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{{disambig2|moves used to return to a stage|healing items|Healing#Healing items|recovery items}} | {{cleanup|Lots of missing data, especially involving SSB4 customs}} | ||
:''For information about recovery frames, see [[Ending lag]].'' | {{disambig2|moves used to return to a stage|healing items|Healing#Healing items|recovery items}}:''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|edge sweet spotting]], 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]] | |||
For many characters, recovery can be augmented by moves other than the standard second jump and up special, such as other special moves that provide boosts to momentum, or a [[tether recovery]]. This page documents the maximum recovery potential of each character. In the case that a character has multiple recovery options for maximizing horizontal or vertical movement, both are listed. | For many characters, recovery can be augmented by moves other than the standard second jump and up special, such as other special moves that provide boosts to momentum, or a [[tether recovery]]. This page documents the maximum recovery potential of each character. In the case that a character has multiple recovery options for maximizing horizontal or vertical movement, both are listed. | ||
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|{{SSB|Captain Falcon}}|| [[Falcon Dive]] does not give much distance and cannot grab foes hanging onto the ledge. If it makes contact in mid-air, it will restore the opponent's midair jump, and Captain Falcon can use the move again. [[Falcon Punch]] can be used for some horizontal distance, as well as vertical distance if angled up. | |{{SSB|Captain Falcon}}|| [[Falcon Dive]] does not give much distance and cannot grab foes hanging onto the ledge. If it makes contact in mid-air, it will restore the opponent's midair jump, and Captain Falcon can use the move again. [[Falcon Punch]] can be used for some horizontal distance, as well as vertical distance if angled up. | ||
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|{{SSB|Donkey Kong}}|| [[Spinning Kong]] is his primary recovery. It provides a short vertical distance but a long horizontal distance. It also provides [[invincibility frames]] at the tip of his hands | |{{SSB|Donkey Kong}}|| [[Spinning Kong]] is his primary recovery. It provides a short vertical distance but a long horizontal distance. It also provides [[invincibility frames]] at the tip of his hands. [[Giant Punch]] can be used for a slight forwards boost. | ||
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|{{SSB|Fox}}|| [[Fire Fox]] is his primary recovery. It can be | |{{SSB|Fox}}|| [[Fire Fox]] is his primary recovery. It can be used in any direction, but pulls him down a little while charging. His [[Reflector (move)#Fox|Reflector]] slows down his fall speed. | ||
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|{{SSB|Jigglypuff}}|| Jigglypuff's recovery in this game is poor, being easily | |{{SSB|Jigglypuff}}|| Jigglypuff's recovery in this game is poor, being easily edgeguarded and having arguably 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 air speed, 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 | |{{SSB|Kirby}}|| His recovery consists of five midair jumps and the [[Final Cutter]] for good vertical movement. However, if the player misses the ledge with Final Cutter, Kirby will plummet downwards with no chance of recovery. | ||
He can use {{b|Inhale|Kirby}} to utilize Jigglypuff's [[Pound]] recovery | He can use {{b|Inhale|Kirby}} to utilize Jigglypuff's [[Pound]] recovery. | ||
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|{{SSB|Link}}|| Link has a variety of techniques to augment [[Spin Attack]]. [[Link's bomb]], if it explodes while he is holding it, can aid his recovery by giving him back his Spin Attack (see [[bomb recovery]]). However, his Spin Attack covers | |{{SSB|Link}}|| Link has a variety of techniques to augment [[Spin Attack]]. [[Link's bomb]], if it explodes while he is holding it, can aid his recovery by giving him back his Spin Attack (see [[bomb recovery]]). However, his Spin Attack covers only a short vertical and horizontal distance, with poor range, leaving Link vulnerable to [[spike]]s. | ||
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|{{SSB|Luigi}}|| In this game, Luigi's recovery is technically greater than {{SSB|Mario}}'s, as he has a higher double jump. However, Luigi has a slower | |{{SSB|Luigi}}|| In this game, Luigi's recovery is technically greater than {{SSB|Mario}}'s, as he has a higher double jump. However, Luigi has a slower air speed, and [[Luigi Cyclone]] is harder to use compared to the Mario Tornado because it requires very quick button-tapping. As with Mario, [[Super Jump Punch]] is his primary recovery. | ||
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|{{SSB|Mario}}|| If the player rapidly presses the special button during the [[Mario Tornado]], he rises up in the air. Super Jump Punch is the primary recovery move and covers a large vertical and horizontal distance. | |{{SSB|Mario}}|| If the player rapidly presses the special button during the [[Mario Tornado]], he rises up in the air. Super Jump Punch is the primary recovery move, and covers a large vertical and horizontal distance. | ||
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|{{SSB|Ness}}|| Ness' | |{{SSB|Ness}}|| Ness' recovery is very easily edgeguarded, since he is limited to his jumps and the very slow [[PK Thunder]]. The lightning must be curved into Ness' body at an angle that will push him toward the stage. Simply moving the control stick in a circle is not enough; doing this will launch Ness directly upwards or even backwards in some cases. Furthermore, the PK Thunder projectile vanishes upon striking an opponent or a surface, immediately making Ness helpless while providing no recovery whatsoever. Because of this, it is often considered the worst recovery in the game. Nonetheless, his second jump is the second-highest in the game, and [[PSI Magnet]] can slow his fall speed. | ||
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|{{SSB|Pikachu}}|| Pikachu's main recovery lies in its | |{{SSB|Pikachu}}|| Pikachu's main recovery lies in its jumps and [[Quick Attack]], which provides huge recovery and is hard to counter. If {{b|Thunder|Pokémon}} is timed properly, it will give Pikachu a small jump upwards, though this is difficult to utilize. | ||
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|{{SSB|Samus}}|| Samus's {{b|Bomb|Samus}}s can be used | |{{SSB|Samus}}|| Samus's {{b|Bomb|Samus}}s can be used to perform a bomb recovery and she can utilize her [[Screw Attack]] to gain vertical height. | ||
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|{{SSB|Yoshi}}|| Yoshi's recovery is hampered by the fact that his midair jump is his only means of recovery. However, his | |{{SSB|Yoshi}}|| Yoshi's recovery is hampered by the fact that his midair jump is his only means of recovery. However, his second jump is the highest in the game and gives him [[armor]], and Yoshi also has the fastest air speed. | ||
|} | |} | ||
==List of recoveries in ''[[Super Smash Bros. Melee]]''== | ==List of recoveries in ''[[Super Smash Bros. Melee]]''== | ||
In ''Melee'', the presence of directional [[airdodge|air dodging]] slightly improves the recovery potential of every character, but | In ''Melee'', the presence of directional [[airdodge|air dodging]] slightly improves the recovery potential of every character, but causes [[helplessness]]. | ||
{|class="wikitable" | {|class="wikitable" | ||
!Character | !Character | ||
!Description | !Description | ||
|- | |- | ||
|{{SSBM|Bowser}}|| [[Whirling Fortress]] is his primary recovery. It provides long horizontal distance | |{{SSBM|Bowser}}|| [[Whirling Fortress]] is his primary recovery. It provides little vertical distance but long horizontal distance. | ||
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|{{SSBM|Captain Falcon}}|| [[Falcon Kick]] allows Captain Falcon to regain his second jump in midair. [[Raptor Boost]] can be used for some horizontal distance, but it cannot auto sweet-spot a ledge and will put him into a [[helpless]] state | |{{SSBM|Captain Falcon}}|| [[Falcon Kick]] allows Captain Falcon to regain his second jump in midair. [[Raptor Boost]] can be used for some horizontal distance, but it cannot auto sweet-spot a ledge and will put him into a [[helpless]] state. Falcon Dive gives more distance and can now grab ledges backwards and has a larger ledge sweetspot than it does normally while moving forwards. However, it has a very small ledge sweetspot while moving forwards, meaning Captain Falcon can be [[gimp]]ed when attempting to recover with Falcon Dive. | ||
Because of Falcon Punch's | Because of Falcon Punch's 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. Due to Giant Punch now causing helplessness, the move no longer assists in recovery. | ||
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|{{SSBM|Dr. Mario}}|| {{SSBM|Dr. Mario}} | |{{SSBM|Dr. Mario}}|| {{SSBM|Dr. Mario}} can use the [[Super Sheet]] to propel himself forward a bit and slow his fall speed. Also, if the player rapidly presses the special button during the [[Dr. Tornado]], he rises up in the air (can only rise once while airborne). [[Super Jump Punch]] can be used following either or both of these moves, and it has a large ledge sweetspot, one of the largest in the game, helping Dr. Mario's recovery even more. However, Dr. Tornado and Super Jump Punch both cover below average distance, which, combined with his poor air jump, gives him one of the shortest recoveries in the game. | ||
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|{{SSBM|Falco}}|| [[Fire Bird]] is Falco's primary vertical recovery move. However, it has | |{{SSBM|Falco}}|| [[Fire Bird]] is Falco's primary vertical recovery move. However, it has high start-up lag and does not provide a great amount of distance. [[Falco Phantasm]] provides the most horizontal distance, but leaves him helpless. His [[Reflector (Falco)|Reflector]] can be used to slow down his fall speed. Falco can also [[wall jump]]. | ||
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|{{SSBM|Fox}}|| Fire Fox now charges with a [[flame]] hitbox and travels farther. [[Fox Illusion]] provides great horizontal distance but | |{{SSBM|Fox}}|| Fire Fox now charges with a [[flame]] hitbox and travels farther. [[Fox Illusion]] provides great horizontal distance, but leaves him helpless. Fox can now wall jump. | ||
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|{{SSBM|Ganondorf}}|| [[Dark Dive]] is Ganondorf's primary recovery move, but does not cover much distance and [[stage spike]]s it may cause can be [[tech]]ed. He may use [[Wizard's Foot]] to get his midair jump back, allowing for large horizontal recoveries. [[Gerudo Dragon]] may be used for some horizontal distance, although it cannot | |{{SSBM|Ganondorf}}|| [[Dark Dive]] is Ganondorf's primary recovery move, but does not cover much distance and [[stage spike]]s it may cause can be [[tech]]ed. He may use [[Wizard's Foot]] to get his midair jump back, allowing for large horizontal recoveries. [[Gerudo Dragon]] may be used for some horizontal distance, although it cannot sweetspot the ledge, and leaves him [[helpless]] afterwards. | ||
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|{{SSBM|Ice Climbers}}|| [[Belay]] covers a vast distance when both [[Ice Climbers]] are present, but covers virtually no distance if one is absent. [[Squall Hammer]] can also be used to recover; with a solo Ice Climber, it becomes the only viable move, and only grants horizontal distance if used this way. [[Ice Shot]] can be used for a short hop in the air. | |{{SSBM|Ice Climbers}}|| [[Belay]] covers a vast distance when both [[Ice Climbers]] are present, but covers virtually no distance if one is absent. [[Squall Hammer]] can also be used to recover; with a solo Ice Climber, it becomes the only viable move, and only grants horizontal distance if used this way. [[Ice Shot]] can be used for a short hop in the air. | ||
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|{{SSBM|Jigglypuff}}|| Jigglypuff's recovery has been further augmented. All jumps grant more height, giving Jigglypuff among the most versatile recoveries in the game. Having great aerial mobility and multiple recovery options, Jigglypuff is among the most difficult characters to | |{{SSBM|Jigglypuff}}|| Jigglypuff's recovery has been further augmented. All jumps grant more vertical height now, giving Jigglypuff among the most versatile recoveries in the game. Having great aerial mobility and multiple recovery options, Jigglypuff is among the most difficult characters to edgeguard despite having poor overall protection on its recovery. In addition, Jigglypuff's new neutral special, [[Rollout]], gives horizontal recovery, but this move puts it into helpless state and can cause an SD, making it situational for recovery. Rising Pound is easier to perform, and [[Sing]] now provides a vertical boost if jumped and can sweetspot ledges. | ||
|- | |- | ||
|{{SSBM|Kirby}}|| Final Cutter gives less vertical distance and is much weaker, but can now grab ledges from behind. Kirby also has lower | |{{SSBM|Kirby}}|| Final Cutter gives less vertical distance and is much weaker, but can now grab ledges from behind. Kirby also has lower air speed, but all of his jumps now give height. | ||
Through {{b|Inhale|Kirby}}, he may use [[Rollout]], [[Shadow Ball]] (recoil), and [[Toad]] to aid his recovery. | Through {{b|Inhale|Kirby}}, he may use [[Rollout]], [[Shadow Ball]] (recoil), and [[Toad]] to aid his recovery. | ||
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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 | |{{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, 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|Luigi}}|| Luigi has a very [[gimp]]able recovery that is difficult to master. He still has the lowest | |{{SSBM|Luigi}}|| Luigi has a very [[gimp]]able recovery that is difficult to master. He still has the lowest air speed 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. | ||
|- | |- | ||
|{{SSBM|Mario}}|| Mario can use the [[Cape]] to propel himself forward a bit. Super Jump Punch and Mario Tornado are still viable recovery moves, but both moves travel less distance. Super Jump Punch can be | |{{SSBM|Mario}}|| Mario can use the [[Cape]] to propel himself forward a bit. Super Jump Punch and Mario Tornado are still viable recovery moves, but both moves travel less distance. Super Jump Punch can be cancelled with a wall jump if it is used while hugging a wall and the Control Stick is tilted backwards at the apex of the jump. Mario Tornado requires much more button mashing to be effective, and Mario has less air speed. | ||
|- | |- | ||
|{{SSBM|Marth}}|| [[Marth]]'s side special, [[Dancing Blade]], slows his fall speed and propels him forward if only the first attack of the combo is used. This does not put him in a helpless state. [[Dolphin Slash]] provides decent vertical recovery, but short horizontal recovery. | |{{SSBM|Marth}}|| [[Marth]]'s side special, [[Dancing Blade]], slows his fall speed and propels him forward if only the first attack of the combo is used. This does not put him in a helpless state. [[Dolphin Slash]] provides decent vertical recovery, but short horizontal recovery. | ||
|- | |- | ||
