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{{disambig2|moves used to return to a stage|healing items|Healing#Healing items|recovery items}} | {{disambig2|moves used to return to a stage|healing items|Healing#Healing items|recovery items}} | ||
:''For information about recovery frames, see [[Ending lag]].'' | :''For information about recovery frames, see [[Ending lag]].''[[File:RecoverySSB.gif|thumb|A diagram of {{SSB|Mario}}'s recovery in ''[[Super Smash Bros.]]'']] | ||
[[File:RecoverySSB.gif|thumb|A diagram of {{SSB|Mario}}'s recovery in ''[[Super Smash Bros.]]'']] | |||
A '''recovery''' is the attempt to return back to the [[stage]] after being [[knockback|launched]] or falling off. Some tools to achieve this end are the [[midair jump]] and the recovery move (usually an [[up special move]]), also known as a "third jump." Some recovery moves only go nearly straight up, while others travel greater horizontal distances. Due to slower average falling speeds and increased ease of [[edge sweet spot]]ting, recoveries are generally more powerful in ''[[Super Smash Bros. Brawl]]'' and later games than they are in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. | A '''recovery''' is the attempt to return back to the [[stage]] after being [[knockback|launched]] or falling off. Some tools to achieve this end are the [[midair jump]] and the recovery move (usually an [[up special move]]), also known as a "third jump." Some recovery moves only go nearly straight up, while others travel greater horizontal distances. Due to slower average falling speeds and increased ease of [[edge sweet spot]]ting, recoveries are generally more powerful in ''[[Super Smash Bros. Brawl]]'' and later games than they are in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. | ||
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|{{SSB|Jigglypuff}}|| Jigglypuff's recovery in this game is poor, being easily edge guarded and having the shortest vertical recovery in the game. While possessing five midair jumps, each jump is half the size of the last, and the final two grant minimal vertical distance. However, Jigglypuff's horizontal recovery is the furthest-reaching in the game, due to its fast airspeed, slow falling speed, and the fact that it can use [[Rising Pound]] to greatly increase its recovery. | |{{SSB|Jigglypuff}}|| Jigglypuff's recovery in this game is poor, being easily edge guarded and having the shortest vertical recovery in the game. While possessing five midair jumps, each jump is half the size of the last, and the final two grant minimal vertical distance. However, Jigglypuff's horizontal recovery is the furthest-reaching in the game, due to its fast airspeed, slow falling speed, and the fact that it can use [[Rising Pound]] to greatly increase its recovery. | ||
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|{{SSB|Kirby}}|| His recovery consists of five midair jumps (behaving similarly to Jigglypuff's) and the [[Final Cutter]] for good vertical and horizontal movement, and can be extended considerably by using his forward aerial after each jump. However, if the player misses the ledge with Final Cutter, Kirby will plummet downward with no chance of recovery. | |{{SSB|Kirby}}|| His recovery consists of five midair jumps (behaving similarly to Jigglypuff's) and the [[Final Cutter]] for good vertical and horizontal movement, and can be extended considerably by using his forward aerial after each jump. However, if the player misses the ledge with Final Cutter, Kirby will plummet downward with no chance of recovery. | ||
He can use {{b|Inhale|Kirby}} to utilize Jigglypuff's [[Pound]] recovery, as well as Falcon Punch. | He can use {{b|Inhale|Kirby}} to utilize Jigglypuff's [[Pound]] recovery, as well as Falcon Punch. | ||
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Because of Falcon Punch's much longer lag time and Captain Falcon's raised falling speed, the move can no longer be used for recovery. | Because of Falcon Punch's much longer lag time and Captain Falcon's raised falling speed, the move can no longer be used for recovery. | ||
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|{{SSBM|Donkey Kong}}|| Spinning Kong no longer has invincibility frames but gives slightly more distance. [[Headbutt]] slows down horizontal and vertical momentum. | |{{SSBM|Donkey Kong}}|| Spinning Kong no longer has invincibility frames but gives slightly more distance. [[Headbutt]] slows down horizontal and vertical momentum. | ||
