Rest

Rest is 's down special move in Super Smash Flash 2. When this move is used, Jigglypuff falls asleep for a little while, doing no damage if Jigglypuff is out of proximity with an enemy or opponent. However, if Jigglypuff uses Rest while an opponent is in contact with it (as Jigglypuff's entire body encompasses the hitbox), the opponent will suffer 19% damage and be launched with extremely high velocity and knockback. The attack comes out in one frame and in that one frame if Jigglypuff will have invincibility frames as well. The attack's hitbox is 25% smaller then its Super Smash Bros. Melee incarnation.

Rest is one of Jigglypuff's most potent moves, and one of the most powerful moves in the game. This is due to not only the fact that it deals very high damage and knockback, being able to KO reliably at low percentages, but that unlike other moves with similar KO power, it can be very easily comboed into. Jigglypuff has many options for following up with a Rest, such as a down throw, up throw, up tilt, up smash, and even Pound.

Space animal slayer


The space animal slayer is a combo that can be performed by against, and potentially against other fastfallers. It takes advantage of Fox's accelerated falling speed and light weight, which makes him particularly vulnerable to this combo. After one of Jigglypuff's up throws, Fox will fall quickly before the hitstun wears off at low to medium percentages, allowing Jigglypuff to follow up with a Rest before he can react, often securing a KO in the process.

To perform this, Jigglypuff should grab Fox and throw him upwards, then short hop (or full hop at higher percentages) and perform Rest. At about 30-40% before the grab, this will KO Fox or send him too far away to recover; depending on the opponent's DI, however, the opposing Fox may live longer.