|{{SSBM|Mewtwo}}|| {{SSBM|Mewtwo}}'s huge second jump, the highest in the game, slow fall speed, and high | |{{SSBM|Mewtwo}}|| {{SSBM|Mewtwo}}'s huge second jump, the highest in the game, slow fall speed, and high air speed allow for long recoveries even before its up special, [[Teleport]]. The massive recoil of [[Shadow Ball]] can also help in recovery. [[Confusion]] 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 | |{{SSBM|Mr. Game & Watch}}|| Mr. Game & Watch's recovery is limited to his jumps and [[Fire]], though Fire does provide large vertical recovery. | ||
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|{{SSBM|Ness}}|| | |{{SSBM|Ness}}|| PK Thunder is significantly more reliable than in the previous game because the circle that it has to move in is much smaller, although it does not push Ness as far as it did previously. The tail of the PK Thunder head has been made slightly longer, giving Ness more protection during the attack. Using [[PK Flash]] in midair gives Ness no height and just makes him helpless. | ||
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|{{SSBM|Peach}}|| To compensate for having a very small double jump, [[Peach]] has the ability to [[float]], allowing her to maintain the same vertical position while moving horizontally. She can stall by using {{b|Toad|move}}, as it allows her to hover for a brief time. In addition, her side special, [[Peach Bomber]], can be used repeatedly to climb up walls. Both of these techniques can be followed by [[Peach Parasol]]. | |{{SSBM|Peach}}|| To compensate for having a very small double jump, [[Peach]] has the ability to [[float]], allowing her to maintain the same vertical position while moving horizontally. She can stall by using {{b|Toad|move}}, as it allows her to hover for a brief time. In addition, her side special, [[Peach Bomber]], can be used repeatedly to climb up walls. Both of these techniques can be followed by [[Peach Parasol]]. However, Peach Parasol does not give much distance. A [[Bob-omb]] from her down special can propel her great distances, but is extremely situational. | ||
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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 | |{{SSBM|Roy}}|| Roy's recovery is very similar to [[Marth]]'s, but due to his faster falling speed, lowered forward motion on side special, and greater lag after side 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 | |{{SSBM|Samus}}|| She can now use her grab as a wall grapple and her bomb recovery is more useful. Screw Attack gives more distance. | ||
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|{{SSBM|Sheik}}|| Sheik's recovery is generally limited to her | |{{SSBM|Sheik}}|| Sheik's recovery is generally limited to her jumps 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 [[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 | |{{SSBM|Yoshi}}|| Yoshi's [[Egg Roll]] can sometimes be used to recover, but this is uncommon and not particularly useful. The newly-added [[air dodge]] gives Yoshi a small boost to his recovery after his midair jump. | ||
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|{{SSBM|Young Link}}|| Like Link, {{SSBM|Young Link}} can use a bomb recovery, wall grapple, or a [[Spin Attack]]. The bomb recovery will help after the Spin Attack. However, he can't throw the bomb straight up and Spin Attack into it, unlike Link. Young Link can also wall jump, | |{{SSBM|Young Link}}|| Like Link, {{SSBM|Young Link}} can use a bomb recovery, wall grapple, or a [[Spin Attack]]. The bomb recovery will help after the Spin Attack. However, he can't throw the bomb straight up and Spin Attack into it, unlike Link. Young Link can also wall jump, and his wall grapple is shorter than Link's grapple. His Spin Attack gives slightly more distance than Link's, but it is overall poor for a character of his weight class. | ||
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|{{SSBM|Zelda}}|| [[Zelda]]'s recovery comes mainly in the form of her long-ranged up special, [[Farore's Wind]]. Additionally, she can use [[Din's Fire]] to glide horizontally short distances, much like [[Peach]]'s [[float]]. However, these moves cannot be combined, as they each put Zelda into a helpless state. She can utilize [[Transform]] to take advantage of Sheik's wall jump, much higher midair jump, and significantly faster | |{{SSBM|Zelda}}|| [[Zelda]]'s recovery comes mainly in the form of her long-ranged up special, [[Farore's Wind]]. Additionally, she can use [[Din's Fire]] to glide horizontally short distances, much like [[Peach]]'s [[float]]. However, these moves cannot be combined, as they each put Zelda into a helpless state. She can utilize [[Transform]] to take advantage of Sheik's wall jump, much higher midair jump, and significantly faster air speed, though Sheik has faster fall speed, much shorter distance on [[Vanish|her up special]], and lacks a side special recovery option. However, Farore's Wind is limited in direction due to a low number of different angle options, making the move more predictable. It also has noticeable end lag and cannot travel through surfaces, so it must be used with precision. | ||
|} | |} | ||
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|{{SSBB|Bowser}}|| He can use [[Flying Slam]] to augment his recovery if he hasn't used [[Whirling Fortress]]. If Bowser lands after using Whirling Fortress, there will be an extra animation with increased landing lag, but it can be avoided if Bowser recovers low enough. | |{{SSBB|Bowser}}|| He can use [[Flying Slam]] to augment his recovery if he hasn't used [[Whirling Fortress]]. If Bowser lands after using Whirling Fortress, there will be an extra animation with increased landing lag, but it can be avoided if Bowser recovers low enough. | ||
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|{{SSBB|Captain Falcon}}|| Raptor Boost now makes Captain Falcon bounce if it hits the opponent in mid | |{{SSBB|Captain Falcon}}|| Raptor Boost now makes Captain Falcon bounce if it hits the opponent in mid air, but using Falcon Dive is still a better and safer option because Raptor Boost has a slow start-up and almost any move can hit through it. Falcon Kick no longer lets him recover his midair jump. Falcon Dive, like all types of grabs, no longer grants the opponent their midair jump again. It gives slightly more vertical distance but slightly less horizontal distance. It also has a large ledge sweetspot (one of the largest in the game). It can be used against [[edgehog|edge-hoggers]] to [[stage spike]] them, though they can [[tech]] it. | ||
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|{{SSBB|Charizard}}|| [[Fly]] provides decent vertical distance and super armor throughout its duration. Charizard has two midair jumps and can [[glide]]. | |{{SSBB|Charizard}}|| [[Fly]] provides decent vertical distance and super armor throughout its duration. Charizard has two midair jumps and can [[glide]]. | ||
|- | |- | ||
|{{SSBB|Diddy Kong}}|| [[Rocketbarrel Boost]] provides | |{{SSBB|Diddy Kong}}|| [[Rocketbarrel Boost]] provides the most vertical distance out of all of his moves, but must be charged beforehand to maximize its lift, during which Diddy continues to fall. [[Monkey Flip]] can be used as a recovery as well and can be used in conjunction with his midair jump and Rocketbarrel Boost; however, if one presses the attack or special attack button during the move, Diddy Kong can only use his midair jump afterwards. | ||
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|{{SSBB|Donkey Kong}}|| Spinning Kong gains slightly more vertical distance. Like Bowser, there will be an extra animation if Donkey Kong lands from too high up after using Spinning Kong, but again, it can be avoided by recovering low. | |{{SSBB|Donkey Kong}}|| Spinning Kong gains slightly more vertical distance. Like Bowser, there will be an extra animation if Donkey Kong lands from too high up after using Spinning Kong, but again, it can be avoided by recovering low. | ||
|- | |- | ||
|{{SSBB|Falco}}|| Fire Bird provides | |{{SSBB|Falco}}|| Fire Bird provides much less distance, but Falco Phantasm provides significantly greater distance. The Reflector can no longer be used to slow down fall speed. | ||
|- | |- | ||
|{{SSBB|Fox}}|| Hitting the jump button while sliding into his forward aerial will cause Fox to jump and perform a forward aerial at the same time, adding height to his jump while moving forward. He can also "shine stall" in mid-air by spamming his reflector, greatly reducing his fall speed. Fire Fox covers considerably less distance, but Fox Illusion covers | |{{SSBB|Fox}}|| Hitting the jump button while sliding into his forward aerial will cause Fox to jump and perform a forward aerial at the same time, adding height to his jump while moving forward. He can also "shine stall" in mid-air by spamming his reflector, greatly reducing his fall speed. Fire Fox covers considerably less distance, but Fox Illusion covers much more. Fox now jumps higher. | ||
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|{{SSBB|Ganondorf}}|| There is now a hitbox at Dark Dive's apex that deals more knockback, but it does not allow the move to be used again. Additionally, the [[Landing lag glitch]] makes it hard for him to get-up from the ledge after recovering. His new side special, [[Flame Choke]], can | |{{SSBB|Ganondorf}}|| There is now a hitbox at Dark Dive's apex that deals more knockback, but it does not allow the move to be used again. Additionally, the [[Landing lag glitch]] makes it hard for him to get-up from the ledge after recovering. His new side special, [[Flame Choke]], can sweetspot the ledge, unlike [[Gerudo Dragon]], but it will make him perform a Sacrificial KO if it connects offstage, making it not always the best choice. He is forced to use either the Flame Choke for horizontal movement or the Dark Dive for vertical recovery, but they can't be used in the same jump. He has also lost the ability to restore his midair jump after using Wizard's Foot. Dark Dive has slightly better vertical recovery. Ganondorf also has a higher air speed. | ||
|- | |- | ||
|{{SSBB|Ice Climbers}}|| Popo and Nana can now both grab the ledge and even if one climber uses [[Belay]], it will provide a small boost in the air, quite similar to Yoshi's Egg Toss. Belay additionally now functions as a [[tether recovery|tether]] if they are close enough to a ledge. The Ice Climbers can now utilize down aerial stall. Squall Hammer is no longer usable for vertical recovery with a lone Ice Climber, though | |{{SSBB|Ice Climbers}}|| Popo and Nana can now both grab the ledge, and even if one climber uses [[Belay]], it will provide a small boost in the air, quite similar to Yoshi's Egg Toss. Belay additionally now functions as a [[tether recovery|tether]] if they are close enough to a ledge. The Ice Climbers can now utilize down aerial stall. Squall Hammer is no longer usable for vertical recovery with a lone Ice Climber, though. | ||
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|{{SSBB|Ike}}|| {{SSBB|Ike}} is limited to either vertical recovery with [[Aether]] or horizontal recovery with [[Quick Draw]]. Both give good distances in their respective directions, but cannot be combined, limiting Ike's total recovery, which is generally poor and extremely predictable. However, Aether has [[armor]] right before he jumps up, giving him some resistance against edgeguarding. | |{{SSBB|Ike}}|| {{SSBB|Ike}} is limited to either vertical recovery with [[Aether]] or horizontal recovery with [[Quick Draw]]. Both give good distances in their respective directions, but cannot be combined, limiting Ike's total recovery, which is generally poor and extremely predictable. However, Aether has [[armor]] right before he jumps up, giving him some resistance against edgeguarding. | ||
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|{{SSBB|Ivysaur}}|| {{SSBB|Ivysaur}}'s [[up aerial]] and [[down aerial]] either propel it downward or upward, respectively. However, up aerial can be used to assist recovery via [[down air stall]]. Due to the small size of the | |{{SSBB|Ivysaur}}|| {{SSBB|Ivysaur}}'s [[up aerial]] and [[down aerial]] either propel it downward or upward, respectively. However, its up aerial can be used to assist recovery via [[down air stall]]. Due to the small size of the upward boost, it is actually more helpful in getting more horizontal distance to set up its [[Vine Whip]] [[tether recovery]]; however, Vine Whip is extremely vulnerable to edge-hoggers. | ||
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|{{SSBB|Jigglypuff}}|| Jigglypuff's Rollout no longer puts it into a helpless state | |{{SSBB|Jigglypuff}}|| Jigglypuff's Rollout no longer puts it into a helpless state. | ||
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|{{SSBB|King Dedede}}|| While his four midair jumps are the smallest of any character and he has the worst | |{{SSBB|King Dedede}}|| While his four midair jumps are the smallest of any character and he has the worst air speed in the game, he is still capable of huge recoveries due to the [[Super Dedede Jump]]. Note that this move does not auto-sweetspot the edge unless canceled close enough to the edge; however, it has super armor upon ascent and is a very powerful meteor smash upon descent, making it very risky to edgeguard. | ||
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|{{SSBB|Kirby}}|| His recovery is improved from ''Melee'', as he has increased | |{{SSBB|Kirby}}|| His recovery is improved from ''Melee'', as he has increased air speed (though it is still slow), and gains more horizontal distance in Final Cutter. Additionally, {{b|Hammer|move}} can be used in the air to aid recovery, as it temporarily stops vertical momentum. Final Cutter now puts Kirby into a helpless state if pushed off a platform during the move. | ||
Through {{b|Inhale|Kirby}}, he may use [[Mach Tornado]], [[Rollout]], and [[Toad]] to aid his recovery. | Through {{b|Inhale|Kirby}}, he may use [[Mach Tornado]], [[Rollout]], and [[Toad]] to aid his recovery. | ||
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|{{SSBB|Link}}|| Link's recovery is rather poor due to the | |{{SSBB|Link}}|| Link's recovery is rather poor due to the limited range of Spin Attack, fast [[falling speed]], poor midair jump, and slow air speed. Link's new grab, the [[Clawshot]], functions as a [[tether]], but he cannot latch onto walls. Bomb recovery is less useful. | ||
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|{{SSBB|Lucario}}|| [[ExtremeSpeed]] is bendable, making it | |{{SSBB|Lucario}}|| [[ExtremeSpeed]] is bendable, making it a versatile recovery move. Lucario also possesses a unique trait: the ability to [[wall cling]] after using its third jump. This only takes effect if Lucario reaches the wall before ExtremeSpeed ends and is very useful on stages with space to [[wall jump]] under the ledge, such as {{SSBB|Final Destination}}. However, because ExtremeSpeed doesn't deal hitstun, Lucario is extremely vulnerable to edge-hoggers. [[Double Team]] propels Lucario forward if it successfully counters an attack, but its long animation combined with Lucario's fast falling speed make it risky. | ||
