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Rest: Difference between revisions

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===''Smash 64''===
===''Smash 64''===
===Overview===
The Smash 64 version of Rest has the largest hitbox in the series and is the easiest to combo into. This version of Rest also has the lowest amount of knock back out of the series however because of the higher difficulty to get back to the stage in the game,Smash 64's Rest is considered almost as powerful as it's Melee counterpart.
====''Smash 64'' JPN to NTSC====
====''Smash 64'' JPN to NTSC====
*{{buff|Damage|14%|20%}}
*{{buff|Damage|14%|20%}}
Line 31: Line 29:
* {{nerf|Hitbox is smaller.}}
* {{nerf|Hitbox is smaller.}}
* {{change|[[Flame]] effect added}}
* {{change|[[Flame]] effect added}}
===Overview===
The Melee version of Rest is wildly considered to be the best version out of all games in the series. The knock back is at its highest and a flame effect is added,it is easier to combo into however not as easily as it was in Smash 64 due to the significantly hitbox.


===''Melee'' to ''Brawl''===
===''Melee'' to ''Brawl''===
===Overview===
The Brawl version of Rest is often considered the worst iteration. The move not only deals the least damage and knock back out of all versions but it also keeps the same small hitbox from Melee despite these nerfs. A flower effect was added which does increase the total damage overall but being that Rest is usually used for OHKO'ing this buff does not serve as much purpose.
* {{buff|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}}
* {{buff|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}}
* {{buff|Flame is now [[flower]] (which allows the move to have a maximum damage potential of 45%)}}
* {{buff|Flame is now [[flower]] (which allows the move to have a maximum damage potential of 45%)}}
Line 45: Line 39:


===''Brawl'' to ''Smash 4''===
===''Brawl'' to ''Smash 4''===
===Overview===
The Smash 4 version of Rest is often considered the 2nd most useful version. Not only has the hitbox increased in size but it also last for 2 frames as opposed to 1. The move deals higher knock back than in Brawl and it keeps the same vertical angle and flower effect.
* {{buff|Damage|15%|20%}}
* {{buff|Damage|15%|20%}}
* {{buff|Higher knockback (now KOs around 60%)}}
* {{buff|Higher knockback (now KOs around 60%)}}

Revision as of 07:32, May 29, 2015

Rest
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

Rest (ねむる, Sleep) (named Sleep on the original Super Smash Bros. website) is Jigglypuff's down special move in all four Smash games. Jigglypuff turns toward the camera and falls asleep for about 5 seconds. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a Ping sound being heard. This attack is known for having high knockback, no startup lag, 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 Smash 64 and Super Smash Bros. Melee, Rest was a powerful move that dealt high damage and knockback. In Melee, it could 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 could even One-hit KO the Wireframes 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 at 75%). It was subsequently buffed in Super Smash Bros. 4, but not back to its Melee power.

Changes across games / versions

Smash 64

Smash 64 JPN to NTSC

  • Buff Damage: 14% → 20%

Smash 64 NTSC to PAL

  • Nerf Hitbox is smaller.

Smash 64 to Melee

  • Buff Higher knockback
  • Buff Damage: 20% → 28%
  • Nerf Hitbox is smaller.
  • Change Flame effect added

Melee to Brawl

  • Buff 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
  • Buff Flame is now flower (which allows the move to have a maximum damage potential of 45%)
  • Nerf Lower damage (from 28% to 15% without counting the flower damage)
  • Nerf Less knockback
  • Nerf No longer a Home-Run Bat alternative in Brawl's Home-Run Contest (due to the vertical angle)
  • Nerf More difficult to use successfully overall, as Brawl's physics make it generally impossible to combo into

Brawl to Smash 4

  • Buff Damage: 15% → 20%
  • Buff Higher knockback (now KOs around 60%)
  • Buff Larger hitbox
  • Buff Hitbox length: 1 frame → 2 frames
  • 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

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

  1. 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.
  2. 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. After a very small amount of time, Jigglypuff will wake up, taking 5% damage from the fire 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 K.O. at lower percentages the closer an opponent is to Jigglypuff. The move has the potential to K.O. anywhere from 90% to 100%.

Manual descriptions

Super Smash Bros. for Wii U

"Use it while touching a foe to unleash its hidden power."

Origin

Rest in Generation IV Pokémon games.

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 the user gaining all of its HP back to its maximum and healing any status ailments, but this could also leave the user open for attacks or have their opponent do something else useful for themselves while it sleeps. Rest however can be useful if the user holds an item that would cure sleeping, or in Double Battles, if the ally knows a move that would heal the Pokémon's status ailments, since Rest will then be able to fully restore HP without the user becoming vulnerable.

In the Super Smash Bros. series, Rest can't be used to heal damage, and Jigglypuff falls asleep for some seconds when using the move, leaving it vulnerable to attacks, but dealing damage with very powerful knockback if used near a foe. In one of its Melee Smash trophies' description, as well as on Snake's Codec Conversation about Jigglypuff, it is stated 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 function of moves to suit the games; other examples 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, every Pokémon that is capable of learning moves via Technical Machines can learn Rest via TM44.

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