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Jigglypuff 
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Jigglypuff's Fthrow -> Ness' Bthrow in terms of power
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Thu Jul 13, 2017 8:32 am
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Jigglypuff's still in?

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Fri Jul 14, 2017 8:44 pm
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ill never understand people who want completed characters cut

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Sat Jul 15, 2017 12:41 pm
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jab rest is the meta bois

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Fri Jul 21, 2017 10:50 am
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Someone told me that :jigglypuff: has a kill throw, but isn't his grab range so short that you might as well use rest instead? I can understand that there's far less end lag using this method (Heck, it eliminates this problem if it works), but rest still comes out at frame 1 and probably kills earlier. Am I wrong?

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Sun Jul 30, 2017 6:25 pm
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Except that Rest is also very punishable on whiff

So you'll have to land a rest to kill, which is not always a guarantee

And you're complaining about grab range when Rest has a very small hitbox, smh

Also, did you just assume Jigglypuff's gender?

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Sun Jul 30, 2017 11:48 pm
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Jan_Solo wrote:
And you're complaining about grab range when Rest has a very small hitbox, smh

Also, did you just assume Jigglypuff's gender?


What I'm saying is, if you can land a grab, you should also be able to land a rest. The decreased punish-ability is really nice though.

And no, I only assumed your intelligence.
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Mon Jul 31, 2017 7:51 am
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At what point is it better to use Rest over a Kill Throw at kill throw percents?

If the opponent respawns in time, that's a free punish

Unlike throwing, where you'd still have time to taunt after their death

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Mon Jul 31, 2017 8:36 am
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Optimized punish game revolves around maximum output for minimum risk, therefore, if an opponent can be killed by landing a grab vs. landing rest, you should always go for a grab. The risk vs. reward is far better, making it a more optimized decision.


Mon Jul 31, 2017 8:47 am
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Rest has a much higher risk for a much higher reward, but the Risk:Reward difference is higher compared to a safer Grab to Forward Throw

And a grab leads to better follow-ups anyway, Up Throw and Down Throw can combo into rest dependin on DI, and Back throw... idk much about Back throw

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Mon Jul 31, 2017 8:53 am
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Jan_Solo wrote:
Rest has a much higher risk for a much higher reward, but the Risk:Reward difference is higher compared to a safer Grab to Forward Throw

And a grab leads to better follow-ups anyway, Up Throw and Down Throw can combo into rest dependin on DI, and Back throw... idk much about Back throw

bthrow can lead into gimp opportunities offstage for those of you who like to do that


Tue Aug 01, 2017 3:55 pm
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Also, mind you

Aerials can potentially combo into Rest

They're mostly not true combos, but they work depending on DI, SDI (in the case of DAir), Clean/Late Hits, and Character Dependent Variables (e.g. Weight, Fall Speed, etc.)

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Wed Aug 02, 2017 2:47 am
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I found something in turbo mode where, if you use jigg's down-throw and let the throw do damage to the opponent, you can immediately rest every time.
After rest hits you can also re-grab to repeat the cycle. Pretty much guaranteed zero to death.
:jigglypuff: :jigglypuff: :jigglypuff: :jigglypuff: :jigglypuff: :jigglypuff:


Fri Aug 11, 2017 8:51 pm
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eban106 wrote:
I found something in turbo mode where, if you use jigg's down-throw and let the throw do damage to the opponent, you can immediately rest every time.
After rest hits you can also re-grab to repeat the cycle. Pretty much guaranteed zero to death.
:jigglypuff: :jigglypuff: :jigglypuff: :jigglypuff: :jigglypuff: :jigglypuff:

Better nerf Greninja.

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Fri Aug 11, 2017 10:00 pm
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Combo: F-air, jump, F-air, jump, N-air, jump, B-air, jump, r e s t


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