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|{{SSBB|Lucas}}|| {{SSBB|Lucas}} has multiple recovery options: the standard [[PK Thunder]], his [[Rope Snake]] (which functions as a [[tether recovery]]), [[Zap Jump]], [[Magnet Pull]], and [[wave zap]]. He can also use his [[PSI Magnet]] to stall in the air. Additionally, if holding an item, he can gain a large vertical distance equal to a Zap Jump by throwing the item up and midair jumping at the same time. Using any aerial attack right after his midair jump will also propel him | |{{SSBB|Lucas}}|| {{SSBB|Lucas}} has multiple recovery options: the standard [[PK Thunder]], his [[Rope Snake]] (which functions as a [[tether recovery]]), [[Zap Jump]], [[Magnet Pull]], and [[wave zap]]. He can also use his [[PSI Magnet]] to stall in the air. Additionally, if holding an item, he can gain a large vertical distance equal to a Zap Jump by throwing the item up and midair jumping at the same time. Using any aerial attack right after his midair jump will also propel him in the air. | ||
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|{{SSBB|Luigi}}|| Green Missile and Luigi Cyclone can be combined for large horizontal recovery, and Luigi Cyclone requires less button mashing to be effective. These can also be used in combination with Super Jump Punch since neither puts Luigi into a helpless state, giving Luigi one of the greatest recoveries in the game, though he still may suffer from gimping. Super Jump Punch has significantly increased landing lag. | |{{SSBB|Luigi}}|| Green Missile and Luigi Cyclone can be combined for large horizontal recovery, and Luigi Cyclone requires less button mashing to be effective. These can also be used in combination with Super Jump Punch since neither puts Luigi into a helpless state, giving Luigi one of the greatest recoveries in the game, though he still may suffer from gimping. Super Jump Punch has significantly increased landing lag. | ||
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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 | |{{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 and Mario has more air speed. Additionally, he has gained the ability to stall indefinitely at the ledge with Cape, improving its safety. | ||
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|{{SSBB|Marth}}|| [[Shield Breaker]] can be used to propel Marth forward, but it leaves him open to attacks. Dancing Blade | |{{SSBB|Marth}}|| [[Shield Breaker]] can be used to propel Marth forward, but it leaves him open to attacks. Dancing Blade gives much less horizontal recovery. Dolphin Slash gives him the [[landing lag glitch]] and covers more horizontal distance. | ||
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|{{SSBB|Meta Knight}}|| {{SSBB|Meta Knight}} is gifted with multiple midair jumps and the ability to [[glide]], granting him amazing horizontal recovery potential despite his poor | |{{SSBB|Meta Knight}}|| {{SSBB|Meta Knight}} is gifted with multiple midair jumps and the ability to [[glide]], granting him amazing horizontal recovery potential despite his poor air speed. In addition, all of his special moves can be used as recovery moves, although all of them put him in a helpless state. The [[Shuttle Loop]] is notable in that it allows him to perform a second glide after using it (helpless animation begins after the glide is terminated). [[Drill Rush]] has decent horizontal distance and can be aimed to go vertically. [[Mach Tornado]] grants large horizontal distance and decent vertical distance, especially when mashed. [[Dimensional Cape]] can teleport in any direction and grants intangibility. Meta Knight's huge recovery distance, both horizontally and vertically, resistance to being edgeguarded, and variety of available recovery moves make Meta Knight's recovery arguably the best in the game (and to an extent, the entire series). | ||
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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 | |{{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 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 | |{{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, 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 | |{{SSBB|Olimar}}|| Olimar is limited to his jumps and [[Pikmin Chain]]. Pikmin Chain is a diagonal [[tether recovery|tether]] with 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|Peach}}|| Peach's vertical recovery has been partially nerfed, as her midair jump now provides almost no vertical gain (the shortest in the game), but her Parasol provides more | |{{SSBB|Peach}}|| Peach's vertical recovery has been partially nerfed, as her midair jump now provides almost no vertical gain (the shortest in the game), but her Parasol provides more vertical recovery and more horizontal recovery. Her float is unchanged. Peach Bomber can no longer stall her indefinitely up a wall. There is a greater chance for Peach to pull a Bob-omb. | ||
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|{{SSBB|Pikachu}}|| Pikachu is now able to wall jump, and Pikachu can [[ | |{{SSBB|Pikachu}}|| Pikachu is now able to wall jump, and Pikachu can [[QAC|quick attack cancel]] to prevent ending lag. Quick Attack can no longer be aimed twice in the same direction and doesn't travel as far. | ||
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|{{SSBB|Pit}}|| Pit has multiple mid-air jumps, the ability to [[glide]], and his [[Wings of Icarus]], which give him the second-largest vertical recovery in the game. However, if Pit is attacked while using Wings of Icarus, he cannot use the move again until he lands on solid ground. | |{{SSBB|Pit}}|| Pit has multiple mid-air jumps, the ability to [[glide]], and his [[Wings of Icarus]], which give him the second-largest vertical recovery in the game. However, if Pit is attacked while using Wings of Icarus, he cannot use the move again until he lands on solid ground. | ||
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|{{SSBB|R.O.B.}}|| R.O.B. can use | |{{SSBB|R.O.B.}}|| R.O.B. can use his up special, [[Robo Burner]], multiple times in the air, and the move does not leave him helpless. The total time the jets can fire is the same regardless of whether it is used multiple times or for a single full-length burn. Using it multiple times increases vertical recovery distance. Robo Burner provides the largest vertical recovery in the game. His back aerial propels him forward, and his down aerial stops momentum. | ||
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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 | |{{SSBB|Samus}}|| Like Link, Samus's [[Grapple Beam]] now functions as a [[tether recovery]], and cannot attach to walls. Her bomb recovery's effectiveness is decreased slightly. | ||
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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 | |{{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 edgeguarded as well, but the move does provide [[armor]]. Snake's recovery can be easily gimped by the [[grab release glitch]]. | ||
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|{{SSBB|Sonic}}|| Sonic's | |{{SSBB|Sonic}}|| Sonic's greatest vertical recovery is provided by his [[Spring Jump]]. His other special moves can provide more horizontal distance, but they cannot be used after his up special. Many players use his [[Spin Dash]] move for horizontal recovery and jump out of it for a bit of vertical recovery, use his [[Homing Attack]] for close-range recovery, and Spring Jump for desperate vertical recovery. Homing Attack can be used repeatedly, but this is reliant on the position of Sonic's opponent, so it is not always the best option. Sonic's recovery can be easily gimped by the [[grab release glitch]]. | ||
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|{{SSBB|Squirtle}}|| Squirtle can use [[Withdraw]] to aid its horizontal recovery, although it is highly situational. [[Waterfall]] | |{{SSBB|Squirtle}}|| Squirtle can use [[Withdraw]] to aid its horizontal recovery, although it is highly situational. [[Waterfall]] can be used for a bit of vertical and horizontal recovery. A fully charged [[Water Gun]] can push Squirtle the opposite direction with recoil, though this is rather situational. Squirtle has the ability to wall cling. | ||
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|{{SSBB|Toon Link}}|| Like [[Link]], Toon Link can use a bomb recovery, a tether recovery, or a Spin Attack. Toon Link's Spin Attack and midair jump give much greater distance than Link's. Unlike Link, Toon Link can wall jump and utilize a [[down air stall]]. | |{{SSBB|Toon Link}}|| Like [[Link]], Toon Link can use a bomb recovery, a tether recovery, or a Spin Attack. Toon Link's Spin Attack and midair jump give much greater distance than Link's. Unlike Link, Toon Link can wall jump and utilize a [[down air stall]]. | ||
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|{{SSBB|Wario}}|| Wario can use his [[Wario Bike]] to gain horizontal momentum, along with a third midair jump off the bike | |{{SSBB|Wario}}|| Wario can use his [[Wario Bike]] to gain horizontal momentum, along with a third midair jump off the bike. [[Wario Waft]] can also send Wario rocketing upwards if it is charged. Since his [[Corkscrew]] leaves him helpless and gains minimal distance, it should only be used as a last resort. | ||
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|{{SSBB|Wolf}}|| Wolf is more limited in recovery options than | |{{SSBB|Wolf}}|| Wolf is more limited in recovery options than Fox. His side special, [[Wolf Flash]], covers less ground than Fox's and Falco's and still puts him in helplessness, 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 sweetspot of the three, though it also has much less start-up 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 [[Reflector]] 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. Egg Roll grants less momentum. | ||
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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 | |{{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 start-up lag makes it easily edgeguarded. 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. | ||
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|{{SSBB|Zero Suit Samus}}|| Zero Suit Samus has two tether recoveries. [[Plasma Whip]] can be used for horizontal recovery, and [[Plasma Wire]] can be used for vertical recovery. [[Flip Jump]] can also provide her with an extra boost to recover with. Flip Jump can help in offensive recovery in the sense that she can [[meteor smash]] an opponent by attacking during it and is useful if one is in a situation where a tether recovery will not work. Like other tether recoveries, she is limited to using hers up to 3 times until touching the ground. Plasma Wire will not put her in helplessness. | |{{SSBB|Zero Suit Samus}}|| Zero Suit Samus has two tether recoveries. [[Plasma Whip]] can be used for horizontal recovery, and [[Plasma Wire]] can be used for vertical recovery. [[Flip Jump]] can also provide her with an extra boost to recover with. Flip Jump can help in offensive recovery in the sense that she can [[meteor smash]] an opponent by attacking during it and is useful if one is in a situation where a tether recovery will not work. Like other tether recoveries, she is limited to using hers up to 3 times until touching the ground. Plasma Wire will not put her in helplessness. | ||
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!Description | !Description | ||
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|{{SSB4|Bayonetta}}||Bayonetta's primary recovery is [[Witch Twist]], which sends her a short distance upward. However, unlike most recoveries, she is not left helpless at the end of the move, allowing her to perform a double jump after it, followed by a second Witch Twist. She also can use [[Heel Slide|After Burner Kick]], which goes at an upward angle and can be used again if she hits an opponent. Both of these attacks can be used to recover together, but the more attacks she uses while in the air, the longer she has to recover when she lands on the ground. Both attacks also have | |{{SSB4|Bayonetta}}||Bayonetta's primary recovery is [[Witch Twist]], which sends her a short distance upward. However, unlike most recoveries, she is not left helpless at the end of the move, allowing her to perform a double jump after it, followed by a second Witch Twist. She also can use [[Heel Slide|After-Burner Kick]], which goes at an upward angle and can be used again if she hits an opponent. Both of these attacks can be used to recover together, but the more attacks she uses while in the air, the longer she has to recover when she lands on the ground. Both attacks also have large disjointed hitboxes (especially Witch Twist), which can make it difficult to [[edgeguard]] her. | ||
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|{{SSB4|Bowser}}||Though Bowser's | |{{SSB4|Bowser}}||Though Bowser's air speed was toned down slightly, his double jump gives significantly higher height and [[Whirling Fortress]] travels significantly faster and further than it did in ''Brawl''. However, [[Flying Slam]] no longer gives Bowser any forward momentum, rendering it unusable for recovery. | ||
Custom specials: Dash Slam propels Bowser a fair distance horizontally and does not put him into a special fall. Dash Slash propels Bowser a greater horizontal distance than Dash Slam. Flying Fortress grants Bowser much greater vertical distance while sacrificing a bit of horizontal distance. Sliding Fortress grants Bowser more horizontal distance but slightly less height. | Custom specials: Dash Slam propels Bowser a fair distance horizontally and does not put him into a special fall. Dash Slash propels Bowser a greater horizontal distance than Dash Slam. Flying Fortress grants Bowser much greater vertical distance while sacrificing a bit of horizontal distance. Sliding Fortress grants Bowser more horizontal distance but slightly less height. | ||
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|{{SSB4|Bowser Jr.}}||Bowser Jr. has both a poor air jump and fast falling speed, which both hinder his recovery. However, [[Abandon Ship!]] sends him a great vertical distance, and tilting the control stick can send him a decent distance horizontally at the apex of his launch. In addition, Abandon Ship! doesn't leave Bowser Jr. helpless (although he can only perform a basic hammer swing and air dodge after ejecting) and has a large ledge | |{{SSB4|Bowser Jr.}}||Bowser Jr. has both a poor air jump and fast falling speed, which both hinder his recovery. However, [[Abandon Ship!]] sends him a great vertical distance, and tilting the control stick can send him a decent distance horizontally at the apex of his launch. In addition, Abandon Ship! doesn't leave Bowser Jr. helpless (although he can only perform a basic hammer swing and air dodge after ejecting) and has a large ledge sweetspot from below ledges. In addition to that, one can jump while using [[Clown Kart Dash]] to gain another midair jump, which aids his recovery further. However, if Bowser Jr. is hit with a weak enough hitbox, he will be unable to use Abandon Ship! again. | ||
Custom specials: Koopa Meteor hinders his recovery compared to Abandon Ship!; it gains less height, is a purely vertical jump, and sends Bowser Jr. flying | Custom specials: Koopa Meteor hinders his recovery compared to Abandon Ship!; it gains less height, is a purely vertical jump, and sends Bowser Jr. flying downwards at high speed. Meteor Ejection moderately reduces the vertical height gained, hindering his recovery, although to a lesser extent. Koopa Drift gains more horizontal momentum when the spin is initiated. Air Cannon pushes Bowser Jr. back a little ways with recoil. | ||