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|{{SSBM|Dr. Mario}}|| {{SSBM|Dr. Mario}} has better airspeed than his [[Mario|clone]], but his [[Super Sheet]] provides less of a boost compared to Mario's Cape and his [[Super Jump Punch]] travels less distance. When combined with Mario's already poor midair jump and the inability to wall jump, this gives Dr. Mario one of the weakest recoveries in all of Melee. | |{{SSBM|Dr. Mario}}|| {{SSBM|Dr. Mario}} has better airspeed than his [[Mario|clone]], but his [[Super Sheet]] provides less of a boost compared to Mario's Cape and his [[Super Jump Punch]] travels less distance. When combined with Mario's already poor midair jump and the inability to wall jump, this gives Dr. Mario one of the weakest recoveries in all of Melee. | ||
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|{{SSBM|Link}}|| In ''Melee'', the [[Hookshot]] grabs onto walls. This can be combined with an air dodge to increase the grabbing range. Link's Spin Attack covers more distance, covers him from above more effectively, and no longer loses height during the move's duration. He can also throw a bomb upwards and Spin Attack into it to perform bomb recovery, rather than waiting for the bomb to explode. | |{{SSBM|Link}}|| In ''Melee'', the [[Hookshot]] grabs onto walls. This can be combined with an air dodge to increase the grabbing range. Link's Spin Attack covers more distance, covers him from above more effectively, and no longer loses height during the move's duration. He can also throw a bomb upwards and Spin Attack into it to perform bomb recovery, rather than waiting for the bomb to explode. | ||
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|{{SSBM|Luigi}}|| Luigi has a very [[gimp]]able recovery that is difficult to master. He still has the lowest airspeed in the game. Super Jump Punch provides only vertical recovery and its distance has been shortened, while [[Green Missile]] provides only horizontal movement. The height gained from Luigi Cyclone was lowered, and the move requires much more button-mashing for Luigi to gain height. Furthermore, Green Missile can misfire, propelling Luigi a great distance horizontally; this makes the move unpredictable and can either help or harm Luigi. | |{{SSBM|Luigi}}|| Luigi has a very [[gimp]]able recovery that is difficult to master. He still has the lowest airspeed in the game. Super Jump Punch provides only vertical recovery and its distance has been shortened, while [[Green Missile]] provides only horizontal movement. The height gained from Luigi Cyclone was lowered, and the move requires much more button-mashing for Luigi to gain height. Furthermore, Green Missile can misfire, propelling Luigi a great distance horizontally; this makes the move unpredictable and can either help or harm Luigi. | ||
Green Missile has an enormous amount of ending lag if not [[edge cancel]]led. | Green Missile has an enormous amount of ending lag if not [[edge cancel]]led. | ||
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|{{SSBM|Mewtwo}}|| {{SSBM|Mewtwo}}'s huge second jump, the highest in the game, slow fall speed, and high airspeed allow for long recoveries even before its sizable up special, [[Teleport]]. [[Confusion]] and the massive recoil of [[Shadow Ball]] can also help Mewtwo gain some distance once in the air. | |{{SSBM|Mewtwo}}|| {{SSBM|Mewtwo}}'s huge second jump, the highest in the game, slow fall speed, and high airspeed allow for long recoveries even before its sizable up special, [[Teleport]]. [[Confusion]] and the massive recoil of [[Shadow Ball]] can also help Mewtwo gain some distance once in the air. | ||
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|{{SSBM|Mr. Game & Watch}}|| Mr. Game & Watch's recovery is limited to his jump and [[Fire]], though Fire does provide large vertical recovery. | |{{SSBM|Mr. Game & Watch}}|| Mr. Game & Watch's recovery is limited to his jump and [[Fire]], though Fire does provide large vertical recovery. | ||
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|{{SSBM|Ness}}|| Despite already being an exploitable recovery move, PK Thunder is even more unreliable than in the previous game despite traveling faster; it has shorter distance than it did previously and with drastically greater ending lag to boot, while it is much weaker as an attack and no longer auto-sweetspots the ledge, causing it to be considered a contender for the worst recovery move in the game. However, the tail of the PK Thunder has been made slightly longer, giving Ness slightly more protection during the attack. | |{{SSBM|Ness}}|| Despite already being an exploitable recovery move, PK Thunder is even more unreliable than in the previous game despite traveling faster; it has shorter distance than it did previously and with drastically greater ending lag to boot, while it is much weaker as an attack and no longer auto-sweetspots the ledge, causing it to be considered a contender for the worst recovery move in the game. However, the tail of the PK Thunder has been made slightly longer, giving Ness slightly more protection during the attack. | ||
