Up throw Rest: Difference between revisions
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[[File:Space Animal Slayer.gif|thumb|The Space animal slayer being performed on Fox.]] | [[File:Space Animal Slayer.gif|thumb|The Space animal slayer being performed on Fox.]] | ||
The '''space animal slayer''', also known as the '''Hunger strike''' after Jigglypuff professional {{Sm|Hungrybox}}, is a well-known {{SSBM|Jigglypuff}} [[combo]] in ''[[Super Smash Bros. Melee]]'' | The '''space animal slayer''', also known as the '''Hunger strike''' after Jigglypuff professional {{Sm|Hungrybox}}, is a well-known {{SSBM|Jigglypuff}} [[combo]] in the "[[Super Smash Bros. Series]]", though popularized in ''[[Super Smash Bros. Melee]]''. It is used against a low-[[damage|percent]] fast fallers such as {{SSBM|Fox}}, {{SSBM|Falco}} (i.e. the [[space animals]]), {{SSBM|Captain Falcon}} and occasionally works on {{SSBM|Roy}} due to his high [[falling speed]] and [[gravity]]. It is performed by using [[up throw]], then jumping to the target, and then using [[Rest]]. At medium percentages, an [[up aerial]] can be interposed to ensure the Rest hits. | ||
The combo essentially works because the space animals' high [[gravity]] and [[falling speed]] | The combo essentially works because the space animals' high [[gravity]] and [[falling speed]] makes them much easier to combo into then any other characters after a low-damage up throw. This allows Jigglypuff enough time so it can 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 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 quickly [[DI]]'ing horizontally. 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 quickly [[DI]]'ing horizontally. 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 Fox, Captain Falcon, and Link | This technique also works in the original ''Super Smash Bros.'' against Fox, Captain Falcon, Yoshi, Donkey Kong and Link. In the original game, DI does not exist outside of [[Smash DI]], which makes the combo more reliable to score KOs. However, due to Rest not being as strong as in "Melee", although stronger then the Japanese version of Rest, it has to be used at medium percents. | ||
The space animal slayer was | The space animal slayer was no longer able to be performed in ''[[Super Smash Bros. Brawl]]'' and future games, as Jigglypuff's up throw had increased base knockback, sending opponents too high to allow for comboing into Rest at any percentage. This wasn't helped by the lower hitstun of future games. | ||
==External links== | ==External links== |
Revision as of 04:08, January 18, 2019
The space animal slayer, also known as the Hunger strike after Jigglypuff professional Hungrybox, is a well-known Jigglypuff combo in the "Super Smash Bros. Series", though popularized in Super Smash Bros. Melee. It is used against a low-percent fast fallers such as Fox, Falco (i.e. the space animals), Captain Falcon and occasionally works on Roy due to his high falling speed and gravity. It is performed by using up throw, then jumping to the target, and then using Rest. At medium percentages, an up aerial can be interposed to ensure the Rest hits.
The combo essentially works because the space animals' high gravity and falling speed makes them much easier to combo into then any other characters after a low-damage up throw. This allows Jigglypuff enough time so it can 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 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 quickly DI'ing horizontally. 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 Fox, Captain Falcon, Yoshi, Donkey Kong and Link. In the original game, DI does not exist outside of Smash DI, which makes the combo more reliable to score KOs. However, due to Rest not being as strong as in "Melee", although stronger then the Japanese version of Rest, it has to be used at medium percents.
The space animal slayer was no longer able to be performed in Super Smash Bros. Brawl and future games, as Jigglypuff's up throw had increased base knockback, sending opponents too high to allow for comboing into Rest at any percentage. This wasn't helped by the lower hitstun of future games.