Jiggly
Drop the mic, cause these fools sleeping on me
- Joined
- Apr 17, 2014
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- NNID
- Jiggly101
Jigglypuff Rest Strategies
So Jigglypuff's rest got a big boost this time around in Super Smash Bros. for 3DS and Wii U, but not as amazing as the famous melee rest. The big thing that makes Puff's rest better this game, is that there are combos that go into it. This thread is a place to bring all strategies together so we can make sure to make everyone's puff the best that they can be.
Thanks a lot to @ Glacey for putting a lot of this together in my absence.
Combos:
Dair-Rest:
How to perform:This rest combo is done by doing a rising Dair while moving backwards, then moving forward for the last couple hits. The movement causes you to be able to grab the opponent, and make them fly forward as well as give you max air speed. This put you in a perfect position to jump and get a rest. CAUTION: This method only works in the 40%-65% range and differs depending on the character you use it on.
Jab --> Rest
The opponent has to be extremely close to you, or else it won't work. Only works on certain characters, so make sure you aren't using it on a character that can't be hit by this combo.You can only do this as a damage racker on most characters, but on some like diddy, mario, villager, and ness it can work in kill percentage ~45-55% Not all is known about the combo, but work at it. This can also be used if you are both on the ledge and they roll spam, it's a good hit confrm and works on all characters.Works on the following characters: http://smashboards.com/threads/combo-jab-to-rest.389561/
Jab --> Shorthop Rest
How to perform: Must be right next to you, and be at higher percents, 85-100%. Use your First jab, then do a running SH and rest.
Usage: On big floaty characters it's really easy to hit, I've found Zelda and rosalina to be the two I've used it on most. You must have them use an unsafe move on shield to reliably get them that close. Make sure to condition them to both jabs, so if you do do it quite correctly, you can land it due to them expecting another jab.
Notes: This can work on all characters, but not a true combo. There is a ~5 frame time where they can escape when they are fast falling character. Jab lets you lift them off the ground, and they don't escape hitstun until they touch the ground. At this precent range above, you can SH and hit them right as they hit the ground/right before they hit the ground.
Falling U-Air --> Full-Hop --> Rest
Video:
How to perform: When your opponent is grounded. SH ff an up air on them. Immediately Full hop, or hop double hop really quickily, to get close enough.
Usage:
Notes:
Pound --> F-Air --> Rest
http://cdn.makeagif.com/media/3-28-2015/2K1Nk8.gif[/spoiler]
How to perform: Hit the ending hitbox of pound, hit the opponent with the sour spot of fair, and continue moving forward until you overlap, and get the rest.
Notes: One of the most useful and reliable rest combos, f-air to rest being a true combo with the right timing.
F-Air --> Rest
How to perform: Sourspot F-Air > Rest (in air) Works better at lower percents. Keep floating forward after the sourspot f-air so that you'll run into them for the rest.
Notes: Usually more of a Damage racking combo, but if you are high enough, or bait and punish an air dodge, you can kill.
U-Tilt --> Rest
How to perform: Uptilt (-->Uptilt) --> SH--> Rest
Notes: Since it only works at low percents, the opponent won't die from it. Although, it is a good damage racker. On heavy characters you can up tilt twice. Only attempt to use under 10%
Uair --> U-Tilt --> Dair (--> Dair) --> Fair --> Rest
How to perform: Fast fall an up air into them, immediately Utilt them. Get a Dair, or two if they're heavy. Now for the dair, you need to move backwards the first half and then forwards the last half. This makes sure it traps them, and you are moving forward at the end. Fair them out of the dair, and follow up with a rest.
Footstool --> Rest
How to perform: If opponent is on the ground, footstool, then buffer a dair and a rest. Dair vacuum box goes off (but the move is canceled), and then rest hits. If opponent is airborne, just footstool then rest.
Strategies:
Crouch --> Rest
How to perform: Crouch to dodge attack --> Shorthop into opponent --> Rest
Notes: Jigglypuff can crouch under many character's attacks. Depending on the character and the move you might have to jump after the crouch.
Be on edge when opponent is on the ledge -->Roll away --> Rest if opponent does a roll get up.
Notes: Jigg's roll is the same length as a get up roll, so if you can land, and roll back right before the do a get up, you can see if they roll onstage. If they do, free rest!
