PDA

View Full Version : "You Got Frooed": A New Way To Rest


Pages : [1] 2

The King
10-10-2006, 10:47 PM
(As a Prelude, I should add that this technique may not fit all gametypes as easily as it has fit mine. If the Sex Kick is not a strong point of your game, or not a point at all, you might wish to dismiss this technique as merely situational at best. However, with my game and my Nair approach tactics as loosely described in this thread: http://smashboards.com/showthread.php?t=84342 , this adds a truly fearful element to your approaches and to your opponent's decision to stay grounded during your fight. It is not something to adopt zealously, but rather to develop mindgames and a technical understanding of the technique so as to be able to pull it off on-command, and under control. Discovering your own openings and setups for a successful non-CC'ed Nair approach, I leave for you.)

I've been experimenting with different interactions with puff and it's moves for quite some time trying to find a way to strengthen both my approaches and what they can be followed up by. Basically, I've always wanted to create a good enough tech game and a strong enough game of prediction that every move I make can be followed up with either another move that continues my opponent's string of inability of action, or a move that effectively ends their stock.

Now this may not be totally game-breaking, but it's one hell of a start.

Introducing the newest tried-and-true combo technique: Neutral-Air to Rest. Yep. That move, when you know what you're doing, actually does leave the opponent completely immobile and stuck in attack stun lag long enough to land, and perform rest just as the helpless floaty falls into your parameter. This is also amplified with the extremely handy fact that Jigglypuff's Nair auto-Lcancels a full 20 frames before the end of it's animation, and auto-cancels the exact frame after it's hitbox goes away. This allows you to concentrate far more on your spacing and timing, so that if and when you do decide to approach with the Nair, you'll be ready with prior knowledge and experience in hand, and will be able to trust it as much as a simple Uthrow-Rest.

OK, I typed out a ton of this when I was unoccupied one late evening, so you'll need to read it bare through all the information to understand the principal ideas behind all this explanation. I also added a Video Demonstration, linked below, that you can refer to for Nair->Rest demonstrations on the opponents this technique is most effective on. =D

Nair-Rest Facts:

For Peach, below 30% but after around 10%, SH-Nair works better than a descending Fullhop-Nair into rest. Fullhop-Nair between 10-30% seems to hit too softly combined with her faster recovery from hit stun, and you make contact too high above the ground to get down fast enough to Lcancel the Nair into rest. SH-Nair is quick and low to the ground, so she's still stunned from the Nair. Between 30-55% (after which Nair-Rest stops reliably working) FH-Nair to Rest works better. THE KEY IS TO MAINTAIN FORWARD MOMENTUM, As Nair pushes them forward, so you cannot just fall straight down, you've gotta keep moving.

The timing of it is basically halfway between when the flipper of the Nair comes out, and when the animation would end, to make contact with the opponent. that gives the best hit properties and you're close enough to the ground/animation's end so it auto-cancels. I've also found that it is more or less most effective if you manage to begin the Nair exactly at the top of the arch of your jump. This goes the same for the SH Nair-Rest procedure and the FH Nair-Rest procedure. What this insinuates is that you'll preferably want to find yourself at a particular range before you jump, start the Nair, make contact, and rest them. You don't necessarily need to start it at the height of your jump, but doing so lets you simply fall downward and towards them maintaining momentum, lets you keep your trajectory stable, and with the fullhop you shouldn't even have to L-cancel the Nair, so you can just concentrate on if the opportunity for resting them after the Nair has arisen. With a SH, you'll be starting the Nair pretty much right after you leave the ground, so you'll probably still require an L-cancel for the best chance of success for Nair-Rest comboing.

