what's up guys welcome back to another
video so I haven't really had time to
post lately but in the latest update
they actually buffed Jigglypuff which
gives some new opportunities being able
to confirm into a rest we're gonna go
over these what percent star true and
when they killed so let's get right into
it the first one is gonna be a new one
that was added and this is gonna be down
err to rest now this wasn't possible
before but they reduced the landing lag
on down air so it ends quicker when you
hit the ground I usually and put down
air and then I buffer a rest
this makes you fast fall to down air
which is good because you don't want to
hit them with that last hit because it
has extra knock back this is gonna be
true from zero until around 150 but you
shouldn't even need it if your opponent
is at that high of a percent it will
also start to kill at around fifty to
fifty-five percent depending on the
stage you're on one negative part about
this confirm is that it could be pretty
inconsistent especially at higher
percents since this is a multi hit move
your opponent will move around while
getting hit and also move with SDI even
with no SDI you can have trouble landing
this so I usually drift slightly to the
left while doing my down air as it
usually puts the opponent in a good spot
I also only use this confirm when I'm at
lower percent so I won't end up dying if
I miss since I usually do buffer to rest
input however if you are a season tough
player you may be able to react or get a
better idea of if the rest is going to
land or not this next combo is
personally my favorite and I believe you
were able to do it before but I find
that it hits the most consistently and
that's gonna be fast fall up air to
jumping rest I primarily use this as a
whiff punish since it's easy to heal
then see coming but it feels so
satisfying to land and I am actually
able to get this in games quite often
this is gonna be true from 0% until
around 75% and after 50% you're gonna
need to double jump to hit the rest now
as I said before it's a lot more
consistent to land and you can read the
DI from the up air if they di it and
catch
to them in time for the rest the extra
height that a bear gives also makes this
kill a lot earlier so it will kill
starting at around 40% now this last one
is gonna be more of a mix-up as I don't
really find myself going for it and you
need to be pretty precise and that's
gonna be a jumping side-b into jumping
wrists the reason why I say this one's
more precise because it requires a lot
of adjustment depending on how you hit
your opponent with the side beat how
high up on their hitbox and also how
early into the move both have an effect
if you're able to follow up for the best
results you want to hit them at the top
of their hitbox with the early part of
the move this basically just puts you
closer to where they launch to making it
a lot easier to follow up and makes it a
true combo you also have a decent amount
of time to react to where your opponent
will go while in the ending part of the
pound animation this one is going to be
true from 0% until 65% but again
requires a lot of adjustment you will
pretty much always need to jump to catch
your opponent with the arrest except
from about 0 to 10% since you are also
getting some decent height added from
the side B this one's gonna kill the
earliest killing between 35 and 40
percent well that's gonna be it guys I
really hope that you all enjoyed the
video it was fun messing around with
puffs and landing these confirms on
people in game it's very satisfying so I
hope that you're able to do the same let
me know how it goes and if you guys know
any other confirms as always be sure to
LIKE comment and subscribe and I will
see you guys next time