- Game Versions
- Smash 3DS, Smash Wii U
Note: this was made referencing version 1.07
Hi! So I've been making Jigglypuff guides for a little bit now, so you should know who I am: an annoying Jigglypuff player who keeps writing things! Anyway, like the last guide I made, this one might also seem worthless, but I thought I should make it anyway.
So we're talking about a "worthless" move today! Rollout!
Why do I call it worthless? Well, like many Jigglypuff mains say, "there isn't very much uses, and you can't combo using the move"
This is somewhat true, but I believe this is an important move for Jigglypuff! Hear me out, because it has more use than you might think, but people are right.
This move isn't one that you should use a lot, but you can, and I hope you might after this guide.
So why do I say that this move is important for Jigglypuff? Well, it is the only camping option Jigglypuff has, other than standing ground and waiting for your opponent to come to you. It's the worst camping option in the game, but still, it's better than nothing. Camping is important in Smash, and it's not like COD where it sucks, but an essential strategy for defensive play with much space. This is different for Jigglypuff, because unlike every other camping move, it isn't a projectile. This automatically makes camping worse because of spacing, and it's not for baiting like Bowser Jr.'s side b, but it can do things that other camping moves usually can't do, and I'll that explain later
How do you use the move?
Just hold B so you can charge up the move. Tapping won't do anything! Some players who are just learning the mechanics just tap the button, and think the move is worthless because you just roll around and can't hit anything. You'll just be punished! So... If you hold the button, you can charge the move up for damage! You'll start glowing purple when you're good for take off! You'll glow golden when you're at full potential for knockback and damage. You can also turn around during your rampage, but don't forget to when fully charged or you'll fly right to the death boundary!
Maximum damage is: 14%
Minimum damage is: 7%
Knockback also increases depending how long you charge the move. Knockback also is pretty decent when this move is fully charged.
It defeats Olimar at the CENTER of FD at 113%!
Also, don't use this move at the very edge when your opponent is there, because of you hit them, you'll bounce a little back, and que the animation where Jigglypuff rolls in place in the air until she hits the ground. You'll go off the stage and well, spin in place slowly to your death...
Hitting this move also depends on the character, a character like Bowser might just sheild, but this is what we want.
If your opponent starts sheilding at the opposite side of the stage when you're starting to charge thisove up, than they basically have just given you a free rollout.
Charge at a sheilding opponent and one hit will slightly damage the sheild. Well did you remeber that you can change direction? Right after you pass an opponent, turn around so you go back in their direction. You should be able to link three hits, breaking your opponents shield, or making them drop their sheild and getting hit. Damage and knockback won't decrease overtime! Other than pound, this is the best option for breaking shields. If you break your opponent's sheild, than you know what to do! Side Smash, or rest!!! !
Now I said the rollout can depend on the matchup. This is true, and rollout is a bad option against the following characters for at least one reason:
Mario
Luigi
Bowser
Rosalina and Luma(never rollout!)
Bowser Jr
Wario sort of
Game & Watch sort of
Link
Zelda sort of
Sheik
Toon Link
Spamus
Zero Suit Spamus
Pit
Marth
Ike
Robin
Kirby
King Dedede
Pikachu
Charizard
Lucario
Greninja
Duck Hunt
ROB
Villager
Wii Fit Trainer
Doctor Mario sort of
Dark Pit
Lucina
Shulk
Mega Man
Mewtwo
Lucas
Roy
Ryu
However, if any opponent shields (other than Rosalina and Luma because it will only hurt Luma), you're fine!
Great! So the move can hurt opponets and break shields, but what else. Well, every other Jigglypuff main guessed it! Recovery! This option is good for all stages, but the others are really just good for Smashville, FD, And maybe Town and city, and some transformations for Delfino and Castle Siege.
If you fly toward a corner, you can use the move to get back on the stage quickly, sort of like Ike's side B. There is some disadvantages to this though.
•If you don't make it, you'll bounce off the stage and have a lot of lag, going downward. You'll most likely lose a stock.
•If you hit even a sheilding opponent, you'll start the animation where you spin in place in the air until you touch the ground, and there is more lag because you jump in the air more when the attack comes from the air, and you WILL be punished.
With these disadvantages, I'll just usually jump to the ledge.
Combos
Like I said earlier, and what everyone else says, you can't combo with this move. If you can read your opponent missing a tech, you can charge up the move, and wait for them to roll, get up attack, or stand up. Then punish with rollout. That's seriously the best I got though. Everyone was right about combo potential earlier.