The same properties apply against Marth too, but after the 30% range when you start comboing it with FH-Nair, you'll want to hit with the Nair just after the Flipper comes out, as it seems to control the trajectory more consistently so long as you keep your forward momentum, because as it seems marth flies further, you've gotta keep more momentum for longer. The percent thresholds are the same with peach as with marth, pretty much. It also makes comboing Nair into Rest far easier if you make your attack approach with the butt-end of the Nair, rather than attacking with the Flipper of the Nair. This is because the extra range of the flipper part forces you to make up extra ground when trying to catch up with the opponent after connecting with the Nair (evident by the fact that because your center must be overlapping them for rest, because the flipper extends beyond your normal parimeter, once the flipper hits, the extra range makes you further away to make your center catch up with them before their hitlag ends.

The characters I've found this works on best are Sheik (15-45%), Marth (10-50%), Peach (10-50%), Samus (20-55%), Mario/Doc (10-45%), Zelda (10-50%), and some other lower-tiered characters like pika, luigi, roy, etc, but for the unnamed characters this combo is either unnecessary, too difficult to land due to size/extra floatyness or weight, or a missed rest leaves you far, far to easily punishable (such as missing a rest against pika will get you
killed near 30%). The percentile ranges listed above entail a margin of error of +/- 5%. So the combo can technically work 5% above or below those ranges, but the noted range will give a much better success rate if you stick to it, as it requires much better timing, perfection, and luck if you deviate above or below it.

I should also note that Nair-Rest can and does work against Fox, Falco, and Falcon at near the same percent ranges as some of the ones listed above, but from what I've been able to deduce, you've got to be extremely fast and perfect to pull it off. You have to be extremely close to the ground when the Nair hits, you can't miss the Lcancel, and you've got to practically rest on the nearly first frame possible. However, hitting with the backside of Nair is probably more desirable than hitting with the flipper of it, but that is mere conjecture and assumption at this moment.

Ok, as far as the Video Demonstration goes, I did it one character at a time, showcasing the Nair->Rest capabilities on Marth, Peach, Sheik and Samus. I included many shots from varying angles, increasing in small percentage increments. I also included some slow-motion footage clips so you may get a better view of what's happening. (The sound in some of them became poorly-synched, I didn't really care about it so I just encoded it and released it. It's the visual that counts anyways =D ).

Download Link: http://www.megaupload.com/?d=UQ1AQGP4
Youtube Link: http://youtube.com/watch?v=Sow6iFGQMIc

Thanks to Sidefx for the slick Vid Intro!

King Out

frotaz37
10-11-2006, 12:01 AM
Doesn't work stop making stuff up jeez.

:P

Anyway, how consistantly can you pull this off? Can you safely do it in matches with a high success rate?

RPK
10-11-2006, 01:20 AM
holy crap ...I didnt expect a nair to rest combo. I should have tried something like this or done something like this when experimenting with puff's aerials. Especially with the back of the hitbox. Nice find King ^^

Ignatius
10-11-2006, 01:31 AM
Wow... the title of this thread is so fitting to the technique used.

that 1 guy
10-11-2006, 01:53 AM
Do any of your tests take into account good di? I am assuming that it will be much like the up throw to rest since it will basically only work when the opponent messes up his di. Anyway I guess I better say, Wow! Amazing! and thnx a lot for sharing your knowledge.

handy
10-11-2006, 08:57 AM
Critical hit!

It's super-effective!

Man, that looks so rad! I think that with the help of some mindgames this technique can be fun to dol in battles. I'm going to practice with it during these days.

jake the boy
10-11-2006, 01:48 PM
Puff for top tier :laugh:

ihatethecape
10-11-2006, 03:23 PM
although i've done the technique on a couple of times it's only been on pure luck b/c i didn't know the exact timing. I have only done the fh nair to rest but to think that you could perfect it is insane. thanks for this read king. Now that their is a way to master it you can bet your *** i'ma incorporate it into my arsenal.

