Super Smash Bros. Melee

Wall of pain: Difference between revisions

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(I cleaned up the page and removed much of the information about the other characters, as they're rarely used as viable techniques in competitive play, and even so, are overdone)
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[[Image:Wallofpain.gif|thumb|200px|Wall of pain in ''[[Brawl]]''.]]
[[Image:Wallofpain.gif|thumb|200px|Wall of pain in ''[[Brawl]]''.]]
The '''wall of pain''', often abbreviated to '''WoP''', is a [[Jigglypuff]] [[technique]] which involves barraging the opponent with fast [[aerial attack]]s, exploiting Jigglypuff's high horizontal [[air speed]] to weave back and forth. The Wall of Pain can be used as either a method to [[juggle]] enemies offstage, as a powerful [[edgeguard]]ing technique, or as a method to increase the [[damage]] on opponents. In all four games, the technique is among the most powerful in Jigglypuff's [[metagame]]s, and proper use of it is important for use of Jigglypuff in tournaments.
The '''wall of pain''', often abbreviated to '''WoP''', is a {{SSBM|Jigglypuff}} [[technique]] in ''Super Smash Bros. Melee'', which involves barraging the opponent with repeated back aerials, exploiting Jigglypuff's high horizontal [[air speed]] to continuously follow the opponent in their knockback trajectory. The Wall of Pain is one of the most powerful [[edgeguarding]] techniques in the game, as multiple bairs will often send the opponent too far off stage to recover, while Jigglypuff can almost always make it back safely, due to its aforementioned air speed and high amount of jumps. Even if the wall of pain doesn't manage to KO, it can still rack up significant damage and leave the opponent in a poor position to try and get back on stage.
 
The wall of pain can technically be performed in all ''Super Smash Bros.'' games, but it is most effective in ''Melee'' due to the games hitstun and air dodge mechanics.


==Overview==
==Overview==
[[File:Jigglypuff Back Aerial Hitbox Melee.gif|thumb|left|Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in ''Melee''.]]
[[File:Jigglypuff Back Aerial Hitbox Melee.gif|thumb|left|Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in ''Melee''.]]
On the ground, Jigglypuff should move forward in the air with each attack, then once the opponent is hit, move back to the place where the Wall of pain was started. This allows for quick attacks and keeps Jigglypuff out of [[range]] from any retaliations. In ''[[Super Smash Bros. Melee]]'', this is done by interspacing Jigglypuff's [[back aerial]] with [[jump]]s while moving off the stage, utilizing Jigglypuff's superior air maneuverability to always land a hit with each spin kick.
{{Sm|Tetsuya}} and {{Sm|AOB}} were the earliest prominent users of the technique, and they are largely responsible for its widespread use. The term "wall of pain" was coined by [[SmashBoards]] administrator and retired smasher Amorasaki, a longtime friend of AOB.


In ''Brawl'', the back aerial has lost its [[knockback]], and the [[forward aerial]] has had its increased, which allows for an easier WoP, since Jigglypuff does not need to face backward. Therefore, when on the ground, or working up damage, the back aerial WoP is utilized to keep the forward aerial fresh, but for juggling off the stage at higher [[damage]], the forward aerial, with greater knockback, works better. [[Stale-move negation]] means that switching between the two, if possible, has a greater effect. [[Pound]] can be incorporated into the WoP if used solely for working up damage.
To initiate the wall of pain, the Jigglypuff player hits the opponent with a back aerial in the direction of the edge of the stage, typically at low to mid percents. After each bair, the Jigglypuff moves and jumps in the direction of the opponent's knockback trajectory and follows up with another bair. The Jigglypuff continues interspacing bairs and jumps until it runs out of jumps, or the opponent has been sent far enough offstage where they cannot recover.


In ''Smash 4'' Jigglypuff's back aerial has much more knockback again and is designed as a finisher rather than a combo move, making it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoP's in ''Smash 4'' generally utilize Jigglypuff's forward aerial (and neutral aerial as a finisher) instead.
After a wall of pain, the opponent will often be too far offstage to properly recover, resulting in a stock loss. If the opponent does recover, they will have sustained significant damage, and upon reaching the ledge, are subject to more pressure from the Jigglypuff in order to make it safely back onstage.


[[Smasher]]s {{Sm|Tetsuya}} and {{Sm|AOB}} were the earliest prominent users of the technique, and they are largely responsible for its widespread use. The term "wall of pain" was coined by [[SmashBoards]] administrator and retired smasher Amorasaki, a longtime friend of AOB.
The wall of pain is not nearly as effective in the other ''Smash'' games when compared to ''Melee.'' In ''Smash 64'', Jigglypuff's lesser jumping abilities prevent it from continuing the combo for as long, while more effective finishing combos exist due to the game's increased hitstun.
In ''Brawl'', the back aerial has lost its [[knockback]], and the move is no longer a true combo; opponents can simply air dodge to escape the wall of pain, or counterattack with a move of their own. Thus, while the wall of pain can technically still be performed, the technique is no longer a viable edgeguarding maneuver.


==Other characters==
In ''Smash 4'' Jigglypuff's back aerial has much more knockback again and is designed as a finisher rather than a combo move, making it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoP's in ''Smash 4'' generally utilize Jigglypuff's forward aerial (and neutral aerial as a finisher) instead.
While other characters also have midair jumps, most do not have the appropriate recovery potential, air speed, or falling speed in order to fully emulate Jigglypuff's Wall of Pain. Wolf, Kirby, King Dedede, Meta Knight, and Bayonetta, however, can perform similar techniques. Some other characters, such as {{SSBM|Captain Falcon}} in ''Melee'', may have "pseudo-Wall of Pains" with similar outcomes, which however are not based on a back air.


