radiates out of the exact center of its body. | ” |
—Jigglypuff's trophy description in Melee |
“ | Use it while touching a foe to unleash its hidden power. | ” |
—Super Smash Bros. for Wii U's Quick Guide |
Rest (ねむる, Sleep) (named Sleep on the original Super Smash Bros. website) is Jigglypuff's down special move in all games of the Smash series. Jigglypuff turns toward the screen and falls asleep for about 3 seconds. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a ping sound being heard. This attack is nearly infamously known for having high knockback, zero startup lag (as it hits on frame 1), very small range, and a long vulnerability period. However, Jigglypuff gains invincibility for about 25 frames, approximately the time it takes to close its eyes.
In Super Smash Bros. and Super Smash Bros. Melee, Rest is a powerful move that deals high damage and knockback. In Melee, it can be combo'd into using some of Jigglypuff's moves, such as up throw or up aerial, and it can KO reliably at as low as 25%. It can even one-hit KO the Fighting Wire Frames in Cruel Melee. However, during the transition from Melee to Super Smash Bros. Brawl, it was heavily nerfed (with its KO power being drastically reduced so that it starts KOing reliably only at 75%). It was subsequently buffed in Super Smash Bros. 4, but not back to its Melee power.
Changes across games / versions
SSB
SSB JPN to NTSC
- Damage: 14% → 20%
SSB NTSC to PAL
- Hitbox is smaller.
SSB to Melee
- Higher knockback, now KOing at 30%.
- Damage: 20% → 28%.
- Hitbox is smaller.
- Flame effect added.
Melee to Brawl
- Angle changed from the Sakurai angle to a near-vertical 88°; as a result, KOs with Rest are now guaranteed to be off the top, making it much more difficult for the opponent to respawn and punish Jigglypuff before it wakes up.
- No longer a Home-Run Bat alternative in Brawl's Home-Run Contest due to the vertical angle.
- Damage: 28% → 15% (without counting flower damage).
- Less knockback, now KOing at 75%.
- More difficult to use successfully overall, as Brawl's physics make it generally impossible to combo into.
- Now has a flower effect rather than a flame effect, which allows the move to have a maximum damage potential of 45%, although it is never worth using for racking up damage since the opponent can easily punish Jigglypuff if they are not KO'd by the move.
Brawl to Smash 4
- Damage: 15% → 20%
- Higher knockback, now KOing middleweights around 50% and lightweights around 40%.
- Larger hitbox, covering more of Jigglypuff's body similar to the SSB version.
- Hitbox length: 1 frame → 2 frames.
- Can now be comboed into again, though not as easily as in Melee.
- KOing with Rest is somewhat less safe due to the possibility of getting a blast KO instead of a Star KO or Screen KO, giving the opponent more time to punish after respawning.
- {{nerfHowever Jigglypuff should not use Rest in stages that lack both Star KOs and Screen KOs, because it would be giving more time to punish after respawning.}}
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Rest | 2. Leaping Rest | 3. Wakie Wakie |
---|---|---|
"A well-earned nap. Use it while touching a foe to unleash its hidden power." | "A well-earned nap… with added altitude. No one will disturb you all the way up there." | "A short yet peaceful nap. Oh, and you explode when you wake up. Not so peaceful, I guess." |
- Rest: Default.
- Leaping Rest: Launches Jigglypuff upwards before making it fall asleep, knocking away foes. While it has less knockback than Rest, it can be combo'd into much more easily and still works as a reliable finisher. However, Jigglypuff sleeps longer than the other two.
- Wakie Wakie: Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, a small vortex is emitted from it. This vortex pushes foes away, which can make the move harder to land, but can also protect Jigglypuff from foes charging a Smash attack. After a very small amount of time, Jigglypuff will wake up, taking 5% damage from the flame that it emits. Any opponents within reach of the vortex will be inflicted 14% damage and also suffer from a fire effect. This move can KO at lower percentages the closer an opponent is to Jigglypuff. The move has the potential to KO anywhere from 90% to 100%.
Origin
The Super Smash Bros. version of Rest is completely different from the Pokémon version. In Pokémon, Rest is a Psychic-type status move introduced in Generation I that does not do damage to opponents; instead, it puts the user to sleep for two turns in exchange for recovering all of their HP back to maximum and healing any status ailments. The two turns of sleep may leave the user open to their opponent's attacks or setup, unless the user has an item or Ability that can cure the sleep early.
In the Super Smash Bros. series, Rest also puts the user to sleep and leaves it vulnerable in exchange for a powerful effect, but instead of healing damage, it deals damage with very powerful knockback if used right next to a foe. In the description of one of its Melee Smash trophies, as well as in Snake's Codec Conversation about Jigglypuff, it is stated that this is because at the instant Jigglypuff falls asleep, a huge buildup of energy forms at the center of its body. This is an example of the Smash producers changing the functions of a move to suit the games; other examples of this from the Pokémon series include Withdraw and Double Team.
In every Pokémon generation, Jigglypuff can learn Rest by leveling up, being one of the few Pokémon that can do so. Also, nearly every Pokémon can learn Rest via TM44.
Gallery
Rest leaves Jigglypuff very vulnerable, particularly to strong attacks which require charging, like Lucario's Aura Sphere or charged smash attacks.
Rest in Super Smash Bros. for Nintendo 3DS.
Rest connecting with Pikachu in Super Smash Bros. for Wii U.
Trivia
- The voice clip Jigglypuff uses when waking up from Rest in the original Super Smash Bros. was moved from Melee onward to its usage of Rollout, instead receiving a new voice clip for the aforementioned Rest wakeup. Additionally, Jigglypuff vocalizes twice in SSB while asleep, while it only does so once in the rest of the Smash games.
- This is the only non-custom special move that can cause a flower.