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|{{SSBM|Pichu}}|| Pichu can use [[Skull Bash]] to travel great horizontal distances, and then follow it with [[Agility]]. Unfortunately, both of these moves deal [[recoil damage]], making it easier to KO. Pichu can also wall jump, which can aid its recovery in some stages, such as [[Fountain of Dreams]]. | |{{SSBM|Pichu}}|| Pichu can use [[Skull Bash]] to travel great horizontal distances, and then follow it with [[Agility]]. Unfortunately, both of these moves deal [[recoil damage]], making it easier to KO. Pichu can also wall jump, which can aid its recovery in some stages, such as [[Fountain of Dreams]]. | ||
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|{{SSBM|Pikachu}}|| [[Skull Bash]] is now available as a recovery move. It grants very long horizontal distance but can risk SDs if not careful. Quick Attack covers less distance. | |{{SSBM|Pikachu}}|| [[Skull Bash]] is now available as a recovery move. It grants very long horizontal distance but can risk SDs if not careful. Quick Attack covers less distance. | ||
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|{{SSBM|Roy}}|| Roy's recovery is very similar to [[Marth]]'s, but due to his faster falling speed, lowered distance and greater lag on side special, and a vertically shorter up special, Roy's recovery is generally inferior. [[Blazer]], however, unlike Marth's [[Dolphin Slash]], can be aimed to go anywhere from diagonally upward to directly vertical to nearly completely horizontal, depending on where the control stick is tilted after the initial up special. | |{{SSBM|Roy}}|| Roy's recovery is very similar to [[Marth]]'s, but due to his faster falling speed, lowered distance and greater lag on side special, and a vertically shorter up special, Roy's recovery is generally inferior. [[Blazer]], however, unlike Marth's [[Dolphin Slash]], can be aimed to go anywhere from diagonally upward to directly vertical to nearly completely horizontal, depending on where the control stick is tilted after the initial up special. | ||
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|{{SSBM|Samus}}|| She can now use her grab as a wall grapple and her bomb recovery has been made more useful. {{b|Screw Attack|move}} gives more distance. | |{{SSBM|Samus}}|| She can now use her grab as a wall grapple and her bomb recovery has been made more useful. {{b|Screw Attack|move}} gives more distance. | ||
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|{{SSBM|Sheik}}|| Sheik's recovery is generally limited to her jump and [[Vanish]], although both travel decent distances, and if a longer recovery is needed, she can [[Transform]] into Zelda and take advantage of her lower fall speed to drift toward the stage, or use her longer up special [[Farore's Wind]]. Sheik can also wall jump. | |{{SSBM|Sheik}}|| Sheik's recovery is generally limited to her jump and [[Vanish]], although both travel decent distances, and if a longer recovery is needed, she can [[Transform]] into Zelda and take advantage of her lower fall speed to drift toward the stage, or use her longer up special [[Farore's Wind]]. Sheik can also wall jump. | ||
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|{{SSBM|Yoshi}}|| The newly-added [[air dodge]] gives Yoshi a small boost to his recovery after his midair jump. Otherwise, his recovery is largely unchanged from Smash 64. | |{{SSBM|Yoshi}}|| The newly-added [[air dodge]] gives Yoshi a small boost to his recovery after his midair jump. Otherwise, his recovery is largely unchanged from Smash 64. | ||
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The misfired Green Missile covers a much shorter distance than before. | The misfired Green Missile covers a much shorter distance than before. | ||
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|{{SSBB|Mario}}|| Mario's new down special, [[F.L.U.D.D.]], is much less effective than Mario Tornado for recovery, only being able to push Mario the opposite direction with recoil when fully charged. He has lost the ability to cancel Super Jump Punch into a wall jump, and Super Jump Punch has increased landing lag. However, F.L.U.D.D. does not require button mashing to be used and Mario has more airspeed. | |{{SSBB|Mario}}|| Mario's new down special, [[F.L.U.D.D.]], is much less effective than Mario Tornado for recovery, only being able to push Mario the opposite direction with recoil when fully charged. He has lost the ability to cancel Super Jump Punch into a wall jump, and Super Jump Punch has increased landing lag. However, F.L.U.D.D. does not require button mashing to be used and Mario has more airspeed. | ||