===[[Kirby]]===
In ''Melee'', {{SSBM|Kirby}} can use a similar technique to the Wall of Pain with his back air. Called the '''Fence of Pain''', due to having more "holes" than Jigglypuff's Wall of Pain, the technique is arguably Kirby's most powerful in his otherwise weak ''Melee'' metagame.


The technique returned in ''Brawl'' and, as a result of Kirby's improved air speed in the game, it is arguably as powerful as Jigglypuff's Wall of Pain.


Kirby is still capable of performing a wall of pain in ''Smash 4'' using his forward aerial, sometimes being able to carry opponents entirely off-stage from 0 percent. This wall of pain requires proper reading of the opponent's trajectory to use, and typically won't work against fast-fallers or those with high air speed.
==Other characters==
 
While other characters also have midair jumps, they do not have the appropriate recovery potential, air speed, or falling speed in order to fully emulate Jigglypuff's wall of pain. Kirby, King Dedede, Meta Knight, and Bayonetta, however, can perform similar techniques. Some other characters, such as {{SSBM|Captain Falcon}} in ''Melee'', may have "pseudo-Wall of Pains" with similar outcomes, which however are not based on a back air. These characters lack either the horizontal air speed or multiple jumps, rendering these technique ineffective compared to the original wall of pain in ''Melee''.
===[[Meta Knight]]===
In ''Brawl'' and ''SSB4'', Meta Knight can potentially use his back or forward aerial attacks in order to perform a pseudo-Wall of Pain. The presence of the [[Sakurai angle]] in these attacks, however, prevents the attacks from consistently sending opponents in one expected direction, and Meta Knight's below average air speed hinders his ability to pursue opponents. His long, safe recovery, however, makes this Wall of Pain of rather low risk to perform.


==={{SSBB|King Dedede}}===
In ''Brawl'', King Dedede has his own wall of pain with his back air. It is arguably as useful as Jigglypuff's due to his back air's speed, lingering hitbox, short duration, and decent power. However, it can be difficult to continue chasing opponents with it due to his very fast falling speed and incredibly low air speed, though his low gravity as well as his long, hard-to-intercept recovery can reduce the risk of using this technique.


==={{SSBB|Wolf}}===
In ''Brawl'', Wolf can use a wall of pain with his back air, which is often considered a useful strategy for him due to his very high air speed and his back air's speed, power, and range. However, his very poor recovery and fast falling speed make it very risky to perform.


==={{SSB4|Bayonetta}}===
In ''Smash 4'', Bayonetta has a wall of pain in her forward air, which is a three-hit combo and raises her slightly in the air with each use.


{{AllGames|Techniques}}
{{AllGames|Techniques}}
[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]
[[Category:Jigglypuff]]
[[Category:Jigglypuff]]

Revision as of 22:01, February 2, 2018

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Wall of pain in Brawl.

The wall of pain, often abbreviated to WoP, is a Jigglypuff technique in Super Smash Bros. Melee, which involves barraging the opponent with repeated back aerials, exploiting Jigglypuff's high horizontal air speed to continuously follow the opponent in their knockback trajectory. The Wall of Pain is one of the most powerful edgeguarding techniques in the game, as multiple bairs will often send the opponent too far off stage to recover, while Jigglypuff can almost always make it back safely, due to its aforementioned air speed and high amount of jumps. Even if the wall of pain doesn't manage to KO, it can still rack up significant damage and leave the opponent in a poor position to try and get back on stage.

The wall of pain can technically be performed in all Super Smash Bros. games, but it is most effective in Melee due to the games hitstun and air dodge mechanics.

Overview

Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in Melee.

Tetsuya and AOB were the earliest prominent users of the technique, and they are largely responsible for its widespread use. The term "wall of pain" was coined by SmashBoards administrator and retired smasher Amorasaki, a longtime friend of AOB.

To initiate the wall of pain, the Jigglypuff player hits the opponent with a back aerial in the direction of the edge of the stage, typically at low to mid percents. After each bair, the Jigglypuff moves and jumps in the direction of the opponent's knockback trajectory and follows up with another bair. The Jigglypuff continues interspacing bairs and jumps until it runs out of jumps, or the opponent has been sent far enough offstage where they cannot recover.

After a wall of pain, the opponent will often be too far offstage to properly recover, resulting in a stock loss. If the opponent does recover, they will have sustained significant damage, and upon reaching the ledge, are subject to more pressure from the Jigglypuff in order to make it safely back onstage.

The wall of pain is not nearly as effective in the other Smash games when compared to Melee. In Smash 64, Jigglypuff's lesser jumping abilities prevent it from continuing the combo for as long, while more effective finishing combos exist due to the game's increased hitstun.

In Brawl, the back aerial has lost its knockback, and the move is no longer a true combo; opponents can simply air dodge to escape the wall of pain, or counterattack with a move of their own. Thus, while the wall of pain can technically still be performed, the technique is no longer a viable edgeguarding maneuver.

In Smash 4 Jigglypuff's back aerial has much more knockback again and is designed as a finisher rather than a combo move, making it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoP's in Smash 4 generally utilize Jigglypuff's forward aerial (and neutral aerial as a finisher) instead.


Other characters

While other characters also have midair jumps, they do not have the appropriate recovery potential, air speed, or falling speed in order to fully emulate Jigglypuff's wall of pain. Kirby, King Dedede, Meta Knight, and Bayonetta, however, can perform similar techniques. Some other characters, such as Captain Falcon in Melee, may have "pseudo-Wall of Pains" with similar outcomes, which however are not based on a back air. These characters lack either the horizontal air speed or multiple jumps, rendering these technique ineffective compared to the original wall of pain in Melee.