• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Stop and take a Rest!

Stop and take a Rest!

Game Versions
Smash 3DS, Smash Wii U
Hi! MisterDom here!

So you're here to learn everything about one single move today! The bane of opponents, the key to taking the match, the link between the dimensions!!!! The move that was in the description!!! REST!!!
:tired:
Many say that this of all moves, is Jigglypuff's main strength! It can kill most enemies at 50%! It has style depending on how you combo into it, and it's the key to overall win at smash with our cute hero, Jigglypuff!

Well, sure.

It certainly is a powerful and risky move! And it might just be a little more useful after this guide, but it's not as important as everyone thinks. You should NEVER risk a rest in battle! Smash ain't no joke! Jigglypuff is the lightest character in the game, and might even be KO'd at 50% to a smash attack, not to mention combos! Because if the risk, I usually don't ever use rest. Not even in tournament. But it isn't worthless! That's what this guide is for right?

ANALYSIS :dizzy:

Rest is a one frame move with a very small hitbox. You basiaclly have to be touching Jigglypuff to be able to be hit by this move. You can also hit opponents when they're literally about to hit you.
What's worse, is that after the move, you have about 3-4 seconds of sleep and vurneablity. You can be hit by anything!

There are also sleep bubbles!

The move has an extreme amount of knockback, and great amounts of damage. The move itself does only 20% of damage, but ever since brawl, a flower also appears on the opponent's head. This'll add about 40% of damage, making this move do almost 60% of damage.

The kill percents if every character are different, and it depends on percent. Here is a list of them below. These results were recorded on FD! Are could only do training mode, so rage is involved in these percents!:
Mario: 60%
Luigi: 56%
Peach: 53%
Bowser: 66%
Yoshi: 59%
Rosalina and Luma: 50%
Bowser Jr: 61%
Wario: 64%
G&w: 46%
DK: 71%
Diddy: 60%
Link: 63%
Zelda: 53%
Sheik: 52%
Ganondorf: 64%
Toon link: 55%
Spamus: 61%
Zero Suit Spamus: 54%
Pit: 61%
Palutena: 53%
Marth: 60%
Ike: 66%
Robin: 59%
Kirby: 49%
King Dedede: 79%
Meta Knight: 54%
Little Mac: 60%
Fox: 52%
Falco: 55%
Pikachu: 52%
Charizard: 62%
Lucario: 63%
Jiggs: 43%
Greninja: 54%
Duck Hunt: 62%
ROB: 63%
Ness: 56%
Caption Falcon: 66%
Villager: 58%
Olimar: 52%
Wii Fit Trainer: 55%
Dr. Mario: 60%
Dark Pit: 59%
Lucina: 60%
Shulk: 62%
Jump: couldn't get info
Speed: couldn't get info
Sheild: couldn't get info
Buster: couldn't get info
Smash: couldn't get info
Pac-Man: 58%
Mega Man: 66%
Sonic: 57%
Mewtwo: 49%
Lucas: 55%
Roy: 63%
Ryu: 61%

It's unspecified for Mii's because of equipment...just say around 60% on a normal non equipment fighter. I'll update shulk as soon as I can!

As you can tell from the percents,
Rest actually isn't the best kill option for everyone all the time. Another problem about using rest is that if you're at the same stock, it's a big risk to use because of losing a stock possibly, but even if you're a stock ahead after you use the move, you can still be punished by the move unless when you kill the opponent off the top it ques an animation by falling into the distance, or falling onto the screen. If it is normal, than your opponent should have enough time to come back and punish you by like dash attack or an aerial or something.

Using rest in the air can also be risky, because if you're off stage and use it, you'll fall to your doom, unless the opponent dies and doesn't que an animation of them losing their stock. They just have to die off the top. Otherwise, you'll most likely lose your stock first. The hitbox should also be the same in the air, but since you and your opponent are both moving, it is considered harder to rest in the air.

WHEN DO I USE REST? :ohwell:

People say that the reason why we don't see Jigglypuff players in tournament is because that resting isn't like resting in Melee. In Melee you could kill an opponent at very low percents, sometimes even at 0% if you're close to the edge of the stage, and your opponent keeps flying in that direction. So it's better, but since you can kill with it at very low percents, it was easy to combo into. Not to start a combo, but if it starts, it will certainly end with a stock taken.

The same cannot be said in smash 4...

As you can remember from my list of kill percents, rest won't kill very early.

So should we use it at like 60%?

No. The combos in Melee will NOT WORK at those percents. It will launch your opponent to far. Even the heavy characters.

So we don't combo into rest?

That is not true! Combos can still be used to get rest, though they're not as reliable and easy, it can still be done. I'll talk about those combos in another section.

So other than some combos, you still have another way to use rest.

Punishes! :pimp:

Punishing rolls, bad habits, air dodges, you name it. Even rolling into an opponent who is randomly spamming side tilt or just not moving can result in a rest! Punishes may take some practice with friends, online, and in tournaments, so don't feel discouraged if you aren't getting it down. I've been practicing mostly punishes for months now, and Im still very mediocre. Also, conditioning and baiting can be a tool as well, maybe jumping at Marth and he uses counter, but you don't attack. Than rest!

Mind games are also a tool that can be used! Just simply running into a sheild for a few seconds will make an opponent roll or drop it, giving you a brief time to rest. Other mind games can work too.

Other than combos, punishes/conditioning/baiting, and mind games, you shouldn't use rest. It's too risky, and be the light balloon that we are, you shouldn't risk it. We don't wont to die at 30% do we?!