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|{{SSBB|Marth}}|| [[Shield Breaker]] can be used to propel Marth forward, but it leaves him open to attacks. Dancing Blade grants significantly less horizontal recovery, but Dolphin Slash gives him the [[landing lag glitch]] and covers more horizontal distance. | |{{SSBB|Marth}}|| [[Shield Breaker]] can be used to propel Marth forward, but it leaves him open to attacks. Dancing Blade grants significantly less horizontal recovery, but Dolphin Slash gives him the [[landing lag glitch]] and covers more horizontal distance. | ||
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|{{SSBB|Mr. Game & Watch}}|| [[Oil Panic]] can be used to [[Momentum canceling#Oil Panic (Bucket Braking)|stop downward momentum]], and Fire does not put Mr. Game & Watch into a helpless state and instead lets him use a parachute, reducing his falling speed and allowing him to travel long horizontal distances. | |{{SSBB|Mr. Game & Watch}}|| [[Oil Panic]] can be used to [[Momentum canceling#Oil Panic (Bucket Braking)|stop downward momentum]], and Fire does not put Mr. Game & Watch into a helpless state and instead lets him use a parachute, reducing his falling speed and allowing him to travel long horizontal distances. | ||
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|{{SSBB|Ness}}|| PK Thunder has been buffed even more. Now, if the player simply curves the control stick in a complete circle, the move will launch him at an upward diagonal angle that is fit for recovering. | |{{SSBB|Ness}}|| PK Thunder has been buffed even more. Now, if the player simply curves the control stick in a complete circle, the move will launch him at an upward diagonal angle that is fit for recovering. | ||
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|{{SSBB|Olimar}}|| Olimar is limited to his jumps and [[Pikmin Chain]]. Pikmin Chain is a diagonal [[tether recovery|tether]] with a range that varies with the number of Pikmin Olimar has with him, making it easily edge-hogged and almost useless if he has no Pikmin with him. Strangely, Pikmin Chain gives more vertical distance if Olimar has no Pikmin than if he has one or two Pikmin. | |{{SSBB|Olimar}}|| Olimar is limited to his jumps and [[Pikmin Chain]]. Pikmin Chain is a diagonal [[tether recovery|tether]] with a range that varies with the number of Pikmin Olimar has with him, making it easily edge-hogged and almost useless if he has no Pikmin with him. Strangely, Pikmin Chain gives more vertical distance if Olimar has no Pikmin than if he has one or two Pikmin. | ||
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|{{SSBB|Samus}}|| Like Link, Samus's [[Grapple Beam]] now functions as a [[tether recovery]], and cannot attach to walls. Her bomb recovery grants less distance. | |{{SSBB|Samus}}|| Like Link, Samus's [[Grapple Beam]] now functions as a [[tether recovery]], and cannot attach to walls. Her bomb recovery grants less distance. | ||
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|{{SSBB|Sheik}}|| Due to increased Transformation time, it is usually no longer viable to transform into Zelda to recover. However, Sheik's [[chain]] can now be used as a tether and she can now wall cling. | |{{SSBB|Sheik}}|| Due to increased Transformation time, it is usually no longer viable to transform into Zelda to recover. However, Sheik's [[chain]] can now be used as a tether and she can now wall cling. | ||
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|{{SSBB|Snake}}|| If his [[up special]], [[Cypher]], fails to recover, Snake can use his [[C4]] on himself in midair so he can use his up special again (see [[bomb recovery]]). Cypher covers a lot of distance, but if Snake is interrupted out of Cypher, he cannot use it again. The move is very easily edge guarded as well, but it does provide [[armor]]. Snake's recovery can be easily gimped by the [[grab release glitch]]. | |{{SSBB|Snake}}|| If his [[up special]], [[Cypher]], fails to recover, Snake can use his [[C4]] on himself in midair so he can use his up special again (see [[bomb recovery]]). Cypher covers a lot of distance, but if Snake is interrupted out of Cypher, he cannot use it again. The move is very easily edge guarded as well, but it does provide [[armor]]. Snake's recovery can be easily gimped by the [[grab release glitch]]. | ||
