M-WUZ-H3R3
Smash Lord
- Joined
- Aug 1, 2008
- Messages
- 1,793
Rest is Jigglypuff's most powerful move, but its main draw-back is the fact that it leaves you very open if you fail to land it. Counting on a move like this to connect is crucial. These are some techniques that are helpful ways to land rest. Many of them are well known, and are proven to work, but some are new ways that have been recently used:
D-Air into Rest: This one is most commonly known and the most useful way to land rest. Make shure all your hits connect before you hit the ground. Otherwise, the rest will miss due to the landing lag. Another way to use this rest combo is ledge hopped. While holding a ledge, drop, and quickly jump up and hit c-stick down to D-air. Using the c-stick will prevent fast falling which can move you closer to the ground and cancel your D-air.
Roll into Rest:
This is a strange but useful way to land rest. When an opponent falls on the ground, they can do four different things: roll to the left, roll to the right, get up, or do a ground recover attack. Getting up is usualy never used because it takes too long, and the others are better options. After your oppnent lands on the ground, stand a roll space away, and wait. If they roll the other way or do a ground attack, follow with a F-air. But if they roll toward you, use rest. they can't protect themselves from it, and it is unsuspecting. Here is ann example from
Paxz: http://www.youtube.com/watch?v=bt6Iyiy6zrQ 0:26-0:28
Sing into Rest:
Sing is a bad opinion because it lasts too long and you can't cancel it. It leaves you almost as open as rest. But once your opponent is asleep, they are easy targets for a hit. Ledge canceled sings are the safest way to do land the end of sing. When an opponent is by a ledge with you, grab it, drop down, jump up, and B-up. If your opponent is at the edge, they will fall asleep, as your sing is canceled by auto grabbing the ledge. Then just roll or jump up and use rest. You can also D-air into rest form here.
Free Fall into Rest:
Most characters like Captain Falcon, Link, and Fox have up-Bs that send them helplessly falling. If they use these attacks over ledges, which is unlikely of them to leave themselves open, you can jump at them and use rest before they hit the ground. This is good because there is nothing they can do to avoid it.
Sidestep Dodge into Rest:
If your opponent is coming at you with a dash attack, a long smash attack, or special move, simply use a side step dodge to avoid their attack, and then use rest. Make shure that your opponent ends the attack overlapping you, or else this won't work.
PowerSheild into Rest:
PowerSeild a stong attack like a smash attack. The knockback given to your oponent leaves them open for attack. Use this oppertunity to land rest. This also works with a normal sheild, however it is done best when perfect sheilded.
Rest Counters:
This is a fairly new AT that Veril has been testing. If you use a combonation of DI and a rest, you can counter most of the jab, and special move combos in the game. For example: If you DI to the top of MetaKnights tornado and mash rest, the small hitstun and the one frame of rest give you a split second to hit him. This works for many different combos from Charizard's and Bowser's fire breath, to Captain Falcon's and Fox's standard combo. for more information.....
Go to: http://www.smashboards.com/showthread.php?t=209708
Watch: [U]http://www.youtube.com/watch?v=tQSEhawLRuE&feature=channel_page[/U]
Special Thanks to Veril for the info and testing, and Illinialex24 for the video.
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Post more useful ways to land rest, and disscuss how these techs can be used properly.
D-Air into Rest: This one is most commonly known and the most useful way to land rest. Make shure all your hits connect before you hit the ground. Otherwise, the rest will miss due to the landing lag. Another way to use this rest combo is ledge hopped. While holding a ledge, drop, and quickly jump up and hit c-stick down to D-air. Using the c-stick will prevent fast falling which can move you closer to the ground and cancel your D-air.
Roll into Rest:
This is a strange but useful way to land rest. When an opponent falls on the ground, they can do four different things: roll to the left, roll to the right, get up, or do a ground recover attack. Getting up is usualy never used because it takes too long, and the others are better options. After your oppnent lands on the ground, stand a roll space away, and wait. If they roll the other way or do a ground attack, follow with a F-air. But if they roll toward you, use rest. they can't protect themselves from it, and it is unsuspecting. Here is ann example from
Paxz: http://www.youtube.com/watch?v=bt6Iyiy6zrQ 0:26-0:28
Sing into Rest:
Sing is a bad opinion because it lasts too long and you can't cancel it. It leaves you almost as open as rest. But once your opponent is asleep, they are easy targets for a hit. Ledge canceled sings are the safest way to do land the end of sing. When an opponent is by a ledge with you, grab it, drop down, jump up, and B-up. If your opponent is at the edge, they will fall asleep, as your sing is canceled by auto grabbing the ledge. Then just roll or jump up and use rest. You can also D-air into rest form here.
Free Fall into Rest:
Most characters like Captain Falcon, Link, and Fox have up-Bs that send them helplessly falling. If they use these attacks over ledges, which is unlikely of them to leave themselves open, you can jump at them and use rest before they hit the ground. This is good because there is nothing they can do to avoid it.
Sidestep Dodge into Rest:
If your opponent is coming at you with a dash attack, a long smash attack, or special move, simply use a side step dodge to avoid their attack, and then use rest. Make shure that your opponent ends the attack overlapping you, or else this won't work.
PowerSheild into Rest:
PowerSeild a stong attack like a smash attack. The knockback given to your oponent leaves them open for attack. Use this oppertunity to land rest. This also works with a normal sheild, however it is done best when perfect sheilded.
Rest Counters:
This is a fairly new AT that Veril has been testing. If you use a combonation of DI and a rest, you can counter most of the jab, and special move combos in the game. For example: If you DI to the top of MetaKnights tornado and mash rest, the small hitstun and the one frame of rest give you a split second to hit him. This works for many different combos from Charizard's and Bowser's fire breath, to Captain Falcon's and Fox's standard combo. for more information.....
Go to: http://www.smashboards.com/showthread.php?t=209708
Watch: [U]http://www.youtube.com/watch?v=tQSEhawLRuE&feature=channel_page[/U]
Special Thanks to Veril for the info and testing, and Illinialex24 for the video.
-----------------------------------------------------------------------------------------------
Post more useful ways to land rest, and disscuss how these techs can be used properly.