Editing Recovery
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|{{SSBU|Steve}}||[[Elytra]] gives Steve a short boost in any direction before transitioning into a [[glide]], similar to the technique in ''Brawl''. The move grants excellent horizontal distance but mediocre vertical distance and only features a weak hitbox near the start of the move. | |{{SSBU|Steve}}||[[Elytra]] gives Steve a short boost in any direction before transitioning into a [[glide]], similar to the technique in ''Brawl''. The move grants excellent horizontal distance but mediocre vertical distance and only features a weak hitbox near the start of the move. | ||
[[Minecart]] acts as a horizontal recovery with decent protection | [[Minecart]] acts as a horizontal recovery with decent protection. [[Create Block]] can also be used near the stage to restore Steve's double jump. Both moves can only be used if Steve has enough resources. | ||
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|{{SSBU|Terry}}||[[Rising Tackle]] is Terry's primary vertical recovery option. It grants very short horizontal distance and is hard to sweet spot ledges with, but if ↓ is briefly held before doing the move's input, Terry will become intangible and travel slightly farther than the standard version. [[Power Wave]] can be used to halt Terry's momentum. [[Power Dunk]] provides some vertical lift and doesn't cause helplessness, but its downward trajectory makes the move impractical for recovering low and the move cannot sweet spot the ledge. | |{{SSBU|Terry}}||[[Rising Tackle]] is Terry's primary vertical recovery option. It grants very short horizontal distance and is hard to sweet spot ledges with, but if ↓ is briefly held before doing the move's input, Terry will become intangible and travel slightly farther than the standard version. [[Power Wave]] can be used to halt Terry's momentum. [[Power Dunk]] provides some vertical lift and doesn't cause helplessness, but its downward trajectory makes the move impractical for recovering low and the move cannot sweet spot the ledge. |