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|{{SSBB|Wolf}}|| Wolf is more limited in recovery options than Falco and Fox. His side special, [[Wolf Flash]], covers less ground than theirs and will still render him helpless, though it gives a fair amount of vertical recovery and can semi-spike or meteor smash at the end of the move. His up special, [[Fire Wolf]], provides him fast directional recovery, but he falls almost straight down after using it, and it has the worst accuracy and smallest ledge sweet spot of the three, though it also has much less startup lag; therefore, it is harder to edgeguard. It covers slightly less distance than Fox's but significantly more than Falco's. Wolf can wall jump to aid recovery. Unlike Fox, Wolf cannot use his {{b|Reflector|Wolf}} to stall in midair. | |{{SSBB|Wolf}}|| Wolf is more limited in recovery options than Falco and Fox. His side special, [[Wolf Flash]], covers less ground than theirs and will still render him helpless, though it gives a fair amount of vertical recovery and can semi-spike or meteor smash at the end of the move. His up special, [[Fire Wolf]], provides him fast directional recovery, but he falls almost straight down after using it, and it has the worst accuracy and smallest ledge sweet spot of the three, though it also has much less startup lag; therefore, it is harder to edgeguard. It covers slightly less distance than Fox's but significantly more than Falco's. Wolf can wall jump to aid recovery. Unlike Fox, Wolf cannot use his {{b|Reflector|Wolf}} to stall in midair. | ||
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|{{SSBB|Yoshi}}|| Yoshi's [[Egg Throw]] in ''Brawl'' now gives him a slight hop in midair, but his air dodge recovery is no longer existent. | |{{SSBB|Yoshi}}|| Yoshi's [[Egg Throw]] in ''Brawl'' now gives him a slight hop in midair, but his air dodge recovery is no longer existent. | ||
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|{{SSBB|Zelda}}|| Farore's Wind still maintains much of the same strengths and weaknesses; despite covering a high distance (albeit slightly less than in ''Melee''), the angles at which it travels are very limited, while completely killing all of Zelda's momentum upon completion (she'll fall straight down a fair distance after use). As such, the move remains predictable and requires precision in order to grab ledges. The move's long startup lag makes it easily edge guarded. If Zelda lands directly on the stage after using Farore's Wind, she now suffers from long ending lag, making the move easily punishable. Transforming into Sheik takes much longer and is not as useful as a result, despite Sheik's new [[Chain]] and wall cling recovery. [[Nayru's Love]] can now aid recovery slightly. | |{{SSBB|Zelda}}|| Farore's Wind still maintains much of the same strengths and weaknesses; despite covering a high distance (albeit slightly less than in ''Melee''), the angles at which it travels are very limited, while completely killing all of Zelda's momentum upon completion (she'll fall straight down a fair distance after use). As such, the move remains predictable and requires precision in order to grab ledges. The move's long startup lag makes it easily edge guarded. If Zelda lands directly on the stage after using Farore's Wind, she now suffers from long ending lag, making the move easily punishable. Transforming into Sheik takes much longer and is not as useful as a result, despite Sheik's new [[Chain]] and wall cling recovery. [[Nayru's Love]] can now aid recovery slightly. | ||
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Custom specials: Tornado Hold provides less distance than Rush Coil, but will damage enemies below or very near Mega Man, making him harder to edgeguard. Beat carries Mega Man noticeably higher than Rush, and allows for more horizontal movement and control, but takes a brief moment before Mega Man starts rising and travels slower overall, making it easier to edgeguard. | Custom specials: Tornado Hold provides less distance than Rush Coil, but will damage enemies below or very near Mega Man, making him harder to edgeguard. Beat carries Mega Man noticeably higher than Rush, and allows for more horizontal movement and control, but takes a brief moment before Mega Man starts rising and travels slower overall, making it easier to edgeguard. | ||
