dudutsai
Smash Lord
A few things about rollout...
When charging rollout, a variable (I call it momentum) builds up, until it reaches maximum. This is when Jigglypuff starts to sparkle.
Every time you turn around on the ground, it subtracts a set amount of momentum. The maximum amount of times you can turn around is 5 (it might be 4, I don't remember exactly).
There are two ways to turn around at the edge:
1. Turn around early, and let the momentum carry you to the edge (you won't fall off).
2. Turn around late, right before going off the edge (if you don't turn around early, the rollout defaults to the late turnaround).
It is possible to cancel the rollout by turning around on your last turn just in time to grab the edge. After extensive testing, we came to the conclusion that it is all about momentum from the last roll.
When using rollout on platforms, it is a lot harder to turn around after the last roll, simply because many platforms aren't big enough to gain enough momentum.
If you charge a rollout on the very edge of the platform aimed towards the edge, you're ****ed.
If you hit with the rollout:
- If you hit while Jigglypuff is in midair, and you released the rollout in midair, then the knockback sends the opponent vertically upwards.
- Otherwise it sends them sideways at a low angle.
After hitting with the rollout, you pop up and go into a rolling in midair animation, which causes you to not be able to grab ledges. A little after you pop up, you can't DI.
If the ground below you is rising vertically while you hit something during your rollout on the ground, you will stop in place. ie. try this on corneria while the ship is moving upwards
When charging rollout, a variable (I call it momentum) builds up, until it reaches maximum. This is when Jigglypuff starts to sparkle.
Every time you turn around on the ground, it subtracts a set amount of momentum. The maximum amount of times you can turn around is 5 (it might be 4, I don't remember exactly).
There are two ways to turn around at the edge:
1. Turn around early, and let the momentum carry you to the edge (you won't fall off).
2. Turn around late, right before going off the edge (if you don't turn around early, the rollout defaults to the late turnaround).
It is possible to cancel the rollout by turning around on your last turn just in time to grab the edge. After extensive testing, we came to the conclusion that it is all about momentum from the last roll.
When using rollout on platforms, it is a lot harder to turn around after the last roll, simply because many platforms aren't big enough to gain enough momentum.
If you charge a rollout on the very edge of the platform aimed towards the edge, you're ****ed.
If you hit with the rollout:
- If you hit while Jigglypuff is in midair, and you released the rollout in midair, then the knockback sends the opponent vertically upwards.
- Otherwise it sends them sideways at a low angle.
After hitting with the rollout, you pop up and go into a rolling in midair animation, which causes you to not be able to grab ledges. A little after you pop up, you can't DI.
If the ground below you is rising vertically while you hit something during your rollout on the ground, you will stop in place. ie. try this on corneria while the ship is moving upwards