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|{{SSB4|Captain Falcon}}||Captain Falcon's Falcon Dive now travels less horizontal distance but more vertical distance than in ''Brawl'', | |{{SSB4|Captain Falcon}}||Captain Falcon's Falcon Dive now travels less horizontal distance but more vertical distance than in ''Brawl'', but no longer has grab armor. His [[air speed]] was also toned down. | ||
Custom specials: Falcon Dash Punch provides him with a horizontal boost, although this has limited usage due to the move's long startup and ending lag. Falcon Strike provides greater vertical distance and slightly more horizontal distance, though Falcon can only use it once due to lacking a grab. Explosive Falcon Dive gives less vertical distance, although it still has | Custom specials: Falcon Dash Punch provides him with a horizontal boost, although this has limited usage due to the move's long startup and ending lag. Falcon Strike provides greater vertical distance and slightly more horizontal distance, though Falcon can only use it once due to lacking a grab. Explosive Falcon Dive gives less vertical distance, although it still has similar horizontal distance and is very powerful. | ||
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|{{SSB4|Charizard}}||Charizard's new side special, [[Flare Blitz]], provides excellent horizontal distance, although [[Recoil damage|it damages Charizard on use]], and it bounces | |{{SSB4|Charizard}}||Charizard's new side special, [[Flare Blitz]], provides excellent horizontal distance, although [[Recoil damage|it damages Charizard on use]], and it bounces backwards slightly and deals some additional self-damage if the move hits an object or character. It somewhat compensates for the removal of gliding. Fly gives less armor than before but travels more vertical distance. | ||
Custom specials: Dragon Rush isn't interrupted by hitting an enemy, and doesn't cause recoil damage; however, it is weaker and travels less distance, though it is faster. Rising Cyclone significantly reduces the vertical distance granted, to the point where it hardly rises much at all, but it is almost impossible to edgeguard. Fly High grants more vertical distance, but the lack of a hitbox leaves it open for an edgeguard. | Custom specials: Dragon Rush isn't interrupted by hitting an enemy, and doesn't cause recoil damage; however, it is weaker and travels less distance, though it is faster. Rising Cyclone significantly reduces the vertical distance granted, to the point where it hardly rises much at all, but it is almost impossible to edgeguard. Fly High grants more vertical distance, but the lack of a hitbox leaves it open for an edgeguard. | ||
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|{{SSB4|Cloud}}||Cloud's recovery is incredibly lacking. [[Climhazzard]] only covers a mediocre vertical distance, and virtually no horizontal distance. Additionally, accidentally pressing the special button a second time causes him to plunge downward and not grab the ledge. Climhazzard specifically has code that prevents Cloud from [[tech]]ing a [[stage spike]] if hit while using it. Cloud can greatly boost the vertical and horizontal distance of Climhazzard by using it with a full [[Limit Charge|Limit Gauge]]; however, this is assuming he is in Limit state when offstage in the first place. On the other hand, he can also wall jump and has good | |{{SSB4|Cloud}}||Cloud's recovery is incredibly lacking. [[Climhazzard]] only covers a mediocre vertical distance, and virtually no horizontal distance. Additionally, accidentally pressing the special button a second time causes him to plunge downward and not grab the ledge. Climhazzard specifically has code that prevents Cloud from [[tech]]ing a [[stage spike]] if hit while using it. Cloud can greatly boost the vertical and horizontal distance of Climhazzard by using it with a full [[Limit Charge|Limit Gauge]]; however, this is assuming he is in Limit state when offstage in the first place. On the other hand, he can also do a wall jump and has good height on his double jump. | ||
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|{{SSB4|Corrin}}||Corrin's main recovery move is [[Draconic Ascent]]. The attack can be angled as well: angling it behind Corrin causes him to go straight up, providing as much vertical distance as a grounded jump + double jump, while angling it in front of | |{{SSB4|Corrin}}||Corrin's main recovery move is [[Draconic Ascent]]. The attack can be angled as well: angling it behind Corrin causes him to go straight up, providing as much vertical distance as a grounded jump + double jump, while angling it in front of him/her will reduce the vertical distance and provide more horizontal distance. Corrin's back aerial will also propel him/her forward slightly, similarly to R.O.B.'s. [[Dragon Lunge]] may also be used to stick to a wall and [[stall]]. It can be jumped out of for additional height, and if left or right are input, Corrin swings around and flings his or herself in that direction; it can cover some distance, but there are few occasions where it can actually be used to recover. | ||
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|{{SSB4|Dark Pit}}||As a clone of Pit, Dark Pit has almost identical recovery: three aerial jumps, each smaller than the last, and [[Power of Flight]] allowing him to fly straight | |{{SSB4|Dark Pit}}||As a clone of Pit, Dark Pit has almost identical recovery: three aerial jumps, each smaller than the last, and [[Power of Flight]] allowing him to fly straight a great distance in any direction. [[Electroshock Arm]] provides some forward movement, but will cause him to [[Tumbling|reel]] briefly and is thus a poor choice for recovery. | ||
Custom specials: Striking Flight noticeably reduces the distance traveled, and reduces the range of angles for the move, hindering its recovery potential, but Dark Pit is now somewhat protected from | Custom specials: Striking Flight noticeably reduces the distance traveled, and reduces the range of angles for the move, hindering its recovery potential, but Dark Pit is now somewhat protected from edgeguards by a hitbox at the start. Breezy Flight significantly reduces the distance traveled, but it is much harder to edgeguard due to the move being executed more quickly, and the addition of a windbox which pushes away potential edgeguarders. | ||
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|{{SSB4|Diddy Kong}}||Diddy Kong's recovery appears largely unchanged from ''Brawl'', although he has much more control over the Rocketbarrel and his Monkey Flip has slightly more range. | |{{SSB4|Diddy Kong}}||Diddy Kong's recovery appears largely unchanged from ''Brawl'', although he has much more control over the Rocketbarrel and his Monkey Flip has slightly more range. | ||
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|{{SSB4|Donkey Kong}}||Donkey Kong's recovery appears largely unchanged from ''Brawl'', aside from Headbutt no longer stalling him in midair. | |{{SSB4|Donkey Kong}}||Donkey Kong's recovery appears largely unchanged from ''Brawl'', aside from Headbutt no longer stalling him in midair. | ||
Custom specials: Chopper Kong provides more vertical distance, but sacrifices horizontal distance (covering as much distance as Mario's unangled Super Jump Punch) and deals no damage whatsoever, leaving him open for | Custom specials: Chopper Kong provides more vertical distance, but sacrifices horizontal distance (covering as much distance as Mario's unangled Super Jump Punch) and deals no damage whatsoever, leaving him open for edgeguards. Kong Cyclone has a shorter duration, marginally reducing the height gained and horizontal movement, but it is almost impossible to edgeguard, both due to the shorter duration and the function of the move, pulling opponents in and damaging them. It also appears to grant some degree of [[armor]]. | ||
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|{{SSB4|Dr. Mario}}||Super Sheet no longer gives Dr. Mario any momentum. Dr. Tornado gains significantly less height, but can be moved horizontally and is easier to mash. Dr. Mario can now wall jump, and his jump and | |{{SSB4|Dr. Mario}}||Super Sheet no longer gives Dr. Mario any momentum. Dr. Tornado gains significantly less height, but can be moved horizontally and is easier to mash. Dr. Mario can now wall jump, and his jump and air speed are both higher, while his falling speed is lower. | ||
Custom specials: Super Jump | Custom specials: Super Jump travels more vertical and horizontal distance, but does not deal damage. Soaring Tornado provides more vertical distance but travels significantly less horizontal distance. | ||
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|{{SSB4|Duck Hunt}}||[[Duck Jump]] is Duck Hunt's primary recovery move, providing a good amount of vertical distance but | |{{SSB4|Duck Hunt}}||[[Duck Jump]] is Duck Hunt's primary recovery move, providing a good amount of vertical distance but below average horizontal distance. Duck Hunt can be steered to the side as they rise, and Duck Jump can actually cover more horizontal distance than vertical when steered to one side for the duration. The lack of vertical control or hitbox makes it very easy to edgeguard against. | ||
Custom specials: Duck Jump Snag provides less vertical and horizontal distance, hindering their recovery; however, it has a hitbox, which makes them harder to edgeguard. Super Duck Jump provides more vertical distance and has a windbox upon ascension which somewhat protects them from edgeguarding, but the potential horizontal distance is reduced. | Custom specials: Duck Jump Snag provides less vertical and horizontal distance, hindering their recovery; however, it has a hitbox, which makes them harder to edgeguard. Super Duck Jump provides more vertical distance and has a windbox upon ascension which somewhat protects them from edgeguarding, but the potential horizontal distance is reduced. | ||
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Custom specials: Fast Fire Bird doesn't send Falco as far, but charges almost instantly and Falco flies faster, making him harder to edgeguard. Distant Fire Bird sends Falco further; however, it takes longer to charge, potentially making him easier to edgeguard, although this is somewhat mitigated by a more damaging and very large hitbox at the start of the flight, which has good [[priority]]. Falco Phase provides slightly less distance, and cancels Falco's momentum at the end, unlike the Phantasm. It also cannot hit opponents, but Falco gains invincibility throughout the move. Falco Charge reduces this distance even further and has slightly increased startup, leaving him open for an edgeguard, but it is much stronger. | Custom specials: Fast Fire Bird doesn't send Falco as far, but charges almost instantly and Falco flies faster, making him harder to edgeguard. Distant Fire Bird sends Falco further; however, it takes longer to charge, potentially making him easier to edgeguard, although this is somewhat mitigated by a more damaging and very large hitbox at the start of the flight, which has good [[priority]]. Falco Phase provides slightly less distance, and cancels Falco's momentum at the end, unlike the Phantasm. It also cannot hit opponents, but Falco gains invincibility throughout the move. Falco Charge reduces this distance even further and has slightly increased startup, leaving him open for an edgeguard, but it is much stronger. | ||
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|{{SSB4|Fox}}||[[Fire Fox]]'s distance was reverted back to ''Melee''. [[Fox Illusion]] also no longer leaves Fox helpless. However, his forward aerial has less of a hover effect, making it less effective for horizontal recovery, and he doesn't jump as high. He also cannot stall with | |{{SSB4|Fox}}||[[Fire Fox]]'s distance was reverted back to ''Melee''. [[Fox Illusion]] also no longer leaves Fox helpless. However, his forward aerial has less of a hover effect, making it less effective for horizontal recovery, and he doesn't jump as high. He also cannot stall with [[Reflector]], with the reflector reverting more to its state in ''Melee''. | ||
Custom specials: Fox Burst travels a shorter distance, and has more ending lag, making it actually worsen Fox's recovery | Custom specials: Fox Burst travels a shorter distance, and has more ending lag, making it actually worsen Fox's recovery over using Fire Fox on its own. Wolf Flash travels the same distance, but at a raised angle, slightly reducing the horizontal distance, but effectively reducing the distance Fox falls during the ending lag of the move, aiding his vertical recovery. Flying Fox has no hitbox, potentially leaving him open for an edgeguard, but makes up for this by being much faster. Also, the initial flight is shorter, but Fox gains a much bigger momentum boost at the end to compensate, giving it the same distance overall. Twisting Fox slides along walls instead of pushing into them, and is slightly harder to edgeguard due to the function and size of the hitboxes, but also covers slightly less distance. | ||
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|{{SSB4|Ganondorf}}||Ganondorf's recovery was worsened even further due to his lessened | |{{SSB4|Ganondorf}}||Ganondorf's recovery was worsened even further due to his lessened air speed and the removal of grab armor on [[Dark Dive]] and [[Flame Choke]]. Flame Choke can now meteor smash the opponent off the stage if he lands on the edge with them. | ||
Custom specials: [[Dark Vault]] provides a two-stage jump with higher vertical recovery than Dark Dive, but has no defensive measures during the middle of the move, making it much easier to edgeguard. [[Dark Fists]] is moderately better than Dark Vault due to its slight increase to horizontal recovery and also provides [[armor]] during the start-up to help combat against edgeguarding. [[Wizard's Dropkick]] trades off vertical descent with a horizontal movement that is significantly faster and further than Flame Choke and also doesn't cause helplessness. Flame Wave travels less distance than Flame Choke, hindering his recovery. Flame Chain travels moderately further than Flame Choke, improving its recovery usage. Additionally, it is safer to use for recovery due to it not grabbing opponents and sending Ganondorf plummeting to his death. | Custom specials: [[Dark Vault]] provides a two-stage jump with higher vertical recovery than Dark Dive, but has no defensive measures during the middle of the move, making it much easier to edgeguard. [[Dark Fists]] is moderately better than Dark Vault due to its slight increase to horizontal recovery and also provides [[armor]] during the start-up to help combat against edgeguarding. [[Wizard's Dropkick]] trades off vertical descent with a horizontal movement that is significantly faster and further than Flame Choke and also doesn't cause helplessness. Flame Wave travels less distance than Flame Choke, hindering his recovery. Flame Chain travels moderately further than Flame Choke, improving its recovery usage. Additionally, it is safer to use for recovery due to it not grabbing opponents and sending Ganondorf plummeting to his death. | ||