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|{{SSB4|Meta Knight}}||Meta Knight can no longer glide. [[Mach Tornado]] covers less distance and can no longer sweet spot the ledge. [[Dimensional Cape]] also grants slightly less vertical distance. While Shuttle Loop no longer initiates a glide, it gains far more vertical distance. Though his falling speed has been increased considerably, his airspeed is also much faster. | |{{SSB4|Meta Knight}}||Meta Knight can no longer glide. [[Mach Tornado]] covers less distance and can no longer sweet spot the ledge. [[Dimensional Cape]] also grants slightly less vertical distance. While Shuttle Loop no longer initiates a glide, it gains far more vertical distance. Though his falling speed has been increased considerably, his airspeed is also much faster. | ||
Custom specials: High-Speed Drill has greater horizontal distance than Drill Rush at the cost of the ability to change the angle. Shieldbreaker Drill doesn't travel as far. Blade Coaster provides Meta Knight with more horizontal distance, but at the cost of height. Lazy Shuttle Loop grants more height than the default version, but the slow loop at the beginning makes the move easier to react to and potentially easier to edgeguard. Shield Piercer provides less distance. Stealth Smasher allows Meta Knight to travel a further distance, but is slower and does not grant intangibility. | Custom specials: High-Speed Drill has greater horizontal distance than Drill Rush at the cost of the ability to change the angle. Shieldbreaker Drill doesn't travel as far. Blade Coaster provides Meta Knight with more horizontal distance, but at the cost of height. Lazy Shuttle Loop grants more height than the default version, but the slow loop at the beginning makes the move easier to react to and potentially easier to edgeguard. Shield Piercer provides less distance. Stealth Smasher allows Meta Knight to travel a further distance, but is slower and does not grant intangibility. | ||
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[[Airborne Assault]] and [[Slash Launcher]] can aid horizontal recovery, although both leave the Swordfighter helpless. [[Reversal Slash]] is identical to Mario's Cape. | [[Airborne Assault]] and [[Slash Launcher]] can aid horizontal recovery, although both leave the Swordfighter helpless. [[Reversal Slash]] is identical to Mario's Cape. | ||
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|{{SSB4|Mr. Game & Watch}}||Mr. Game | |{{SSB4|Mr. Game & Watch}}||Mr. Game and Watch's recovery lost [[bucket braking]], but gained the better recovering technique of {{h2|Oil Panic|Bucket Jumping}}, which can send him an incredible distance when paired with Fire. Up special also covers more vertical distance, and Mr. Game and Watch has higher airspeed. | ||
Custom specials: Heavy Trampoline doesn't send Mr. Game & Watch as high as Fire, but is stronger. Trampoline Launch provides Mr. Game | Custom specials: Heavy Trampoline doesn't send Mr. Game & Watch as high as Fire, but is stronger. Trampoline Launch provides Mr. Game and Watch with an increased jump height, but he no longer opens his parachute at the end of the jump. | ||
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|{{SSB4|Ness}}||Ness can now immediately re-use PK Thunder if he hits a wall while traveling with it. ([https://mtc.cdn.vine.co/r/videos/771D9592771127998398008819712_281534fc304.5.1.14950578386041677221.mp4 In action]) | |{{SSB4|Ness}}||Ness can now immediately re-use PK Thunder if he hits a wall while traveling with it. ([https://mtc.cdn.vine.co/r/videos/771D9592771127998398008819712_281534fc304.5.1.14950578386041677221.mp4 In action]) | ||
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Custom specials: [[Angelic Missile]] launches Palutena forward, similar to Luigi's [[Green Missile]]. [[Jump Glide]] gives less vertical distance than Warp but allows Palutena to glide for a few seconds, improving her horizontal recovery but making her more suspectable to edgeguarding. [[Super Speed]] gives good horizontal recovery, as jumping out of it propels Palutena a huge horizontal distance, so much so that Palutena can potentially escape recovery pressure if she recovers from above; it also gives decent vertical recovery. [[Lightweight]] increases her jump height and aerial speed, making her recovery more effective in general, although she becomes easier to launch. [[Rocket Jump]] also provides less height than Warp and cannot be angled; however, it powerfully meteor smashes foes if used when they are beneath her. | Custom specials: [[Angelic Missile]] launches Palutena forward, similar to Luigi's [[Green Missile]]. [[Jump Glide]] gives less vertical distance than Warp but allows Palutena to glide for a few seconds, improving her horizontal recovery but making her more suspectable to edgeguarding. [[Super Speed]] gives good horizontal recovery, as jumping out of it propels Palutena a huge horizontal distance, so much so that Palutena can potentially escape recovery pressure if she recovers from above; it also gives decent vertical recovery. [[Lightweight]] increases her jump height and aerial speed, making her recovery more effective in general, although she becomes easier to launch. [[Rocket Jump]] also provides less height than Warp and cannot be angled; however, it powerfully meteor smashes foes if used when they are beneath her. | ||
