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{{Cquote|''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.''|cite=Jigglypuff's trophy description in ''Melee''}} | {{Cquote|''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.''|cite=Jigglypuff's trophy description in ''Melee''}} | ||
{{cquote|''Use it while touching a foe to unleash its hidden power.''|cite={{Forwiiu}}'s Quick Guide}} | {{cquote|''Use it while touching a foe to unleash its hidden power.''|cite={{Forwiiu}}'s Quick Guide}} | ||
'''Rest''' ({{ja|ねむる|Nemuru}}, ''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. Unlike the [[asleep|sleep]] state caused by other moves, Jigglypuff cannot wake up faster via [[button mashing]]. 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. Jigglypuff gains [[intangibility]] for about 25 frames at the start of the move, approximately the time it takes to close its eyes; however, this is unlikely to | '''Rest''' ({{ja|ねむる|Nemuru}}, ''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. Unlike the [[asleep|sleep]] state caused by other moves, Jigglypuff cannot wake up faster via [[button mashing]]. 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. Jigglypuff gains [[intangibility]] for about 25 frames at the start of the move, approximately the time it takes to close its eyes; however, this is unlikely to protect the user in case of a miss due to the move's extreme ending lag. | ||
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 [[nerf]]ed (with its KO power being drastically reduced so that it starts KOing reliably only at 75%), though it now applies a [[flower]] on hit, with the move dealing much more total damage when including the flower's damage-over-time. It was subsequently buffed in ''[[Super Smash Bros. 4]]''; in addition to retaining the flower effect, the changes to game mechanics makes the move possible to combo into again, while the move itself deals significantly more knockback, though still not comparable to its power in ''Melee''. | 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 [[nerf]]ed (with its KO power being drastically reduced so that it starts KOing reliably only at 75%), though it now applies a [[flower]] on hit, with the move dealing much more total damage when including the flower's damage-over-time. It was subsequently buffed in ''[[Super Smash Bros. 4]]''; in addition to retaining the flower effect, the changes to game mechanics makes the move possible to combo into again, while the move itself deals significantly more knockback, though still not comparable to its power in ''Melee''. |
Revision as of 23:38, December 15, 2018
Rest | |
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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. Unlike the sleep state caused by other moves, Jigglypuff cannot wake up faster via button mashing. 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. Jigglypuff gains intangibility for about 25 frames at the start of the move, approximately the time it takes to close its eyes; however, this is unlikely to protect the user in case of a miss due to the move's extreme ending lag.
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%), though it now applies a flower on hit, with the move dealing much more total damage when including the flower's damage-over-time. It was subsequently buffed in Super Smash Bros. 4; in addition to retaining the flower effect, the changes to game mechanics makes the move possible to combo into again, while the move itself deals significantly more knockback, though still not comparable to its power in Melee.
In Super Smash Bros. and Melee, Rest has largely horizontal knockback. This made it more reliable across the cast but could potentially lead to the opponent respawning before Jigglypuff wakes up. From Brawl onward Rest has largely vertical knockback; this makes it harder to KO fast-falling opponents but will usually cause a lengthy Star KO when it does, giving Jigglypuff more time to wake up.
In Super Smash Bros. Ultimate, Jigglypuff wakes up slightly more quickly in the move connects than when it misses.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Rest | 2. Leaping Rest | 3. Wakie Wakie |
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"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 while it falls asleep. While it has less knockback than Rest, it consists of a "striking" hitbox while jumping that can be comboed into more easily, having kill confirms out of up tilt and up air. Hitting with the early frames still causes a flower effect, though the strike does not. The initial hit does not KO until up to 45% later from the ground, with the strike KOing later, but having the ability to hit opponents very high up for early kills. Jigglypuff sleeps for 50% longer than the default. On stages like Kongo Jungle (64) with semi-soft platforms, it can be used as a last resort recovery move; however, it cannot be used on most stages, as Jigglypuff cannot grab ledges while asleep.
- Wakie Wakie/Wakey-Wakey (PAL): Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, it emits a pushing vortex, which can make the move harder to land, but can also protect Jigglypuff by pushing foes away. Jigglypuff stays asleep for just half the amount of time, then Jigglypuff will wake up with an explosion larger than the vortex, take 5% recoil damage, and inflict 15% flame damage to nearby opponents. The move is overall faster, with more startup but lower ending lag, despite the waking up animation having a frame speed multiplier of 2. The move has the potential to KO 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.
- From Brawl onward, Rest is the only move in the series that can inflict the flower effect that is neither a custom special move or a Final Smash.
- In Brawl, if Jigglypuff lands while still asleep, its eyes will open for a single frame before closing again.