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|{{SSB4|Greninja}}||Greninja's overall recovery is formidable; an addition to its high aerial jump, both [[Shadow Sneak]] and [[Hydro Pump]] give it great distance in almost any direction (but not quite enough distance to recover from the | |{{SSB4|Greninja}}||Greninja's overall recovery is formidable; an addition to its high aerial jump, both [[Shadow Sneak]] and [[Hydro Pump]] give it great distance in almost any direction (but not quite enough distance to recover from very far off the stage if uninterrupted). The former is a teleport, which can bypass enemies if charged enough, and Hydro Pump can be angled to perform two dashes in any combination of the eight directions. Unfortunately, Shadow Sneak slows Greninja's air speed while charging, has considerable end lag, and if Greninja hits a wall during Hydro Pump, it will bounce off and be unable to use it or any remaining jumps until landing. However, Greninja can still wall cling in this state, and thus wall jump. As a situational recovery option, Greninja's down air gives it a great boost by jumping off of opponents - this should be used carefully, as it can often lead to [[SD]]s and removes Greninja's air jump if it connects. | ||
Custom specials: Shadow Dash allows Greninja to more quickly teleport a reasonable distance forward, potentially improving its recovery. High Capacity Pump provides Greninja with significantly more distance, but is slightly slower, potentially making it easier to edgeguard. Single-Shot Pump sends Greninja slightly further than both pumps of the default move combined, but the direction cannot be changed, making | Custom specials: Shadow Dash allows Greninja to more quickly teleport a reasonable distance forward, potentially improving its recovery. High Capacity Pump provides Greninja with significantly more distance, but is slightly slower, potentially making it easier to edgeguard. Single-Shot Pump sends Greninja slightly further than both pumps of the default move combined, but the direction cannot be changed, making its recovery much more predictable. | ||
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|{{SSB4|Ike}}||Quick Draw now gives Ike a small window of time to act out of it before becoming helpless if he hits an opponent with it. Aether can no longer grab edges from behind, significantly hindering its safety against moves like [[Cape]]. | |{{SSB4|Ike}}||Quick Draw now gives Ike a small window of time to act out of it before becoming helpless if he hits an opponent with it. Aether can no longer grab edges from behind, significantly hindering its safety against moves like [[Cape]]. | ||
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Custom specials: Dash Jet Hammer will cause King Dedede to fly forward a long distance when released, but the move's lag time makes it questionable for recovering. Rising Dedede provides slightly more vertical distance but automatically cancels itself, hindering its safety. Quick Dedede Jump is much faster, making it harder to edgeguard; however, it provides less distance and power, hindering his recovery. | Custom specials: Dash Jet Hammer will cause King Dedede to fly forward a long distance when released, but the move's lag time makes it questionable for recovering. Rising Dedede provides slightly more vertical distance but automatically cancels itself, hindering its safety. Quick Dedede Jump is much faster, making it harder to edgeguard; however, it provides less distance and power, hindering his recovery. | ||
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|{{SSB4|Kirby}}||Kirby's recovery appears largely unchanged from ''Brawl'', though it is slightly shorter due to slower | |{{SSB4|Kirby}}||Kirby's recovery appears largely unchanged from ''Brawl'', though it is slightly shorter due to slower air speed, and his new side special, [[Hammer Flip]], not stalling him in the air. | ||
Through {{b|Inhale|Kirby}}, he may use [[Mach Tornado]], [[Rollout]], [[Toad]], [[Monado Arts]] (jump mode), [[Shadow Ball]] (recoil), and could potentially [[Pocket]] a recovery-boosting item. | Through {{b|Inhale|Kirby}}, he may use [[Mach Tornado]], [[Rollout]], [[Toad]], [[Monado Arts]] (jump mode), [[Shadow Ball]] (recoil), and could potentially [[Pocket]] a recovery-boosting item. | ||
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Custom specials: Shocking Spin provides noticeably less distance, both horizontally and vertically, similar to Link's Spin Attack from Brawl. Giant Bombs may help the recovery due to the damage and knockback. Whirling Leap improves overall recovery, but deals no damage, making it easier to edgeguard. Meteor Bomb is useless for recovery, due to being a [[meteor smash]], hindering Link's recovery potential. | Custom specials: Shocking Spin provides noticeably less distance, both horizontally and vertically, similar to Link's Spin Attack from Brawl. Giant Bombs may help the recovery due to the damage and knockback. Whirling Leap improves overall recovery, but deals no damage, making it easier to edgeguard. Meteor Bomb is useless for recovery, due to being a [[meteor smash]], hindering Link's recovery potential. | ||
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|{{SSB4|Little Mac}}||Little Mac's fast falling speed and poor aerial jump work against him, and [[Rising Uppercut]] is a purely vertical jump with low height, giving Little Mac overall weak recovery. [[Jolt Haymaker]] can aid his horizontal recovery, although it too leaves him helpless, and both moves additionally give | |{{SSB4|Little Mac}}||Little Mac's fast falling speed and poor aerial jump work against him, and [[Rising Uppercut]] is a purely vertical jump with low height, giving Little Mac overall weak recovery. [[Jolt Haymaker]] can aid his horizontal recovery, although it too leaves him helpless, and both moves additionally give lower than average distance and have small ledge sweetspots that cannot let Little Mac grab onto ledges until the moves are complete, making him extremely easy to [[gimp]] or edgeguard. While [[Straight Lunge]] does send Mac forward a good distance when charged sufficiently, it is generally too slow to be of much use recovering, and uncharged versions give little to no distance in the air. [[Slip Counter]] can also augment his recovery, should his opponent attempt to attack him in mid-air, as the counter itself propels him forward without causing helplessness. Little Mac can also use his KO Uppercut to aid his recovery because of its windbox, although this is very situational. Little Mac's terrible recovery, both vertically and horizontally, leads to him having what is likely the worst recovery in the game, and by extent, the series. | ||
Custom specials: Both of Little Mac's custom side specials are worse recovery options than Jolt Haymaker, as they both provide poorer horizontal distance. Flaming Straight Lunge can potentially be used for recovery, as it charges much faster than the regular version. Tornado Uppercut improves Mac's vertical recovery somewhat, although it still suffers from having a small ledge | Custom specials: Both of Little Mac's custom side specials are worse recovery options than Jolt Haymaker, as they both provide poorer horizontal distance. Flaming Straight Lunge can potentially be used for recovery, as it charges much faster than the regular version. Tornado Uppercut improves Mac's vertical recovery somewhat, although it still suffers from having a small ledge sweetspot and is weaker. Rising Smash provides less height than Rising Uppercut but is very powerful. | ||
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|{{SSB4|Lucario}}||[[Extreme Speed]] now gains more distance as Lucario's [[Aura]] power goes up; at maximum power, its range is nearly double its base range, so much that Lucario can actually risk a [[self-destruct]] if not careful. In addition, Lucario will perform a weak attack if he hits an opponent at the end of the dash. | |{{SSB4|Lucario}}||[[Extreme Speed]] now gains more distance as Lucario's [[Aura]] power goes up; at maximum power, its range is nearly double its base range, so much that Lucario can actually risk a [[self-destruct]] if not careful. In addition, Lucario will perform a weak attack if he hits an opponent at the end of the dash. | ||
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Custom specials: Ride the Wind gives Lucario even more distance and control, improving its recovery potential, but it also moves slower, making it easier to edgeguard. Extreme Speed Attack slightly reduces the move's recovery distance, but adds a hitbox for the full duration of the move, making it harder to edgeguard. Advancing Force Palm also aids Lucario's horizontal recovery. | Custom specials: Ride the Wind gives Lucario even more distance and control, improving its recovery potential, but it also moves slower, making it easier to edgeguard. Extreme Speed Attack slightly reduces the move's recovery distance, but adds a hitbox for the full duration of the move, making it harder to edgeguard. Advancing Force Palm also aids Lucario's horizontal recovery. | ||
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|{{SSB4|Lucas}}||The [[Magnet Pull]] and [[ | |{{SSB4|Lucas}}||The [[Magnet Pull]] and [[Wave Zap]] techniques were removed in Smash 4, however, PK Thunder 2's traveling distance has been increased and Rope Snake's range has also increased to be a more reliable tether recovery; it also now has a hitbox, making it less punishable if it misses. | ||
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|{{SSB4|Lucina}}||Being a clone of [[Marth]], Lucina's recovery is nearly identical. Just like Marth's version of [[Dancing Blade]], it gives Lucina minimal horizontal distance. [[Shield Breaker]] can travel far further horizontally, but only if it is fully charged. Lucina’s horizontal hitbox is slightly wider than Marth’s when using Shield Breaker thanks to her leg being outstretched, thus making Shield breaker | |{{SSB4|Lucina}}||Being a clone of [[Marth]], Lucina's recovery is nearly identical. Just like Marth's version of [[Dancing Blade]], it gives Lucina minimal horizontal distance. [[Shield Breaker]] can travel far further horizontally, but only if it is fully charged. Lucina’s horizontal hitbox is slightly wider than Marth’s when using Shield Breaker thanks to her leg being outstretched, thus making Shield breaker minimally more effective as a recovery. Like Marth, [[Dolphin Slash]] is Lucina's primary method of recovering vertically, and while it does gain good height, the horizontal distance is minimal. | ||
Custom specials: Dolphin Jump is a higher leap than Dolphin Slash, but deals no damage. Crescent Slash provides less height but sends Lucina forward a good distance. | Custom specials: Dolphin Jump is a higher leap than Dolphin Slash, but deals no damage. Crescent Slash provides less height but sends Lucina forward a good distance. | ||
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|{{SSB4|Luigi}}||Luigi Cyclone and Super Jump Punch grant much less height, and the former requires more mashing to be effective. It can still allow him to maintain his current height, but will only allow him to do so once, after which it becomes ineffective as a recovery aid. Green Missile also gives him slightly more horizontal distance. The chance for Luigi to misfire his Green Missile has been lowered to {{fractions|1|10}} from {{fractions|1|8}}. Super Jump Punch has 5 more frames of landing lag. | |{{SSB4|Luigi}}||Luigi Cyclone and Super Jump Punch grant much less height, and the former requires more mashing to be effective. It can still allow him to maintain his current height, but will only allow him to do so once, after which it becomes ineffective as a recovery aid. Green Missile also gives him slightly more horizontal distance. The chance for Luigi to misfire his Green Missile has been lowered to {{fractions|1|10}} from {{fractions|1|8}}. Super Jump Punch has 5 more frames of landing lag. | ||
Custom specials: Quick Missile greatly improves horizontal distance over Green Missile, although it has tremendous landing lag and will cause him to slide a short distance if he hits the ground while in the animation. Burial Header provides much more vertical distance and has much less landing lag, but the horizontal movement is mitigated due to significantly increased fall speed after he finishes rising. Mach Cyclone rises much higher but sacrifices horizontal movement. Fiery Jump Punch worsens the height Luigi gains but allows for very slight control of the angle of the jump, and the larger | Custom specials: Quick Missile greatly improves horizontal distance over Green Missile, although it has tremendous landing lag and will cause him to slide a short distance if he hits the ground while in the animation. Burial Header provides much more vertical distance and has much less landing lag, but the horizontal movement is mitigated due to significantly increased fall speed after he finishes rising. Mach Cyclone rises much higher but sacrifices horizontal movement. Fiery Jump Punch worsens the height Luigi gains but allows for very slight control of the angle of the jump, and the larger sweetspot potentially makes the move harder to edgeguard. Clothesline Cyclone is extremely situational due to very little momentum it gains while mashing. Additionally, it's immense ending lag almost guarantees a self-destruct if used offstage. | ||
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|{{SSB4|Mario}}||Mario's | |{{SSB4|Mario}}||Mario's air speed is much faster, and Super Jump Punch provides marginally more vertical distance than it did in ''Brawl''. Cape grants less lift in the air, but Mario has a greater jump height. F.L.U.D.D. is less viable for recovery due to Mario's greater air speed, but it can still be useful. | ||
Custom specials: Gust Cape is a better recovery tool, and the | Custom specials: Gust Cape is a better recovery tool, and the windbox can push away potential edgeguarders. Super Jump grants Mario more distance and control over the jump's angle, but possesses no hitbox and is slower, making him easier to edgeguard. Explosive Punch reduces the move's distance and prevents control of the jump angle, but has larger and much stronger hitboxes, making the move very difficult to edgeguard. Shocking Cape worsens stalling potential but keeps Mario's horizontal momentum. High-Pressured F.L.U.D.D. grants slightly greater horizontal momentum, but Scalding F.L.U.D.D. grants less. | ||
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|{{SSB4|Marth}}||Shield Breaker and Dancing Blade give Marth | |{{SSB4|Marth}}||Shield Breaker and Dancing Blade now give Marth lesser horizontal distance, weakening their effectiveness as recovery tools. | ||
Custom specials: Dolphin Jump is a higher leap than Dolphin Slash, but deals no damage. Crescent Slash provides less height but sends Marth forward a good distance. | Custom specials: Dolphin Jump is a higher leap than Dolphin Slash, but deals no damage. Crescent Slash provides less height but sends Marth forward a good distance. | ||