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|{{SSB4|Peach}}||Peach's vertical recovery has been buffed, as her midair jump provides greater height. Peach Bomber's ending lag has been increased, but has less startup and now stalls Peach on walls once more (albeit not to the same extent as Melee). Her Parasol is faster and covers more height, but will automatically close after eight seconds of floating. | |{{SSB4|Peach}}||Peach's vertical recovery has been buffed, as her midair jump provides greater height. Peach Bomber's ending lag has been increased, but has less startup and now stalls Peach on walls once more (albeit not to the same extent as Melee). Her Parasol is faster and covers more height, but will automatically close after eight seconds of floating. | ||
Custom specials: Flying Peach Bomber sends Peach diagonally upward a good distance, but it causes her to descend when the animation is over with a very high ending lag in the air and does not sweet spot the ledge. Flower Bomber travels a much shorter distance than her regular Peach Bomber. Parasol High Jump gives more vertical distance than her regular Parasol. However, she never opens her parasol, leaving herself helpless afterward. It additionally lacks a hitbox. Light Parasol gives a lower initial jump. However, for about 3 seconds she gains additional vertical recovery every time she opens her parasol, before entering helplessness for good. Grumpy Toad removes the default's stalling abilities. | Custom specials: Flying Peach Bomber sends Peach diagonally upward a good distance, but it causes her to descend when the animation is over with a very high ending lag in the air and does not sweet spot the ledge. Flower Bomber travels a much shorter distance than her regular Peach Bomber. Parasol High Jump gives more vertical distance than her regular Parasol. However, she never opens her parasol, leaving herself helpless afterward. It additionally lacks a hitbox. Light Parasol gives a lower initial jump. However, for about 3 seconds she gains additional vertical recovery every time she opens her parasol, before entering helplessness for good. Grumpy Toad removes the default's stalling abilities. | ||
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|{{SSBU|Corrin}}||[[Dragon Ascent]] travels further, but it now stalls at the end of the move. | |{{SSBU|Corrin}}||[[Dragon Ascent]] travels further, but it now stalls at the end of the move. | ||
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|{{SSBU|Daisy}}||Being {{SSBU|Peach}}'s [[Echo Fighter]], Daisy's recovery is practically identical: [[Daisy Parasol]] only grants protection during the ascent, but gains decent height and can allow Daisy to glide for immense horizontal distance. [[Daisy Bomber]] can also extend Daisy's horizontal recovery and deter edge guarders. She can also use her [[fighter ability]], Float, to gain extra horizontal distance. | |{{SSBU|Daisy}}||Being {{SSBU|Peach}}'s [[Echo Fighter]], Daisy's recovery is practically identical: [[Daisy Parasol]] only grants protection during the ascent, but gains decent height and can allow Daisy to glide for immense horizontal distance. [[Daisy Bomber]] can also extend Daisy's horizontal recovery and deter edge guarders. She can also use her [[fighter ability]], Float, to gain extra horizontal distance. | ||
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|{{SSBU|Dark Pit}}||Like with {{SSBU|Pit}}, Dark Pit's [[Power of Flight]] can now grab the ledge when facing backward, but stalls upon completion, and he can now act out of [[Electroshock Arm]] if it connects with an opponent. | |{{SSBU|Dark Pit}}||Like with {{SSBU|Pit}}, Dark Pit's [[Power of Flight]] can now grab the ledge when facing backward, but stalls upon completion, and he can now act out of [[Electroshock Arm]] if it connects with an opponent. | ||
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|{{SSBU|Falco}}||[[Falco Phantasm]] doesn't travel as far and no longer passes through shields, hampering the move's safety. | |{{SSBU|Falco}}||[[Falco Phantasm]] doesn't travel as far and no longer passes through shields, hampering the move's safety. | ||
