Wall of Pain (abbreviated "WoP") is a Jigglypuff strategy of constantly barraging the opponent with aerial attacks, while exploiting Jigglypuff's horizontal air maneuverability. Each attack should go forward in the air, then once you hit your opponent, back to where you started. This allows for quick attacks and keeps you out of range from any retaliations.
Tetsuya and AOB were the earliest prominent users of the technique, and they are largely responsible for its widespread use (see PuffStuff). The term "Wall of Pain" was coined by Smash World Forums administrator and retired smasher Amorasaki, a longtime friend of AOB. One of the most famous examples, commonly demonstrated by pro smasher King, is the use of Jigglypuff's multiple back airs to juggle an opponent off the stage, horizontally.
See Also
Other characters with the ability to jump multiple times in mid-air, such as:
- King Dedede
- Pit
- Meta Knight
- Wario -but only as Wario-Man- using his Uair and Fair
- Charizard
- Kirby
These characters can attempt similar techniques to Jigglypuff's Wall of Pain. However, with slower air speeds, faster falling rates, and moves with varying vectors of knockback (varying directions and strengths), these attempts are less effective than Jigglypuff's original WoP (Wall of Pain).
Those characters with somewhat established "WoP" are as follows:-
- Kirby, in Melee, can use a similar manouever, the Fence of Pain, a similar, though less effective, technique. A Fence of Pain can also be demonstrated by Ivysaur's Bullet Seed. See link for information of how Fence of Pain is carried out.
- Meta Knight has "Jericho", which relies on his rapid sword slashes in the air. These may be powerful, but the direction of the knockback produced is not always constant. This combined with Meta Knight's ironically poor air speed means that Jericho is less effective than Jigglypuff's WoP. However it is very similar in style, and effect to Kirby's Fence of Pain (i.e.using aerials - that are lower priority than Jigglypuff's - sometimes without jumps in between, and so leaving oneself open at times.