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|{{SSB4|Mega Man}}||In addition to a wall jump, Mega Man can summon [[Rush Coil]] for a big vertical boost, giving good height quickly and without leaving Mega Man helpless. If Mega Man lands on the same Rush again, the height he gains is much greater, though the only way to do this is to use it above ground, meaning it cannot ordinarily be used for recovery. However, if Mega Man is [[spike]]d just after using Rush Coil, he will collide with it and get the second jump. In [[Team Battle]]s, Rush can be dropped off-stage to catch falling teammates, as they will automatically be sprung upwards in a similar manner upon contact. [[Crash Bomb]] can be used to recover if Mega Man manages to both stick it to a wall and be near it three seconds later when it explodes. If Mega Man sticks it to a fighter attempting to gimp him, he may be able to have it rub off onto him, making it easier to be hit by the explosion. | |{{SSB4|Mega Man}}||In addition to a wall jump, Mega Man can summon [[Rush Coil]] for a big vertical boost, giving good height quickly and without leaving Mega Man helpless. If Mega Man lands on the same Rush again, the height he gains is much greater, though the only way to do this is to use it above ground, meaning it cannot ordinarily be used for recovery. However, if Mega Man is [[spike]]d just after using Rush Coil, he will collide with it and get the second jump. In [[Team Battle]]s, Rush can be dropped off-stage to catch falling teammates, as they will automatically be sprung upwards in a similar manner upon contact. [[Crash Bomb]] can be used to bomb-recover if Mega Man manages to both stick it to a wall and be near it three seconds later when it explodes. If Mega Man sticks it to a fighter attempting to gimp him, he may be able to have it rub off onto him, making it easier to be hit by the explosion. | ||
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 | 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 left and right movement and control, but takes a brief moment before Mega Man starts rising and is 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 | |{{SSB4|Meta Knight}}||Meta Knight can no longer glide. [[Mach Tornado]] covers less distance and can no longer sweetspot the ledge. [[Dimensional Cape]] also grants slightly less vertical distance. While Shuttle Loop no longer initiates a glide, it gives noticeably more vertical distance. Though his falling speed has been increased considerably, his air speed 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 | 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 vertical 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 Piecer 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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|{{SSB4|Mewtwo}}||Shadow Ball still sends Mewtwo horizontally opposite the direction it was shot at, with the distance now varying depending on how much the move is charged. | |{{SSB4|Mewtwo}}||Shadow Ball still sends Mewtwo horizontally opposite the direction it was shot at, with the distance now varying depending on how much the move is charged. | ||
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|{{SSB4|Mii Brawler}}||[[Soaring Axe Kick]] sends Brawler a fair distance vertically but gives virtually no horizontal distance at all, and automatically soars downward, similar to [[Final Cutter]]. [[Helicopter Kick]] covers a fair amount of horizontal distance but has | |{{SSB4|Mii Brawler}}||[[Soaring Axe Kick]] sends Brawler a fair distance vertically but gives virtually no horizontal distance at all, and automatically soars downward, similar to [[Final Cutter]]. [[Helicopter Kick]] covers a fair amount of horizontal distance but has low vertical lift. [[Piston Punch]] covers only vertical distance, very similar to Little Mac's recovery. <br/> | ||
[[Onslaught]] and [[Burning Drop Kick]] can also aid horizontal recovery. [[Headache Maker]] will cause Brawler to plummet unstoppably. [[Ultimate Uppercut]] will also leave Brawler helpless. | [[Onslaught]] and [[Burning Drop Kick]] can also aid horizontal recovery. [[Headache Maker]] will cause Brawler to plummet unstoppably. [[Ultimate Uppercut]] will also leave Brawler helpless. | ||
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|{{SSB4|Mii Gunner}}|| [[Lunar Launch]] sends Gunner upwards from an explosion and can be aimed at a slight angle. [[Cannon Uppercut]] blasts Gunner a short distance directly upwards with limited horizontal control, but can [[meteor smash]] | |{{SSB4|Mii Gunner}}|| [[Lunar Launch]] sends Gunner upwards from an explosion and can be aimed at a slight angle. [[Cannon Uppercut]] blasts Gunner a short distance directly upwards with limited horizontal control, but can [[meteor smash]] edgeguarders. [[Arm Rocket]] propels Gunner a good distance in the direction the player aims. Absorbing Vortex slows fall speed as long as the button is held. | ||
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|{{SSB4|Mii Swordfighter}}||[[Stone Scabbard]] launches Mii Swordfighter fairly high in the air and allows for slight adjustments to horizontal momentum. However, similar to [[Soaring Axe Kick]], it will send the Mii plummeting down after hitting the peak of the move. [[Skyward Slash Dash]] propels | |{{SSB4|Mii Swordfighter}}||[[Stone Scabbard]] launches Mii Swordfighter fairly high in the air and allows for slight adjustments to horizontal momentum. However, similar to [[Soaring Axe Kick]], it will send the Mii plummeting down after hitting the peak of the move. [[Skyward Slash Dash]] propels him/her a moderate distance in the direction the player chooses while he/she slashes. [[Hero's Spin]] is identical to Link's Spin Attack.<br/> | ||
[[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 [[Oil Panic#Bucket Jumping|Bucket Jumping]], which can send him an incredible distance when paired with Fire. Fire also covers more vertical distance, and Mr. Game and Watch has higher air speed. | ||
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. | |{{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?versionId=MXmOOxP87v5nmnmHegcr_H6ZLONBcgjJ In action] | |||
Custom specials: Lasting PK Thunder functions like Lucas' PK Thunder, sending Ness | Custom specials: Lasting PK Thunder functions like Lucas' PK Thunder, sending Ness further, and not disappearing if it hits an opponent, significantly improving his recovery. Rolling PK Thunder reduces the distance Ness is sent. | ||
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|{{SSB4|Olimar}}||Pikmin Chain has been replaced with [[Winged Pikmin]], which becomes more effective the fewer Pikmin Olimar is commanding. Even with a full three, the move still gives Olimar respectable horizontal distance and moderate vertical distance. With zero Pikmin, Winged Pikmin gives Olimar one of the best (in terms of distance) recoveries in the game, both horizontally and vertically. It can be acted out of with an air dodge or neutral air, or with at least one Pikmin, any of the other aerials (they can be used without Pikmin, but will not produce a hitbox). | |{{SSB4|Olimar}}||Pikmin Chain has been replaced with [[Winged Pikmin]], which becomes more effective the fewer Pikmin Olimar is commanding. Even with a full three, the move still gives Olimar respectable horizontal distance and moderate vertical distance. With zero Pikmin, Winged Pikmin gives Olimar one of the best (in terms of distance) recoveries in the game, both horizontally and vertically. It can be acted out of with an air dodge or neutral air, or with at least one Pikmin, any of the other aerials (they can be used without Pikmin, but will not produce a hitbox). | ||
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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 | |{{SSB4|Peach}}||Peach's vertical recovery has been buffed, as her midair jump now provides greater vertical height. Peach Bomber's ending lag has been increased, but has less startup and now stalls Peach up a wall once more. Her Parasol is faster and covers more vertical 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 | Custom specials: Flying Peach Bomber sends Peach diagonally upward a good distance, but it causes her to descend when the animation is over with 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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|{{SSB4|Pikachu}}||Pikachu can now decrease Skull Bash's charge time by smashing the special button. Thunder now meteor smashes at the cloud. | |{{SSB4|Pikachu}}||Pikachu can now decrease Skull Bash's charge time by smashing the special button. Thunder now meteor smashes at the cloud. | ||
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|{{SSB4|Pit}}||Pit can no longer glide, and Wings of Icarus has been replaced with [[Power of Flight]], which is a single long dash in any direction, which has less distance and control in exchange for safety and speed. Overall, his recovery is considerably worse than in ''Brawl''. [[Upperdash Arm]] provides some forward movement, but will cause him to [[Tumbling|reel]] briefly and is thus a poor choice for recovery. | |{{SSB4|Pit}}||Pit can no longer glide, and Wings of Icarus has been replaced with [[Power of Flight]], which is a single long dash in any direction, which has less distance and control in exchange for safety and speed. Overall, his recovery is considerably worse than in ''Brawl''. [[Upperdash Arm]] provides some forward movement, but will cause him to [[Tumbling|reel]] briefly and is thus a poor choice for recovery. | ||
Custom specials: Striking Flight noticeably reduces the distance traveled, and reduces the range of angles for the move, hindering its recovery potential, but Pit is now somewhat protected from | Custom specials: Striking Flight noticeably reduces the distance traveled, and reduces the range of angles for the move, hindering its recovery potential, but Pit is now somewhat protected from edgeguards by a hitbox at the start. Breezy Flight significantly reduces the distance traveled, but it is much harder to edgeguard due to the move being executed more quickly, and the addition of a windbox which pushes away potential edgeguarders. | ||
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|{{SSB4|R.O.B.}}||R.O.B.'s recovery is largely unchanged from ''Brawl''. | |{{SSB4|R.O.B.}}||R.O.B.'s recovery is largely unchanged from ''Brawl''. | ||
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Custom specials: Robo Rocket sends R.O.B. flying high upwards, but it can't be used multiple times. While it limits his horizontal distance, it also provides him a faster and potentially less predictable recovery option. Additionally, it does not need to refuel. High-Speed Burner improves R.O.B's mobility in the air but reduces the maximum height achievable. | Custom specials: Robo Rocket sends R.O.B. flying high upwards, but it can't be used multiple times. While it limits his horizontal distance, it also provides him a faster and potentially less predictable recovery option. Additionally, it does not need to refuel. High-Speed Burner improves R.O.B's mobility in the air but reduces the maximum height achievable. | ||
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|{{SSB4|Robin}}||Robin's main recovery tool is [[Elwind]], which gives Robin great vertical height but | |{{SSB4|Robin}}||Robin's main recovery tool is [[Elwind]], which gives Robin great vertical height but poor horizontal movement. Interestingly, Robin can gain more forward movement than backward movement from Elwind. If Robin's Elwind tome breaks, his/her recovery becomes almost nonexistent. Charging [[Thunder]] grants some momentum, albeit not very useful due to the move's lag. | ||
Custom specials: Soaring Elwind provides little height with the first jump, but great height with the second, although there is a greater delay between the two jumps compared to Elwind. Gliding Elwind's first jump sends Robin diagonally forward a moderate distance, with similar overall height compared to Elwind. | Custom specials: Soaring Elwind provides little height with the first jump, but great height with the second, although there is a greater delay between the two jumps compared to Elwind. Gliding Elwind's first jump sends Robin diagonally forward a moderate distance, with similar overall height compared to Elwind. | ||
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|{{SSB4|Rosalina & Luma}}||Rosalina's high jumps and slow falling speed are already a boon to her recovery. [[Launch Star]] is a simple long dash that can be angled in a roughly 90-degree arc between forward-slightly up and upwards-slightly behind. [[Gravitational Pull]] can potentially give Rosalina a recovery-boosting item and stalls her momentum if used right after a jump, although this effect is so minor that it is mostly ineffective for recovery unless jumped. | |{{SSB4|Rosalina & Luma}}||Rosalina's high jumps and slow falling speed are already a boon to her recovery. [[Launch Star]] is a simple long dash that can be angled in a roughly 90-degree arc between forward-slightly up and upwards-slightly behind. [[Gravitational Pull]] can potentially give Rosalina a recovery-boosting item and stalls her momentum if used right after a jump, although this effect is so minor that it is mostly ineffective for recovery unless jumped. | ||
Custom specials: Launch Star Plus can't be aimed, but sends Rosalina upwards much faster than Launch Star, making it harder to edgeguard. Launch Star Attack reduces the distance traveled but provides Rosalina with a hitbox to damage potential | Custom specials: Launch Star Plus can't be aimed, but sends Rosalina upwards much faster than Launch Star, making it harder to edgeguard. Launch Star Attack reduces the distance traveled but provides Rosalina with a hitbox to damage potential edgeguarders. | ||
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|{{SSB4|Roy}}||Due to the removal of movement with [[Double-Edge Dance]], Roy's recovery is now limited to [[Blazer]], which, while it can be angled, covers less distance than Marth and Lucina's [[Dolphin Slash]]. | |{{SSB4|Roy}}||Due to the removal of movement with [[Double-Edge Dance]], Roy's recovery is now limited to [[Blazer]], which, while it can be angled, covers less distance than Marth and Lucina's [[Dolphin Slash]]. | ||
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|{{SSB4|Ryu}}||Ryu's [[Tatsumaki Senpukyaku]] can help him gain decent horizontal distance and also reduces Ryu's falling speed. Since this does not cause [[helplessness]], this can be followed with a [[Shoryuken]] for vertical recovery. Both special moves can gain more distance if the special button is held longer. A canceled [[Focus Attack]] can also propel Ryu forward for more horizontal recovery in case Tatsumaki Senpukyaku has already been used, and [[Hadoken]] will stall him if it is used in the air. | |{{SSB4|Ryu}}||Ryu's [[Tatsumaki Senpukyaku]] can help him gain decent horizontal distance and also reduces Ryu's falling speed. Since this does not cause [[helplessness]], this can be followed with a [[Shoryuken]] for vertical recovery. Both special moves can gain more distance if the special button is held longer. A canceled [[Focus Attack]] can also propel Ryu forward for more horizontal recovery in case Tatsumaki Senpukyaku has already been used, and [[Hadoken]] will stall him if it is used in the air. | ||
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|{{SSB4|Samus}}||Samus's | |{{SSB4|Samus}}||Samus's Screw Attack travels more vertical distance, and her [[Grapple Beam]] has a longer range. Since her bombs don't stop falling speed as much as in ''Brawl'', it is no longer a practical recovery method. | ||
Custom specials: Screw Rush deals more damage and provides a huge horizontal recovery boost, at the cost of vertical height. Apex Screw Attack is an almost purely vertical leap that only damages at the beginning and end. | Custom specials: Screw Rush deals more damage and provides a huge horizontal recovery boost, at the cost of vertical height. Apex Screw Attack is an almost purely vertical leap that only damages at the beginning and end. | ||