RELENTLESS ROLLOUT
this is the custom move #2! I don't know it's properties on shields, but I believe you can't break them with this move. If I'm wrong, tell me in the replys. This move does a bunch of weak consecutive hits, and you can't get punished because you don't stop and roll to the ground in place. Now you can hit Rosalina and Luma!! And recovering will be easier because you won't stop in place if you hit a sheild. You can't get punished! And you also do much more damage with the move than Rollout, but I'm not quite sure how. Normally you just deal about 1 percent of damage per hit, but you can do 7 sometimes. I'm not quite sure how, but I think it does this if all of Jigglypuff touches the opponent. This move can usually deal about 11-20 amount of damage if you're good on changing direction.
Overall, Relentless Rollout can be a better camping option. Especially if it does massive damage on shields, but unfortunately I don't know if it does.
It's better for recovery and takes just as long to charge up. I think this will be the most used option for customs, but hey, I could be wrong.
RAGING ROLLOUT
the last custom. I think this will be used least in tournament for several reasons.
Recovery isn't as good because it takes much longer to charge up
In fact, it takes so long to charge up, that even Ganon can punish you from the other side of the stage. So it isn't a good camping option...
"But MisterDom, can't I just charge it a little bit since it's so powerful, so it still does more damage?"
Well you can try, but each time I did I wasn't able to do much damage, if it even hit. The hitbox doesn't even really appear unless the move is close to fully charged up. Like half a second till the end, and charging up takes a lot of time. Like more time than when you're sleeping after the attack of rest. So unless there is a clear punish for more than 8 seconds, I wouldn't use this move. If you hit this move when it's fully charged though! Man...
The move does 23 damage, more than any other rollout, and can kill at the CENTER of FD at 65% on Palutena. Not because of a KO, but because she can't recover back! It killed at around 72%, and is definately the most powerful option! You can't turn around while using this move, but you won't go to the death boundary like regular rollout.
Like Relentless Rollout, I don't know what the effect is on shields...
So I hope you learned a thing of two from this. Which Rollout sounds like the best option for tournament play? Let people know!!! Don't forget to leave a review. Some of this writing might be a little stale, but I accidentally deleted a lot of this guide, so yeah... Not writing on my phone again...
Hi! So I've been making Jigglypuff guides for a little bit now, so you should know who I am: an annoying Jigglypuff player who keeps writing things! Anyway, like the last guide I made, this one might also seem worthless, but I thought I should make it anyway.
So we're talking about a "worthless" move today! Rollout!
Why do I call it worthless? Well, like many Jigglypuff mains say, "there isn't very much uses, and you can't combo using the move"
This is somewhat true, but I believe this is an important move for Jigglypuff! Hear me out, because it has more use than you might think, but people are right.
This move isn't one that you should use a lot, but you can, and I hope you might after this guide.
So why do I say that this move is important for Jigglypuff? Well, it is the only camping option Jigglypuff has, other than standing ground and waiting for your opponent to come to you. It's the worst camping option in the game, but still, it's better than nothing. Camping is important in Smash, and it's not like COD where it sucks, but an essential strategy for defensive play with much space. This is different for Jigglypuff, because unlike every other camping move, it isn't a projectile. This automatically makes camping worse because of spacing, and it's not for baiting like Bowser Jr.'s side b, but it can do things that other camping moves usually can't do, and I'll that explain later
How do you use the move?
Just hold B so you can charge up the move. Tapping won't do anything! Some players who are just learning the mechanics just tap the button, and think the move is worthless because you just roll around and can't hit anything. You'll just be punished! So... If you hold the button, you can charge the move up for damage! You'll start glowing purple when you're good for take off! You'll glow golden when you're at full potential for knockback and damage. You can also turn around during your rampage, but don't forget to when fully charged or you'll fly right to the death boundary!
Maximum damage is: 14%
Minimum damage is: 7%
Knockback also increases depending how long you charge the move. Knockback also is pretty decent when this move is fully charged.
It defeats Olimar at the CENTER of FD at 113%!
Also, don't use this move at the very edge when your opponent is there, because of you hit them, you'll bounce a little back, and que the animation where Jigglypuff rolls in place in the air until she hits the ground. You'll go off the stage and well, spin in place slowly to your death...
Hitting this move also depends on the character, a character like Bowser might just sheild, but this is what we want.
If your opponent starts sheilding at the opposite side of the stage when you're starting to charge thisove up, than they basically have just given you a free rollout.
