Rollout
Rollout | |
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Rollout being used in Super Smash Bros. for Wii U. | |
User | Jigglypuff |
Universe | Pokémon |
Article on Bulbapedia | Rollout (move) |
“ | Rollout is a powerful speed attack, but be careful not to fly off the edge. | ” |
—Jigglypuff's trophy description in Melee |
Rollout (ころがる, Roll) is Jigglypuff's neutral special move in Super Smash Bros. Melee, Super Smash Bros. Brawl and Super Smash Bros. 4.
Overview
It is charged by holding the "special" button and executed by releasing it. Charging raises the speed, damage and knockback of the attack. In Super Smash Bros. Melee and Super Smash Bros. Brawl, it is capable of dealing 18% damage when fully charged (when the higher-pitch sound has started). It deals high horizontal knockback that KOs at relatively low percentages. Hitting an opponent causes Jigglypuff to rebound for a short distance. In Super Smash Bros. 4, Rollout has been severely nerfed. It deals 14% damage, has much less knockback, and KOs at much higher percentages, around 135%.
The knockback is usually a low diagonal. When Rollout is used in the air, the opponent is sent straight upward.
In Brawl, Jigglypuff can charge further into a super charge (in which the controller will "rumble" if applicable). This will not cause any more damage or knockback, but Jigglypuff will roll further and will be less affected by gravity when it travels through the air. Also, in Brawl, if Jigglypuff collides with a wall, but the control stick is still tilted towards the wall, Jigglypuff will strike the wall again, then rapidly spin against it, emitting blue shock waves and a drilling noise, and causing pure vertical knockback to anyone who is hit. In Melee, Jigglypuff would continuously rebound off the wall, until the move ended.
Jigglypuff can change direction back and forth during the Rollout. In Melee's Adventure Mode, it is one of the fastest ways to move around.
If used in the air or off of a ledge, Jigglypuff takes a long time to end the move, so it's best used on the ground. In Melee, this move puts Jigglypuff in a helpless state if the attack ends while Jigglypuff is in the air. This does not happen in Brawl. Additionally, in Brawl, the move can "curve" in midair to prevent going off the side of the stage. This can even go to a degree where Jigglypuff is falling straight down, spinning, and when it lands, it will move in the opposite direction. However, if Jigglypuff hits an opponent in midair and there is a gap below, it will hit the opponent and continue spinning from the rebound, making it effectively "helpless" while floating down through the gap, resulting in a self destruct.
While Rollout cannot reflect any projectiles, interestingly it can reflect Snake's Remote Missile. When Kirby copies the move, he attacks in a manner similar to Wheel Kirby from various Kirby games.
Changes across games / versions
Melee to Brawl
- "Super charged" state added.
- No longer puts Jigglypuff into a helpless state when used in midair.
Brawl to Smash 4
- Does less damage and knockback.
- Jigglypuff can no longer move in midair after hitting an opponent.
- If used on a sloped area (such as Green Hill Zone)Rollout can do even more damaged than when fully charge and Jigglypuff will also move much faster.
- Rollout is much easier to control and can even bypass certain counter moves.
- Rollout can now be reversed upon startup much like Reverse Falcon Punch and Warlock Punch.
Customization
Special Move customization was added in Super Smash Bros. 4. Rollout has two variations:
- Relentless Rollout: Rollout charges up much quicker, and travels faster and covers more distance. The move doesn't end if it touches someone, instead passing through them and dealing 1% or 2% of damage at max charge for everytime it makes contact. Jigglypuff can hit the opponent about 4 to 6 times, depending on the opponent's size. This move will not inflict damage if the direction of the move is being changed; it will be harmless, and takes a moment to change direction. This move's duration is longer than the standard variation. Because of its quick speed and poor maneuverability, it is easier to fall off the stage and self-destruct. In contrast, its horizontal recovery and quick charge time makes it ideal for recovery.
- Raging Rollout: This move takes nearly double the time to charge up. When executed, it is faster than Rollout and has considerable knockback. However, the direction of the move cannot be changed. It inflicts 16% damage when it hits, and can K.O. at 95%. Its long recharge time and poor horizontal distance when not fully charged make it invalid as a recovery option. Its inability to turn increases the chances of rolling off the stage and self-destructing.
Origin
Rollout is a physical Rock-type attack introduced in Generation II in the Pokémon games. Learned mostly by spherical Pokémon, it can hit 2-5 turns in a row. Its starting base power is 30 and its power will double after every hit.[1] If Defense Curl is used beforehand, Rollout's starting base power will be doubled to 60, resulting in the most powerful attack in the game on the fifth hit, with a base power of 960. However, not all Pokémon that learn Rollout can learn Defense Curl. If Rollout misses, then its base power will be reset.
In Generations II and III, Jigglypuff learns Rollout at level 19. It was moved down two levels in Generation IV and it was moved up three levels for Generation V and VI.
Gallery
Jigglypuff's Rollout hitting Greninja in SSB4.
- Rollout.png
Rollout in Generation IV Pokémon games.
Trivia
- When Kirby copies Jigglypuff and uses Rollout, he says "Purin", Jigglypuff's Japanese name.
References
- ^ 2008-06-21. bulbapedia:Rollout (move), Bulbapedia. Accessed 2008-06-28.