Up throw Rest: Difference between revisions

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(Making necessary edits for the move and some rewriting. Also why are still wiki articles in 2021 claiming the post-Melee games have less hitstun?)
m (yjr)
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'''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.
'''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 [[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 yjr 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 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.
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.