COMBO'S INTO REST!! :idea:

This is the section you've been waiting for huh? The most reliable way to get a rest is a combo into it. And there are quite a few combo's into it! Though these combos can be difficult to start, they're pretty useful if you do start one. I'll just list them below.

• ~0-10%

There must be platforms for this combo!!!

If you hit your opponent with the upper sweet spot of fair, than your opponet should slide off, giving you a rest. This should just add percent, and it is hard to look out for, making it non useful most of the time.

• 0%

pound->rest.

This one I'm speaking from memory, so info could be a little off. If you're in the air and you have a chance to hit an opponent, use a pound with a slight slide upward, and then simply rest. This will not work well on the 3DS version because of pound's slight angle difference from Wii U, but it can work nonetheless. This combo will just simply add percent.

• sing-> rest ~10-999%

This combo is very simple, and a beginner player who is trying out Jigglypuff will definately use this combo. Getting sing is hard though, making this combo unreliable, but if you get the sing, you know what to do! Just keep walking into your opponent and once you're in them, rest. Don't run up and do it because hurtboxs' are weird during sleep animation. You could risk it!


• ~30-40%

Pound->fair->rest

This combo is very useful, because it is a true combo. Just simply pound your opponent at these percent ranges, and use a sourspot fair to get your opponent to space toward you, and then rest. My description is bad, but you should try this one for yourself!

• ~40%?

Bair-> rest

I put a question mark because I've never done the combo in training, but I have in matches. I've never really looked at the percents, but I believe it was somewhere around 40%

• fair into rest.

Sourspot fair to rest was already mentioned, but it really works at a wide percent range. I'd say before 80% it's pretty useful.

• dair-> rest

~50%?

I put a question mark because I also forgot the percent range on this one, but it's pretty simple. Just use a rising dair, and follow up with a rest. I believe your opponent has to go behind Jigglypuff for this to work, but I could be wrong.

• Uair into rest

Uair isn't as strong as some think, making it a good move to start a combo. You can follow up with pretty much any other aerial and even with rest! If you're going back to the surface, and use Uair while you land and hit your opponent, they'll go up into that air. At around 43%, you can effectively follow up with rest and kill, but you'll need to be very quick! You probably wont have enough time to react, so know what you're doing!

•Up tilt into rest.

This combo still exists, but won't kill. It can at around the 40s, but you'll need to be quick to follow up, and is unreliable.

• jab -> rest!

~Percent varies

This is defiantly the most reliable combo... If you know every little detail and factor in this. This combo should work for every character by using it at certain percents, and which sour/sweet spot you hit it with. It surprisingly varies, and I don't know if it works for all characters, but you'll know when you get it. This one thing should have its own guide...

In the end, there aren't very many combo's into rest, but watch out for that sour spot fair! It works! Still, just stick to punishes and reads!

:bluejump:

CUSTOM #2- leaping rest!

This is the second custom for rest, and I know what you're thinking...

Which custom can be better than regular rest of there is no Melee rest? Well we should still look at them!

Leaping rest is a rest that leaps Jigglypuff in the air.

There is three hit boxes.

The first being an actual rest! This will deal about 15% and will launch opponets. The hitbox is bigger than regular rest, but it kills much later. Regular rest killed Wario at 64%, but leaping rest killed him at 122%. That is almost double the percentage needed! However, because of the leap, if you hit the move you shouldn't be punished. However, there is more lag, so you can still be possibly. This move also adds a flower!

The second hitbox is of Jigglypuff leaping in the air. If you get hit by the side, it deals 7%, but on Jigglypuff does 10%.

The final hitbox is at the very top. It spikes opponents up, but not very far, and this will deal about 10% of damage. You can combo this move with pound blitz, or up throw, but the percents hace to be very high. Around the same percentage of the time to kill with the first hitbox.

Combos work the same for this move, but are easier to pull off because of the bigger hitbox(First hitbox). This move is pretty good for adding percent, and a good out of sheild option, but you'll most likely get punished if you land this move.

:evil:

CUSTOM #3- Wakie Wakie!

This is the final custom!

This custom is the second best at killing, killing Yoshi at 78%! (Regular rest kills at 59%)

The hitbox is basically a giant explosion, dealing 15% dmage no matter what. There is no sour spot. However, this time around, there is no flower.

This move also has a huge amount of startup! About 3 seconds to be exact. So are you exposed the whole time? Well at the start, there is a void that pushes opponents away, but after that, you're exposed. This move also has 5% of recoil by the explosion.

In the end, the hitbox is by far the biggest, and has decent kill power, making this move goid while playing with friends and items! Maybe doubles, but not against a good team, and you might hurt your team mate. Because of the startup, and lag after, this move is terrible for 1v1s. It also deals the least amount of damage, making the other options better. This move cannot be comboed into.

ENDING :psycho:

So how will you choose which rest to use? The second custom is good for racking up damage, the first kills, and the third is for casual play.

I personally think regular rest is the best choice, but if you never use rest like ever, than go for leaping rest because of the hitbox and damage rack up!

Tell me if you learned something from this.
Author
MisterDom
Views
626
First release
Last update
Rating
4.75 star(s) 4 ratings

More resources from MisterDom

Latest reviews

i was deciding between average and good but i decided to be nice, anyways you were missing some combos for rest as well as a few things about rest and got some percents wrong and didnt confirm some other things
hey, thats pretty good!
also may be picking up jiggly puff for doubles. hope to see u in bracket some time!
MisterDom
MisterDom
Maybe we could double puff! I might remake this because a LOT of change has happened with her meta game. Hope to see you around as well!! ;)
Very handy and you put a lot of work in it
Top Bottom