Right, right, done with the trolling before drama boy gets all fired up again and nightly drama builds thread comes back.
Well, I'm not necessarily for the idea, but I can play a little devil's advocate (bolded for clarity) here.
It could make the move more viable, less useless, could give it a point (see: less useless), could give opportunities for mind games, could make it useful (see: less useless).
For one, rollout itself is a horrible move. Bad priority, incredibly broadcasted, easy to avoid, punish, and hitting offstage means instant death. Rollout serves an INCREDIBLY SMALL niche slot in Jigglypuff's game, usually only used as a mindgame, switching up recoveries, or just as a random unexpected move you pull out to surprise people.
A rollout cancel would serve NOTHING for her game, mainly since Rollout is an extremely niche move in the first place, used only in certain situations. It won't be more viable, because you never charge it in a situation where you won't use it. It won't allow the move itself to be more useful, but rather only result in a pitiful attempt to create a mindgame that doesn't exist.
In fact, take, for example, Sonic. Have you ever noticed that sonic's roll cancels are used for MOVEMENT to fake out the opponent, unpredictability, and that they are usually canceled after the movement actually comes into effect? How many sonics have you seen that simply charge, stop, and then do something? It serves no practical use because you can't do anything out of it. There is no MINDGAME because the opponent doesn't have to guess at what you will do. There is no UNPREDICTABILITY because she doesn't move. Either she cancels it and everyone's COMPLETELY BACK AT NEUTRAL where they first started (and jigglypuff loses her advantage if she has one), or she uses it and the opponent punishes her because it takes two years to get to him and she broadcasts it along the way. It doesn't put you in an advantageous position, nor does it actually work for mindgames, because any decent opponent can sit at a distance while you're incapacitated and wait until you use it to punish you for using it in the first place. The only thing you're doing by allowing her to cancel the charge is allowing her to randomly use it in situations where she wouldn't use it, which provides NO NET IMPROVEMENT, as canceling a rollout is equivalent to never having used it in the first place, especially since the opponent doesn't have to do anything besides stand there.
Rollout has a basic risk/reward balance; it's easy to punish, hard to use, often puts her in bad situations, and generally has a very high risk unless you're using it in a specific situation where many other options would be just as good. The reward is the fact that it hits like a sack of bricks. Canceling it removes the risk, fails to add to her game, and changes jigglypuff in a place that she has no business being changed in. You can't have mindgames unless you have unpredictability, and there is no unpredictability when the opponent will punish you for choosing one out of two options.
Oh, you ARE the man when it comes to Jigglypuff? I had no idea, my apologies.
'pology accepted. Cuz I'm cool like that. v:
Anyway, this doesn't matter at all and I don't know why I'm feeding into your trolling, but whatever. I'm just gullible.
No, it really doesn't matter, and yes, you are gullible. It's just quite a bit of fun since you provoke rather easily. v:
Of course, I'm stopping because gog and ghneko don't like it.