SheerMadness
10-11-2006, 03:46 PM
Nice, I've been doing Nair to rest ever since I started playing puff. I got it about 75% of the time, but I wasn't sure about the exact timing so i missed more than i should have. Hitting them on their head and then falling seems like the much better tactic since they're in the air and can't block the rest, which is what would occasionally happen to me. I didn't really take the time to read your whole description, I only watched the video. For anyone else that is lazy like me, forward nair to rest works also.

Magus420
10-11-2006, 06:09 PM
If they are holding even slightly downward their ASDI will be enough to keep them grounded and unphased by the n-air ready to shield or whatever while you're still in landing lag though, even if you do catch them in the middle of an attack or something when they are unable to crouch. I can't really see this working too often if they're aware of this if you're hitting with the end of the attack so they should see it out there, and if they are unable to keep from getting hit by it it's pretty easy to react and just hold down. Ryoko ASDIs pretty much all of my ground rest setups against his Peach since he is always holding down or down on the c-stick when there's any kind of opening on the ground :(

If you can catch them very slightly off the ground this should work tho. I usually only use n-air from shield and haven't worked it much into my game however.

Malk
10-11-2006, 08:16 PM
I got kos from this two times out of two attempts today in real matches. They were against doc around 25%. Good ****! Kisses for the king :-* :-*

T-Rex
10-11-2006, 08:29 PM
This is an excellent new way to combo into a rest, it should fit my style since I love punishing every mistake with a Rest. I think this will be great to give me that last push to start using Nairs more often, because I have been looking for a new approach, and I love the Nairs priority.

Although for me the Nair to Rest combo will be more situational. I will be very hesitant to use it in the beginning, until I get it down to a science and have a low fail rate. If they let me get the correct and sucessful Nair off, they will be punished severly from now on. Thanks King, Good read.

The King
10-12-2006, 06:07 AM
I'm going to throw out a basic thesis with my take on what can make the Nair-to-Rest so truly devastating. Bear with me here.

This is a strange time period we're playing this game in. Something has changed in just the last year or two in the general population that plays this game. Our tech skill and knowledge of viable techniques of escape has increased dramatically. No Gimmick is safe. No Combo is sacred. No Technique is supreme and unchallenged. Think about it; practically every single combo we know or use can be escaped with proper and precise Teching, DI'ing, Smash DI'ing, CC'ing, etc. Even Puff's Nair-to-Rest technique is nowhere near safe and sacred: http://youtube.com/watch?v=nthLC7OaQhI .

So: What. Do. We. Do. How do we win, how do we combo, how does this game exceed beyond anything more than just camping and tacking on damage one hit at a time? Two things: Mindgames, and Execution. These two things are what dictate great play, and these two things are what distinguish great players from the Elite. With Mindgames (which encompasses all things including but not limited to techchasing, baiting, trapping, manuevering, spacing, following DI, edgeguarding, etc, etc, etc) the experienced player is able to completely dominate the match in every aspect possible. He can implicitly deceive his opponent into whatever poor position or approach he sees best fit, and can realize and predict any and all patterns apparent in his opponent's game, to the point of effectively neutralizing every trick and "mindgame" in his opponent's arsenal, short of absolute chaotical randomness.

With solid Execution under one's belt, the experienced player can take advantage of every opportunity presented to him, whether earned or handed to him on a platter. Every mistake can be properly punished, every opportunity seized to the highest extent possible, and every improper setup the experienced one performs can be realized, whereas the chain of events can be halted, before he himself is self-driven into a poor position.

With these two principal principles defined and explained, I am able to move on to my next point. Before I leave for the weekend and return to possible confusion or doubt, I will make something clear. What this technique is NOT, is a completely reliable, broken combo that will always allow your Nairs to connect into lethal Rests. You may be lucky to have even 40-50% of your Sex Kicks provide the opportunity to be followed up with a Rest. What this technique IS, if not a perfectly refined combo, is a crystal-clear window into your opponent's patterns, tech skill, predictability, spacing, and knowledge of the technique (as well as a nifty little bonus for having one of your Nair approaches connecting under the right conditions =D ).

