View Full Version : Controlling the Rollout
Suretman
12-31-2004, 11:29 PM
I never have been very good at controlling the rollout, so I'd like to know exactly how to control it, in the air and on the ground. I know you can go right to ledges with it and I know like all neutral b's you can reverse in midair so jiggly will face a different way before she starts, but the actually swinging motion messes me up sometimes and I end up killing myself. :(
Neophos
01-01-2005, 02:25 AM
After released in the air, Puff goes straight forward while falling, and can't change direction nor stop.
On the ground, you can turn all you want, and such >_>
On a similar note, if release in the air, the opponent fly up upon impact, while if released while grounded, it sends the opponent in a deadly angle.
Suretman
01-01-2005, 10:19 AM
I know, but sometimes when I start the rollout and I'm close to the edge of the stage. Say I'm facing torwards the edge, well when I start the rollout I go right off the stage and die. How do you control it so this doesn't happen; usually that doesn't happen but when it does it seems like even if I hold the opposite direction it keeps going.
The_Lunch_King
01-19-2005, 04:49 PM
jiggs must go a minimum distance before turning to go in the opposite direction, so if ur too close to the edge, you will go off before u can get a chance to turn
Knuckaclo
02-02-2005, 04:46 AM
if u hold the opposit direction before u let go usually jigg will stop at the edge and turn rightback around unless right on it.
p.s. why would u start a rollout near and facing the edge
KuRoKuPo
02-03-2005, 12:32 AM
I hate it when I get reversed by mario when doing it... lol... but i keep my control stick ready when I'm against a mario...so...I guess its no problem for me
Knuckaclo
02-03-2005, 04:37 AM
just keep an eye out and try not to roll towards the edge
KuRoKuPo
02-04-2005, 02:21 AM
I never charged a rollout for more than 1.5 seconds... has anyone even bothered to charge one?
TheKoopaBros.
02-04-2005, 03:10 AM
Originally posted by KuRoKuPo
I never charged a rollout for more than 1.5 seconds... has anyone even bothered to charge one? I really only fully charge it if the other smashers are far away or preoccupied.
Otherwise I just quickly charge it.
Knuckaclo
02-04-2005, 07:48 AM
i fully charge it sometime for sure strength. it works really great. right next to the nap o' doom
KuRoKuPo
02-04-2005, 09:06 AM
I rather charge a fsmash...
*TwItCh*
02-05-2005, 05:55 AM
Your Best bet for a good puff is to just leave the rollout out of your game.
It can be a sneaky attack! (next paragraph) but it's a difficult move to control I've played with puff from the beginning and even tho- i have a really good feel for the character i still have problems with rollout-suicides.
Rollout is very effective in teams however! (if the other players are distracted) but make sure not to hit your teammate! this can be minimized by charging the attack from the opposite side of the stage and being a crafty opportunist people get distracted in the heat of the battle. :chuckle:
The_Lunch_King
02-05-2005, 11:40 AM
i fully charge the rollout in mute city when ur on the very high platform. just smash or throw ur oppponet off the edge so they have to do an upb revcovery, and since there are no edges; BOOM. dead;)
Hoefler
02-05-2005, 01:41 PM
FFA's... enough said. Usually no one pays attention to the floating pink ball so utilizing the rollout is ver, very easy.
Boocif
02-05-2005, 10:10 PM
sorry my brother posted here he is a waste
Knuckaclo
02-07-2005, 01:45 AM
/\ dont spam.
and yes even though they dont pay attention to the pink ball u can also get in a good rest on them.
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