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|{{SSB4|Sheik}}||Sheik no longer has access to her [[Chain]], and thus has no tether recovery. [[Bouncing Fish]] sends Sheik forwards a good distance, and notably does not render her [[helpless]]. Thus, she can perform Bouncing Fish to make up a large horizontal distance, at the cost of some height and then quickly perform Vanish to regain height or cover additional ground. As Zelda and Sheik are now separate characters, Sheik can no longer take advantage of Zelda's longer recovery. | |{{SSB4|Sheik}}||Sheik no longer has access to her [[Chain]], and thus has no tether recovery. [[Bouncing Fish]] sends Sheik forwards a good distance, and notably does not render her [[helpless]]. Thus, she can perform Bouncing Fish to make up a large horizontal distance, at the cost of some height and then quickly perform Vanish to regain height or cover additional ground. As Zelda and Sheik are now separate characters, Sheik can no longer take advantage of Zelda's longer recovery. | ||
Custom specials: Gale is faster and goes slightly farther, but has no hitbox or | Custom specials: Gale is faster and goes slightly farther, but has no hitbox or windbox for protection. Abyss is slower and reduces the distance traveled, in exchange for the ability to meteor smash opponents. Jellyfish has little utility for recovery, due to sending Sheik flying downwards at a high speed towards the end of the move. Pisces bounces forwards faster and at a lower angle, and if it hits an opponent, it causes her to jump forwards instead of backward, potentially improving recovery. | ||
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|{{SSB4|Shulk}}||Shulk's main recovery tool is [[Air Slash]], which gives him fair vertical distance but minimal horizontal distance. The first slash does not auto- | |{{SSB4|Shulk}}||Shulk's main recovery tool is [[Air Slash]], which gives him fair vertical distance but minimal horizontal distance. The first slash does not auto-sweetspot immediately unless the special button is pressed near the apex of the first slash, right when Shulk is level with a ledge. The move's second slash will give a slight momentum boost, especially if used as late as possible. [[Back Slash]] also gives a slight horizontal distance, although he will be stuck in the move until he lands. Additionally, Back Slash cannot grab ledges, which combined with its very quick descent speed, makes it a poor recovery option. He can also use [[Monado Arts]] to alter how he recovers: Jump will give him tremendous height on both regular jumps and increases the height of Air Slash's first slash, while Speed can boost his horizontal movement slightly. Shield will lower his jumps and movement speed significantly, hindering his aerial movement. | ||
Custom specials: Decisive Monado Arts makes accessing the Jump art off-stage for recovery much harder, since the Arts cannot be canceled (on top of lasting longer), and an additional second must pass to initiate an Art. Hyper Monado Arts can make said recovery easier, due to strengthened effects which still last just long enough. Back Slash leap covers slightly more vertical distance and slightly less horizontal distance. Back Slash Charge covers much more horizontal distance and gives Shulk armor. Advancing Air Slash's second slash boosts Shulk forward, giving him more horizontal recovery potential, but also forces Shulk downwards slightly and doesn't gain as much height. The pause between each slash is also reduced. Dash Vision can propel Shulk forward, but all of his Visions have long end lag in mid-air, causing him to fall if not attacked. | Custom specials: Decisive Monado Arts makes accessing the Jump art off-stage for recovery much harder, since the Arts cannot be canceled (on top of lasting longer), and an additional second must pass to initiate an Art. Hyper Monado Arts can make said recovery easier, due to strengthened effects which still last just long enough. Back Slash leap covers slightly more vertical distance and slightly less horizontal distance. Back Slash Charge covers much more horizontal distance and gives Shulk armor. Advancing Air Slash's second slash boosts Shulk forward, giving him more horizontal recovery potential, but also forces Shulk downwards slightly and doesn't gain as much height. The pause between each slash is also reduced. Dash Vision can propel Shulk forward, but all of his Visions have long end lag in mid-air, causing him to fall if not attacked. | ||
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Custom specials: Sliding Spin Attack provides Toon Link amazing horizontal distance but sacrifices a lot of vertical distance, similar to Donkey Kong's up special [[Spinning Kong]]. Flying Spin Attack provides extra vertical distance than Spin Attack, but has less horizontal distance, along with armor during the upward slash. Time Bombs explode in 2 seconds rather than 5, making them more useful for recovering at lower percentages but have more knockback, which can cause unintentional self-destructs. Short-Fused Bombs take less than half a second to explode but deal slightly more damage and knockback. They also cannot be used in conjunction with Flying Spin Attack, due to the armor activating just before the bomb can detonate, thus still rendering Toon Link helpless. | Custom specials: Sliding Spin Attack provides Toon Link amazing horizontal distance but sacrifices a lot of vertical distance, similar to Donkey Kong's up special [[Spinning Kong]]. Flying Spin Attack provides extra vertical distance than Spin Attack, but has less horizontal distance, along with armor during the upward slash. Time Bombs explode in 2 seconds rather than 5, making them more useful for recovering at lower percentages but have more knockback, which can cause unintentional self-destructs. Short-Fused Bombs take less than half a second to explode but deal slightly more damage and knockback. They also cannot be used in conjunction with Flying Spin Attack, due to the armor activating just before the bomb can detonate, thus still rendering Toon Link helpless. | ||
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|{{SSB4|Villager}}||Villager has the choice between [[Lloid Rocket]] and {{b|Balloon Trip|move}} for recovery. The former will give | |{{SSB4|Villager}}||Villager has the choice between [[Lloid Rocket]] and {{b|Balloon Trip|move}} for recovery. The former will give him/her no vertical height but excellent horizontal distance, and will not leave him/her helpless if he/she hits an opponent. The latter is an all-around solid recovery move, although it can easily be gimped if opponents pop one or both balloons and lacks a damaging hitbox, making it unable to stop edgeguarding opponents. | ||
Custom specials: Liftoff Lloid can be used for a damage-capable vertical recovery, but won't go as high as Balloon Trip could. Extreme Balloon Trip doesn't travel as fast or as far as Balloon Trip but has hitboxes on the exploding balloons. | Custom specials: Liftoff Lloid can be used for a damage-capable vertical recovery, but won't go as high as Balloon Trip could. Extreme Balloon Trip doesn't travel as fast or as far as Balloon Trip but has hitboxes on the exploding balloons. | ||
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|{{SSB4|Wario}}||Wario Waft covers much less height. However, Corkscrew covers more vertical distance and now automatically | |{{SSB4|Wario}}||Wario Waft covers much less height. However, Corkscrew covers more vertical distance and now automatically sweetspots ledges. | ||
Custom specials: Speeding Bike grants more horizontal momentum. Burying Bike gives Wario minimal momentum in the air, sinks faster, and his leap off the bike is shorter. Widescrew has more control than the default Corkscrew but has minimal vertical distance. Corkscrew Leap goes noticeably higher, but has much more startup lag and lacks a hitbox. Rose-Scented Waft charges quicker but doesn't go as high. Quick Waft charges even more than the former but also gains even less height. | Custom specials: Speeding Bike grants more horizontal momentum. Burying Bike gives Wario minimal momentum in the air, sinks faster, and his leap off the bike is shorter. Widescrew has more control than the default Corkscrew but has minimal vertical distance. Corkscrew Leap goes noticeably higher, but has much more startup lag and lacks a hitbox. Rose-Scented Waft charges quicker but doesn't go as high. Quick Waft charges even more than the former but also gains even less height. | ||
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|{{SSB4|Wii Fit Trainer}}||Wii Fit Trainer's overall recovery is solid thanks to high normal jumps and | |{{SSB4|Wii Fit Trainer}}||Wii Fit Trainer's overall recovery is solid thanks to high normal jumps and moderate fall speed. [[Super Hoop]] provides only moderate distance in either direction, but [[Header]] can be used to provide a small extra hop. Super Hoop covers considerably more distance if mashed. Wii Fit Trainer can also wall jump. | ||
Custom specials: Jumbo Hoop | Custom specials: Jumbo Hoop covers no vertical distance except when mashed, and it only rises slightly when mashed. Hoop Hurricane covers poor distance normally but rises marginally higher than the default Super Hoop when mashed. | ||
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|{{SSB4|Yoshi}}||Yoshi's recovery is largely unchanged from ''Brawl'', but the horizontal distance from an [[Egg Throw]] was improved, though at the cost of vertical distance. | |{{SSB4|Yoshi}}||Yoshi's recovery is largely unchanged from ''Brawl'', but the horizontal distance from an [[Egg Throw]] was improved, though at the cost of vertical distance. | ||
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==List of recoveries in ''[[Super Smash Bros. Ultimate]]''== | ==List of recoveries in ''[[Super Smash Bros. Ultimate]]''== | ||
The return of directional air dodging from ''Melee'' once again improves the recovery potential of every character, to an even greater extent; directional air dodges no longer halt momentum, and while air dodging now has very high | The return of directional air dodging from ''Melee'' once again improves the recovery potential of every character, to an even greater extent; directional air dodges no longer halt momentum, and while air dodging now has very high endlag, it does not cause [[helpless]]ness. Most characters also have increased air speed. | ||
With the exception of the {{SSBU|Mii Fighter}}s, [[character customization]] does not return from ''Smash 4'', so characters who had custom special moves that improved their recovery no longer have access to them. | With the exception of the {{SSBU|Mii Fighter}}s, [[character customization]] does not return from ''Smash 4'', so characters who had custom special moves that improved their recovery no longer have access to them. | ||
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!Description | !Description | ||
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|{{SSBU|Banjo & Kazooie}}|| | |{{SSBU|Banjo & Kazooie}}||N/A | ||
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|{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to | |{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to sweetspot ledges, and can no longer sweetspot ledges from behind at all. However, the reintroduction of directional air dodges give Bayonetta an extra, somewhat useful recovery option. | ||
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|{{SSBU|Bowser}}||[[Whirling Fortress]] does not travel as far. | |{{SSBU|Bowser}}||[[Whirling Fortress]] does not travel as far, but the final hit launches farther, making it slightly more difficult to punish. | ||
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|{{SSBU|Bowser Jr.}}||[[Clown Kart Dash]] allows Bowser Jr. to keep his double jump when canceled. However, he can no longer air dodge out of it. | |{{SSBU|Bowser Jr.}}||[[Clown Kart Dash]] allows Bowser Jr. to keep his double jump when canceled. However, he can no longer air dodge out of it. | ||
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|{{SSBU|Captain Falcon}}||[[Falcon Dive]] travels farther and its horizontal recovery is no longer reduced when the move is reversed. [[Raptor Boost]] no longer inflicts [[helplessness]] if it hits an opponent, increasing its safety. | |{{SSBU|Captain Falcon}}||[[Falcon Dive]] travels farther and its horizontal recovery is no longer reduced when the move is reversed. [[Raptor Boost]] no longer inflicts [[helplessness]] if it hits an opponent, increasing its safety. | ||
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|{{SSBU|Chrom}}||[[Soaring Slash]] is similar to Ike's [[Aether]]; Soaring Slash travels higher but Chrom does not throw the sword, making it slightly easier to intercept. Compared to Roy's [[Blazer]], Soaring Slash goes much higher but gains extremely little horizontal distance. | |{{SSBU|Chrom}}||[[Soaring Slash]] is similar to Ike's [[Aether]]; Soaring Slash travels higher but Chrom does not throw the sword, making it slightly easier to intercept. Compared to Roy's [[Blazer]], Soaring Slash goes much higher but gains extremely little horizontal distance. | ||
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|{{SSBU|Cloud}}||[[Climhazzard]] is no longer untechable, and the downward hit now | |{{SSBU|Cloud}}||[[Climhazzard]] is no longer untechable, and the downward hit now sweetspots the ledge more reliably. | ||
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|{{SSBU|Corrin}}||[[ | |{{SSBU|Corrin}}||[[Draconic Ascent]] Draconic 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 | |{{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 edgeguarders. 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 | |{{SSBU|Dark Pit}}||Like with {{SSBU|Pit}}, Dark Pit's [[Power of Flight]] can now grab the ledge when facing backwards, but stalls upon completion, and he can now act out of [[Electroshock Arm]] if it connects with an opponent. | ||
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|{{SSBU|Dark Samus}}||Being {{SSBU|Samus}}'s [[Echo Fighter]], Dark Samus's recovery is practically identical: | |{{SSBU|Dark Samus}}||Being {{SSBU|Samus}}'s [[Echo Fighter]], Dark Samus's recovery is practically identical: [[Screw Attack (move)|Screw Attack]] grants decent height and protection but little horizontal distance. [[Bomb (Samus)|Bomb]] can be used to extend Dark Samus's horizontal recovery, and she can use her Grapple Beam as a [[tether recovery]]. | ||
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|{{SSBU|Diddy Kong}}||[[Rocketbarrel Boost]] gains less vertical distance, hampering Diddy Kong's recovery, though its horizontal distance appears unchanged. [[Monkey Flip]] also grants less distance. | |{{SSBU|Diddy Kong}}||[[Rocketbarrel Boost]] gains much less vertical distance, severely hampering Diddy Kong's recovery, though its horizontal distance appears unchanged. [[Monkey Flip]] also grants less distance. | ||
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|{{SSBU|Donkey Kong}}||[[Spinning Kong]] has decreased horizontal distance but increased vertical distance. | |{{SSBU|Donkey Kong}}||[[Spinning Kong]] has decreased horizontal distance but increased vertical distance. | ||
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|{{SSBU|Dr. Mario}}||[[Dr. Tornado]] has slightly less endlag, making it more useful for recovery | |{{SSBU|Dr. Mario}}||[[Dr. Tornado]] has slightly less endlag, making it more useful for recovery. | ||