How he reacts to your first couple approaches will let you know exactly what to expect for the rest of the match, as far as if he's the type to stay grounded, what he'll answer with when you come near him, if he's the type to Crouch Cancel, and will most likely also show you where the weaknesses are in his defense. Remember that there is an answer for everything in this game, and the more you can know about your opponent, the more you can counter even the best openings given to them. If you know they'll spend much of their time hiding within their shield, or CC'ing your moves, just GRAB them. I probably grab more than any other puff I've ever seen, and it's all due to knowing your opponent's openings and defenses, as well as abusing jigglypuff's reputation for using attacks all the time. Once you start grabbing them out of their CC's or shieldcamping sessions, rather than just blindly floating in with Nairs, they'll begin to doubt their defenses, and will more consistently leave themselves openings for this and other deadly tactics.

I've oft wondered whether it would be better, or worse, to let your opponents know what your tactics are. On the one hand, the element of tactical suprise is always a plus, and catching someone offguard with something effective is very valuable. On the other hand, knowing that your opponent is aware of your tactics opens up a whole new Pandora's Box of predictability, where you know that he knows. So long as you don't explicitly give the impression that you know he knows, you'll still be one step ahead of him in a much more strategic way. This actually increases in effectiveness the stronger your tactic is, to the point where you can effectively eliminate all positions or situations that would leave your opponent totally vunerable to said tactic. (A great example would be the Upthrow->Rest on Fox. They all know that this "combo" can completely destroy a stock in just a simple two-hit combo, and because of this they know where NOT to be against a Jigglypuff. Knowing that the Fox knows this, you can create new doors of predictability, and punish your opponent for the knowledge he's so ingrained into his gameplan.)

Bottom Line: This combo is nothing without Mindgames and Execution, much like Crashman's utterly broken WindMill Of Fury. The only difference is that this tactic is not to be excercised overzealously.

King Out

KishPrime
10-12-2006, 06:13 PM
That lines up with what I've thought, but I always thought the fair was a better chance to hit. Now I'm not so sure. The problems appear to be the same, as DI usually destroys the chance to land it, and you seem to be having much more success with this than I've ever had with the fair-rest. I plan on giving it a try, but I'm likely not good enough at approaching with nairs to really get it to work.

Cort
10-13-2006, 12:47 AM
Beautiful posts by The King! Hm almost makes me want to take up Jiggs...

King's quality of posting is always getting... too good.

D1
10-13-2006, 12:49 AM
Beautiful posts by The King! Hm almost makes me want to take up Jiggs...

King's quality of posting is always getting... too good.

I couldn't have said it better myself.

Sytar
10-13-2006, 01:11 AM
So I take it "The King" is hands down the smartest pro smasher?

cyclone248i
10-13-2006, 01:13 AM
Understood about the risk, In the end it comes down to pressing the B button or not

BIG C
10-13-2006, 11:47 AM
1.) kings posts are way too long for me to read
2.) awesome use of MW terminology for a combo yeayuhz
3.) put it on google video so i can watch it at school
4.) I <3 King
5.) BIG C to the hizzle

Jiano
10-13-2006, 12:14 PM
Get froooooed!!

Makyz
10-13-2006, 12:35 PM
Very nice technique, I've been practicing in training mode since the initial post. I have yet to be able to execute it in any match, there were a few good oppurtunities but at the end I always end up missing it by just a bit. Too many of my opponents hold down hehe.

thanks for the info

HoChiMinhTrail
10-13-2006, 08:23 PM
problem with the title of it is "Get Frooed" is a term which describes anytime someone gets their *** handed to them, such a "fro" can't be used to simply describe a rest. There is "The Fro" which is any like ridiculous move which shouldn't be able to be landed on an opponent, but "Get Froooed" is the MW's "Get owned" <<< which btw no longer has any bearing for "Get FROOOED" is far more potent, and is named after the sexiest fox in the MW.