Charge at a sheilding opponent and one hit will slightly damage the sheild. Well did you remeber that you can change direction? Right after you pass an opponent, turn around so you go back in their direction. You should be able to link three hits, breaking your opponents shield, or making them drop their sheild and getting hit. Damage and knockback won't decrease overtime! Other than pound, this is the best option for breaking shields. If you break your opponent's sheild, than you know what to do! Side Smash, or rest!!! !
Now I said the rollout can depend on the matchup. This is true, and rollout is a bad option against the following characters for at least one reason:
Mario
Luigi
Bowser
Rosalina and Luma(never rollout!)
Bowser Jr
Wario sort of
Game & Watch sort of
Link
Zelda sort of
Sheik
Toon Link
Spamus
Zero Suit Spamus
Pit
Marth
Ike
Robin
Kirby
King Dedede
Pikachu
Charizard
Lucario
Greninja
Duck Hunt
ROB
Villager
Wii Fit Trainer
Doctor Mario sort of
Dark Pit
Lucina
Shulk
Mega Man
Mewtwo
Lucas
Roy
Ryu
However, if any opponent shields (other than Rosalina and Luma because it will only hurt Luma), you're fine!
Great! So the move can hurt opponets and break shields, but what else. Well, every other Jigglypuff main guessed it! Recovery! This option is good for all stages, but the others are really just good for Smashville, FD, And maybe Town and city, and some transformations for Delfino and Castle Siege.
If you fly toward a corner, you can use the move to get back on the stage quickly, sort of like Ike's side B. There is some disadvantages to this though.
•If you don't make it, you'll bounce off the stage and have a lot of lag, going downward. You'll most likely lose a stock.
•If you hit even a sheilding opponent, you'll start the animation where you spin in place in the air until you touch the ground, and there is more lag because you jump in the air more when the attack comes from the air, and you WILL be punished.
With these disadvantages, I'll just usually jump to the ledge.
Combos
Like I said earlier, and what everyone else says, you can't combo with this move. If you can read your opponent missing a tech, you can charge up the move, and wait for them to roll, get up attack, or stand up. Then punish with rollout. That's seriously the best I got though. Everyone was right about combo potential earlier.
RELENTLESS ROLLOUT
this is the custom move #2! I don't know it's properties on shields, but I believe you can't break them with this move. If I'm wrong, tell me in the replys. This move does a bunch of weak consecutive hits, and you can't get punished because you don't stop and roll to the ground in place. Now you can hit Rosalina and Luma!! And recovering will be easier because you won't stop in place if you hit a sheild. You can't get punished! And you also do much more damage with the move than Rollout, but I'm not quite sure how. Normally you just deal about 1 percent of damage per hit, but you can do 7 sometimes. I'm not quite sure how, but I think it does this if all of Jigglypuff touches the opponent. This move can usually deal about 11-20 amount of damage if you're good on changing direction.
Overall, Relentless Rollout can be a better camping option. Especially if it does massive damage on shields, but unfortunately I don't know if it does.
It's better for recovery and takes just as long to charge up. I think this will be the most used option for customs, but hey, I could be wrong.
RAGING ROLLOUT
the last custom. I think this will be used least in tournament for several reasons.
Recovery isn't as good because it takes much longer to charge up
In fact, it takes so long to charge up, that even Ganon can punish you from the other side of the stage. So it isn't a good camping option...
"But MisterDom, can't I just charge it a little bit since it's so powerful, so it still does more damage?"
Well you can try, but each time I did I wasn't able to do much damage, if it even hit. The hitbox doesn't even really appear unless the move is close to fully charged up. Like half a second till the end, and charging up takes a lot of time. Like more time than when you're sleeping after the attack of rest. So unless there is a clear punish for more than 8 seconds, I wouldn't use this move. If you hit this move when it's fully charged though! Man...
The move does 23 damage, more than any other rollout, and can kill at the CENTER of FD at 65% on Palutena. Not because of a KO, but because she can't recover back! It killed at around 72%, and is definately the most powerful option! You can't turn around while using this move, but you won't go to the death boundary like regular rollout.
Like Relentless Rollout, I don't know what the effect is on shields...
So I hope you learned a thing of two from this. Which Rollout sounds like the best option for tournament play? Let people know!!! Don't forget to leave a review. Some of this writing might be a little stale, but I accidentally deleted a lot of this guide, so yeah... Not writing on my phone again...