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|{{SSBU|Fox}}||Like {{SSBU|Falco}}'s Falco Phantasm, Fox's [[Fox Illusion]] covers less horizontal distance and can no longer pass through shields. [[Fire Fox]]'s distance has also been reduced. | |{{SSBU|Fox}}||Like {{SSBU|Falco}}'s Falco Phantasm, Fox's [[Fox Illusion]] covers less horizontal distance and can no longer pass through shields. [[Fire Fox]]'s distance has also been reduced. | ||
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|{{SSBU|Ganondorf}}||[[Dark Dive]] has Ganondorf leap back much farther out of a throw, which noticeably makes it harder for him to return to the stage. [[Flame Choke]] can now be escaped and KO's Ganondorf first if used as a [[sacrificial KO]]. | |{{SSBU|Ganondorf}}||[[Dark Dive]] has Ganondorf leap back much farther out of a throw, which noticeably makes it harder for him to return to the stage. [[Flame Choke]] can now be escaped and KO's Ganondorf first if used as a [[sacrificial KO]]. | ||
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|{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed. | |{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed. | ||
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|{{SSBU|King K. Rool}}||[[Propellerpack]] travels very high (although not necessarily far horizontally) which is unusual for someone of his weight class, and the damaging propeller grants some protection from [[meteor smash]]es and [[stage spike]]s. King K. Rool can also use his [[up aerial]] as an impromptu double jump in niche situations such as being launched very high and surviving, as K. Rool's recovery is geared towards going low. | |{{SSBU|King K. Rool}}||[[Propellerpack]] travels very high (although not necessarily far horizontally) which is unusual for someone of his weight class, and the damaging propeller grants some protection from [[meteor smash]]es and [[stage spike]]s. King K. Rool can also use his [[up aerial]] as an impromptu double jump in niche situations such as being launched very high and surviving, as K. Rool's recovery is geared towards going low. | ||
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|{{SSBU|Kirby}}||Kirby's recovery is largely unchanged from ''Smash 4''. | |{{SSBU|Kirby}}||Kirby's recovery is largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Mewtwo}}||[[Confusion]] halts Mewtwo's horizontal momentum, largely eliminating the move's use for recovery. | |{{SSBU|Mewtwo}}||[[Confusion]] halts Mewtwo's horizontal momentum, largely eliminating the move's use for recovery. | ||
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|{{SSBU|Mii Brawler}}||[[Burning Dropkick]] can no longer be charged, significantly reducing its maximum travel distance. [[Feint Jump]]'s kick now sends Mii Brawler downwards, reducing its recovery. [[Soaring Axe Kick]] travels slightly higher and can now sweet spot the ledge during its ascent; the second hit now has to be initiated manually much like [[Climhazzard]], allowing Mii Brawler to drift farther horizontally for recovery. | |{{SSBU|Mii Brawler}}||[[Burning Dropkick]] can no longer be charged, significantly reducing its maximum travel distance. [[Feint Jump]]'s kick now sends Mii Brawler downwards, reducing its recovery. [[Soaring Axe Kick]] travels slightly higher and can now sweet spot the ledge during its ascent; the second hit now has to be initiated manually much like [[Climhazzard]], allowing Mii Brawler to drift farther horizontally for recovery. | ||
[[Suplex]] travels farther horizontally than [[Headache Maker]] did, but KO's the Mii Brawler first if used as a [[sacrificial KO]]. [[Onslaught]] has more reach than Suplex, but is much slower to start and doesn't sweetspot the ledge. [[Thrust Uppercut]] travels diagonally and can be angled slightly, making it more useful for recovery than [[Piston Punch]]. [[Helicopter Kick]] travels more horizontally than any of his other up-specials, allowing him to recover from further offstage in exchange for depth. | [[Suplex]] travels farther horizontally than [[Headache Maker]] did, but KO's the Mii Brawler first if used as a [[sacrificial KO]]. [[Onslaught]] has more reach than Suplex, but is much slower to start and doesn't sweetspot the ledge. [[Thrust Uppercut]] travels diagonally and can be angled slightly, making it more useful for recovery than [[Piston Punch]]. [[Helicopter Kick]] travels more horizontally than any of his other up-specials, allowing him to recover from further offstage in exchange for depth. |