Airdodge and Roll Punish
Notes:
Shield Drop --> Rest
Notes:
So Jigglypuff's rest got a big boost this time around in Super Smash Bros. for 3DS and Wii U, but not as amazing as the famous melee rest. The big thing that makes Puff's rest better this game, is that there are combos that go into it. This thread is a place to bring all strategies together so we can make sure to make everyone's puff the best that they can be.
Thanks a lot to @ Glacey for putting a lot of this together in my absence.
Combos:
Dair-Rest:
Jab --> Rest
The opponent has to be extremely close to you, or else it won't work. Only works on certain characters, so make sure you aren't using it on a character that can't be hit by this combo.You can only do this as a damage racker on most characters, but on some like diddy, mario, villager, and ness it can work in kill percentage ~45-55% Not all is known about the combo, but work at it. This can also be used if you are both on the ledge and they roll spam, it's a good hit confrm and works on all characters.Works on the following characters: http://smashboards.com/threads/combo-jab-to-rest.389561/
Jab --> Shorthop Rest
How to perform: Must be right next to you, and be at higher percents, 85-100%. Use your First jab, then do a running SH and rest.
Usage: On big floaty characters it's really easy to hit, I've found Zelda and rosalina to be the two I've used it on most. You must have them use an unsafe move on shield to reliably get them that close. Make sure to condition them to both jabs, so if you do do it quite correctly, you can land it due to them expecting another jab.
Notes: This can work on all characters, but not a true combo. There is a ~5 frame time where they can escape when they are fast falling character. Jab lets you lift them off the ground, and they don't escape hitstun until they touch the ground. At this precent range above, you can SH and hit them right as they hit the ground/right before they hit the ground.
Falling U-Air --> Full-Hop --> Rest
Video:
Usage:
Notes:
Pound --> F-Air --> Rest
http://cdn.makeagif.com/media/3-28-2015/2K1Nk8.gif[/spoiler]
How to perform: Hit the ending hitbox of pound, hit the opponent with the sour spot of fair, and continue moving forward until you overlap, and get the rest.
Notes: One of the most useful and reliable rest combos, f-air to rest being a true combo with the right timing.
F-Air --> Rest
How to perform: Sourspot F-Air > Rest (in air) Works better at lower percents. Keep floating forward after the sourspot f-air so that you'll run into them for the rest.
Notes: Usually more of a Damage racking combo, but if you are high enough, or bait and punish an air dodge, you can kill.
U-Tilt --> Rest
How to perform: Uptilt (-->Uptilt) --> SH--> Rest
Notes: Since it only works at low percents, the opponent won't die from it. Although, it is a good damage racker. On heavy characters you can up tilt twice. Only attempt to use under 10%
Uair --> U-Tilt --> Dair (--> Dair) --> Fair --> Rest
How to perform: Fast fall an up air into them, immediately Utilt them. Get a Dair, or two if they're heavy. Now for the dair, you need to move backwards the first half and then forwards the last half. This makes sure it traps them, and you are moving forward at the end. Fair them out of the dair, and follow up with a rest.
Footstool --> Rest
How to perform: If opponent is on the ground, footstool, then buffer a dair and a rest. Dair vacuum box goes off (but the move is canceled), and then rest hits. If opponent is airborne, just footstool then rest.
Bowser - Aerial
Yoshi - Grounded
Wario - Grounded
Donkey Kong - Aerial
Mr. Game and Watch - Aerial
Charizard - Grounded and Aerial
Ness - Aerial
Lucas - Aerial
Olimar - Aerial
Pac-Man - Grounded
Mega Man - Grounded
Sonic - Grounded
Yoshi - Grounded
Wario - Grounded
Donkey Kong - Aerial
Mr. Game and Watch - Aerial
Charizard - Grounded and Aerial
Ness - Aerial
Lucas - Aerial
Olimar - Aerial
Pac-Man - Grounded
Mega Man - Grounded
Sonic - Grounded
Strategies:
Crouch --> Rest
How to perform: Crouch to dodge attack --> Shorthop into opponent --> Rest
Notes: Jigglypuff can crouch under many character's attacks. Depending on the character and the move you might have to jump after the crouch.
Be on edge when opponent is on the ledge -->Roll away --> Rest if opponent does a roll get up.
Notes: Jigg's roll is the same length as a get up roll, so if you can land, and roll back right before the do a get up, you can see if they roll onstage. If they do, free rest!
Airdodge and Roll Punish
Notes:
Shield Drop --> Rest
Notes:
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