MW Terminology FTW!

Jiano
10-13-2006, 08:26 PM
"Get Froooed" is far too vast to simply be the title of a rest combo

Magnum Opus
10-13-2006, 08:28 PM
"Get Froooed" is far too vast to simply be the title of a rest combo

agreed but admiral attempt king

also, this is quite possibly the funniest jiggs thread ever

HoChiMinhTrail
10-13-2006, 08:29 PM
basicaly an example of hte proper use of "get froed" is that King's attempt to tame the term was just "Frooooooooeeeeeddd"

lol gg king :)

that 1 guy
10-13-2006, 08:37 PM
I think king should move to the midwest. He meets all of the criteria to live here.
1. Is awesome
2. Uses midwest terminology (well at least attempts it)

jake the boy
10-14-2006, 01:49 AM
Hmm, I've been trying to use the nair to rest in real matches, and they work very well.

Atomsk_92
10-16-2006, 12:24 AM
i've gotten this on Teh_Spammer and Inui once of twice. i just never really paid any mind to it i feel bair into rest and fair into rest are better though

Magus420
10-16-2006, 12:40 AM
i've gotten this on Teh_Spammer and Inui once of twice. i just never really paid any mind to it i feel bair into rest and fair into rest are better thoughDude, you don't even need to combo Inui into rest. Just go near the edge and wait for his stupidass to roll. He will do it EVERYTIME, and then try to john about how bad he's playing or something, lol.

Delphiki
10-16-2006, 03:40 AM
I succesfully KOed with this twice yesterday, and if the person you are playing does not know how to DI correctly it can be done against more characters than those listed here.

and per se Andy
10-16-2006, 02:10 PM
"Frooed" -- pronounced Frood (like food with an r)
"Froed" or "Fro'd" -- pronounced Frode

So there you have it. Froed is the proper midwest term, and Frooed is a sleepymove technique.

KishPrime
10-16-2006, 02:18 PM
Just edit out that thur second "o"

Jiano
10-16-2006, 02:20 PM
No AOB. Everyone knows that any extra O's just make the "O" part of fro longer.

Get froed.

and per se Andy
10-16-2006, 03:33 PM
1. Nooooooooo they don't!

2. Noo they don't!

If you have a ridiculous amount of Os (1), then yes, it reads like a very long O. But if you have only two of them (2), it reads like food or mood.

Fro'd!

BearBoy
10-16-2006, 03:59 PM
Brilliant my good man BRILLIANT

Jiano
10-16-2006, 04:03 PM
Ok fine, you win this round, AOB.

Only because I don't feel like proving that I am right.

BIG C
10-16-2006, 04:11 PM
Do not concede victory to the vegetarian, also AOB ate meat at MLG Chicago 2005 he took a bite of my piece of pizza that was pepperoni. I did not realize it until like way after the tourny. And , for those few hours after he took that bite he was graced with super strength well compared to his normal vegetarian strength that is. That is all :kirby:

and per se Andy
10-16-2006, 04:31 PM
It was clearly not very good pepperoni, because I didn't even taste it. Either that, or the bite I took had no pepperoni in it at all.

Dan had a steak for dinner one night and I took a tiny little bite. Ehhh... it was okay.

And there is nothing wrong with my normal vegetarian strength!

BIG C
10-16-2006, 04:35 PM
Lol, AOB don't deny your weak bones that hurt after playing a game for like trente minutos. Also, your totally awesome back. :kirby:

KishPrime
10-16-2006, 07:42 PM
I just watched the video for the first time (couldn't watch it from work)

Just so you know, the back of the fair does roughly the same thing, as does the front of the fair if it's been out long enough. I never actually check combos in training mode, but it often requires the same approach as in your video with the nair. Still haven't gotten the approach to work in tournament, so link me some vids!

Did you land it much in NYC?