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|{{SSBU|Duck Hunt}}||Duck Hunt can now act out of [[Duck Jump]] after enough time has passed, improving the move's safety. | |{{SSBU|Duck Hunt}}||Duck Hunt can now act out of [[Duck Jump]] after enough time has passed, improving the move's safety. | ||
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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|Hero}}||[[Woosh]] is Hero's main recovery, a tornado that launches opponents and lifts the Hero a short distance. The move can be charged to become Swoosh and Kaswoosh, each significantly increasing the move's recovery distance as well as the tornado's size. When using [[Command Selection]], Zoom will have the Hero jump extremely high into the air offscreen (provided that there is no ceiling) and back onto the stage, and Acceleratle will increase Hero's movement speed and jump height. All of these moves will use up the Hero's MP meter; he will be unable to use these moves if he doesn't have enough MP, with Woosh only granting a slight vertical boost similar to Robin's [[Elwind]]. | |{{SSBU|Hero}}||[[Woosh]] is Hero's main recovery, a tornado that launches opponents and lifts the Hero a short distance. The move can be charged to become Swoosh and Kaswoosh, each significantly increasing the move's recovery distance as well as the tornado's size. When using [[Command Selection]], Zoom will have the Hero jump extremely high into the air offscreen (provided that there is no ceiling) and back onto the stage, and Acceleratle will increase Hero's movement speed and jump height. All of these moves will use up the Hero's MP meter; he will be unable to use these moves if he doesn't have enough MP, with Woosh only granting a slight vertical boost similar to Robin's [[Elwind]]. | ||
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|{{SSBU|Ice Climbers}}||[[Belay]] travels slightly farther and is more controllable when used by a solo climber. When used by both climbers, the move travels farther vertically but | |{{SSBU|Ice Climbers}}||[[Belay]] travels slightly farther and is more controllable when used by a solo climber. When used by both climbers, the move travels farther vertically but less horizontally, and the partner's hitbox can now be out prioritized. [[Squall Hammer]] doesn't travel as high when mashed and no longer snaps to the ledge. | ||
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|{{SSBU|Ike}}||[[Aether]] no longer causes Ike's sword to pass through the floors of stages, hindering its safety when used near ledges. | |{{SSBU|Ike}}||[[Aether]] no longer causes Ike's sword to pass through the floors of stages, hindering its safety when used near ledges. | ||
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|{{SSBU|Incineroar}}||[[Cross Chop]] grants decent vertical distance but little horizontal distance, though the diagonal trajectory of the descent grants more horizontal recovery than similar moves like {{SSBU|Ike}}'s [[Aether]] or {{SSBU|Chrom}}'s [[Soaring Slash]]. [[Alolan Whip]] can also be used to extend Incineroar's horizontal recovery, as the move halts its momentum and doesn't cause helplessness. | |{{SSBU|Incineroar}}||[[Cross Chop]] grants decent vertical distance but little horizontal distance, though the diagonal trajectory of the descent grants more horizontal recovery than similar moves like {{SSBU|Ike}}'s [[Aether]] or {{SSBU|Chrom}}'s [[Soaring Slash]]. [[Alolan Whip]] can also be used to extend Incineroar's horizontal recovery, as the move halts its momentum and doesn't cause helplessness. | ||
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|{{SSBU|Inkling}}||[[Super Jump]] grants | |{{SSBU|Inkling}}||[[Super Jump]] grants solid height and horizontal distance. The move deals minor damage on startup and on landing, but the flight itself does not deal damage. [[Splat Roller]] can slightly extend Inkling's horizontal recovery and gives an extra jump. | ||
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|{{SSBU|Isabelle}}||[[Balloon Trip]] is practically identical to {{SSBU|Villager}}'s variant of the move; Isabelle travels very high and far, but the move deals no damage | |{{SSBU|Isabelle}}||[[Balloon Trip]] is practically identical to {{SSBU|Villager}}'s variant of the move; Isabelle travels very high and far, but the move deals no damage and can be intercepted by popping the balloons. She can also use [[Fishing Rod]] as a tether recovery. | ||
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|{{SSBU|Ivysaur}}||[[Vine Whip]] can now be used repeatedly and no longer causes [[helplessness]], and can also be angled, though it can no longer be performed out of an air dodge. | |{{SSBU|Ivysaur}}||[[Vine Whip]] can now be used repeatedly and no longer causes [[helplessness]], and can also be angled, though it can no longer be performed out of an air dodge. | ||
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Ivysaur also benefits from the new ability to use [[Pokémon Change]] in midair, allowing Ivysaur to take advantage of {{SSBU|Pokémon Trainer}}'s other Pokémon for recovery. | Ivysaur also benefits from the new ability to use [[Pokémon Change]] in midair, allowing Ivysaur to take advantage of {{SSBU|Pokémon Trainer}}'s other Pokémon for recovery. | ||
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|{{SSBU|Jigglypuff}}||[[Pound]] | |{{SSBU|Jigglypuff}}||[[Pound]] now stalls Jigglypuff on startup, reducing the move's recovery potential. Jigglypuff can once again steer during [[Rollout]]'s freefall if it hits an opponent like in ''Brawl'', and can now grab the ledge during this freefall state. | ||
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|{{SSBU|Joker}}||[[Grappling Hook]] is Joker's primary recovery move, a diagonal tether recovery with | |{{SSBU|Joker}}||[[Grappling Hook]] is Joker's primary recovery move, a diagonal tether recovery with good distance similar to Ivysaur's [[Vine Whip]]. When [[Arsene]] is summoned, the move is replaced with Wings of Rebellion, a very high jump similar to Pit's [[Power of Flight]]; this move cannot be angled as sharply, but instead grants intangibility during startup. | ||
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|{{SSBU| | |{{SSBU|Ken}}||Being {{SSBU|Ryu}}'s [[Echo Fighter]], Ken's recovery is very similar: [[Shoryuken]] is his primary recovery move, traveling a decent height but granting little horizontal distance. He can also use [[Focus Attack]] and [[Tatsumaki Senpukyaku]] to extend his horizontal recovery, and [[Hadoken]] can halt his momentum when falling. Compared to {{SSBU|Ryu}}, Ken's Heavy Shoryuken travels a little farther horizontally, but the multi-hit nature and reduced distance of his Tatsumaki Senpukyaku makes it less safe to use. | ||
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|{{SSBU| | |{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed, but King Dedede's recovery is otherwise largely unchanged from ''Smash 4''. | ||
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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 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 | |||
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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|Link}}||[[Remote Bomb]] can be detonated manually after Z-dropping, making bomb recovery easier. However, | |{{SSBU|Link}}||[[Remote Bomb]] can be detonated manually after Z-dropping, making [[bomb recovery]] easier. However, Remote Bomb cannot be detonated if Link is helpless, and Link no longer has a [[tether recovery]] due to the loss of his Hookshot. | ||
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|{{SSBU|Little Mac}}||[[Jolt Haymaker]] no longer inflicts [[helplessness]], allowing Little Mac to use [[Rising Uppercut]] | |{{SSBU|Little Mac}}||[[Jolt Haymaker]] no longer inflicts [[helplessness]], allowing Little Mac to use [[Rising Uppercut]] afterwards and thus improving his recovery distance overall. However, it can only be used once even if Little Mac is hit out of it, hindering its already poor safety. | ||
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|{{SSBU|Lucario}}||[[Extreme Speed]] has less | |{{SSBU|Lucario}}||[[Extreme Speed]] has less endlag and landing lag and now has a hitbox when it crashes into a surface, but it now stalls at the end and is somewhat more awkward to control. | ||
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|{{SSBU|Lucas}}||[[PK Thunder]], along with many other moves, now has arrows pointing in the direction he will get launched. The window for using PK Thunder again after bouncing off a wall has increased, but the move carries less momentum than before, slightly reducing its distance | |{{SSBU|Lucas}}||[[PK Thunder]], along with many other moves, now has arrows pointing in the direction he will get launched. The window for using PK Thunder again after bouncing off a wall has increased, but the move carries less momentum than before, slightly reducing its distance. | ||
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|{{SSBU|Lucina}}||Lucina's recovery is largely unchanged from ''Smash 4''. | |{{SSBU|Lucina}}||Lucina's recovery is largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Luigi}}||[[Luigi Cyclone]] grants much less height when mashed, eliminating the move's usefulness as a recovery tool | |{{SSBU|Luigi}}||[[Luigi Cyclone]] grants much less height when mashed, eliminating the move's usefulness as a recovery tool. | ||
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|{{SSBU|Mario}}||[[Super Jump Punch]] does not | |{{SSBU|Mario}}||[[Super Jump Punch]] does not sweetspot the ledge as early as it did in ''Smash 4'', making Mario's recovery less safe overall. | ||
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|{{SSBU|Marth}}||Like his clone {{SSBU|Lucina}}, Marth's recovery is largely unchanged from ''Smash 4''. | |{{SSBU|Marth}}||Like his clone {{SSBU|Lucina}}, Marth'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 | |{{SSBU|Mii Brawler}}||[[Burning Dropkick]] can no longer be charged, significantly reducing is maximum travel distance. [[Feint Jump]]'s kick now sends Mii Brawler downwards, reducing its recovery. [[Soaring Axe Kick]] travels slightly higher and can now sweetspot 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]] | [[Suplex]] travels farther horizontally than [[Headache Maker]] did, but KO's the Mii Brawler first if used as a [[sacrificial KO]]. [[Thrust Uppercut]] travels diagonally, making it more useful for recovery than [[Piston Punch]]. | ||
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|{{SSBU|Mii Gunner}}||[[Lunar Launch]] travels much higher, but its aerial drift is reduced from ''Smash 4''. [[Arm Rocket]] can now be angled during flight, similar to {{SSBU|Diddy Kong}}'s [[Rocketbarrel Boost]]. | |{{SSBU|Mii Gunner}}||[[Lunar Launch]] travels much higher, but its aerial drift is reduced from ''Smash 4''. [[Arm Rocket]] can now be angled during flight, similar to {{SSBU|Diddy Kong}}'s [[Rocketbarrel Boost]]. | ||
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[[Cannon Jump Kick]]'s horizontal recovery is even worse than [[Cannon Uppercut]]. | [[Cannon Jump Kick]]'s horizontal recovery is even worse than [[Cannon Uppercut]]. | ||
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|{{SSBU|Mii Swordfighter}}||[[Airborne Assault]] can no longer be charged, but it travels farther than it did in ''Smash 4'' when uncharged and no longer leaves Mii Swordfighter helpless. [[Stone Scabbard]] travels higher, grants more horizontal momentum, and can now | |{{SSBU|Mii Swordfighter}}||[[Airborne Assault]] can no longer be charged, but it travels farther than it did in ''Smash 4'' when uncharged and no longer leaves Mii Swordfighter helpless. [[Stone Scabbard]] travels higher, grants more horizontal momentum, and can now sweetspot ledges from behind. | ||
[[Gale Stab]] now slows down if it hits an opponent, making it | [[Gale Stab]] now slows down and becomes unable to sweetspot ledges if it hits an opponent, making it less safe to use against active edgeguarders than [[Slash Launcher]]. | ||
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|{{SSBU|Mr. Game & Watch}}||Mr. Game & Watch's recovery appears largely unchanged from ''Smash 4''. | |{{SSBU|Mr. Game & Watch}}||Mr. Game & Watch's recovery appears largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Ness}}||Similar to {{SSBU|Lucas}}, Ness's [[PK Thunder]] now has an arrow pointing in the direction he will get launched. PK Thunder itself travels farther and has greater intangibility, and the window for reusing the move after bouncing off a wall has lengthened. | |||
|{{SSBU|Ness}}||Similar to {{SSBU|Lucas}}, Ness's [[PK Thunder]] now has an arrow pointing in the direction he will get launched. PK Thunder itself travels farther and has greater intangibility, and the window for reusing the move after bouncing off a wall has lengthened | |||
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|{{SSBU|Olimar}}|| | |{{SSBU|Olimar}}||Olimar's recovery appears largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Pac-Man}}||[[Pac-Jump]] can now be attacked by opponents to reduce its remaining uses, hindering the move's safety. | |{{SSBU|Pac-Man}}||[[Pac-Jump]] can now be attacked by opponents to reduce its remaining uses, hindering the move's safety. | ||
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|{{SSBU|Palutena}}||Palutena's recovery is largely unchanged from ''Smash 4''. | |{{SSBU|Palutena}}||Palutena's recovery is largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Peach}}|| | |{{SSBU|Peach}}||[[Toad]] now halts Peach's movement when used in midair, worsening the move's recovery potential. However, Peach can now control her drift sooner after using [[Peach Bomber]]. | ||
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|{{SSBU|Pichu}}||[[Agility]] travels farther, and now has an arrow pointing in the direction Pichu will move. | |{{SSBU|Pichu}}||[[Agility]] travels farther, and now has an arrow pointing in the direction Pichu will move. | ||
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|{{SSBU|Piranha Plant}}||[[Piranhacopter]] gains respectable height, can be steered left or right to instead cover a far horizontal distance, and provides decent protection to Piranha Plant's sides. | |{{SSBU|Piranha Plant}}||[[Piranhacopter]] gains respectable height, can be steered left or right to instead cover a far horizontal distance, and provides decent protection to Piranha Plant's sides. | ||
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|{{SSBU|Pit}}||[[Power of Flight]] can now grab the ledge even if Pit is facing | |{{SSBU|Pit}}||[[Power of Flight]] can now grab the ledge even if Pit is facing backwards, but the move now stalls on completion, reducing its distance. [[Upperdash Arm]] can now be acted out of if it hits an opponent. | ||
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|{{SSBU|R.O.B.}}||[[Robo Burner]] can now be canceled into an air dodge, and now R.O.B's chassis has a gauge showing how much fuel the move has left. | |{{SSBU|R.O.B.}}||[[Robo Burner]] can now be canceled into an air dodge, and now R.O.B's chassis has a gauge showing how much fuel the move has left. | ||
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|{{SSBU|Richter}}||Being {{SSBU|Simon}}'s [[Echo Fighter]], Richter's recovery is practically identical: [[Uppercut]] grants little distance but decent protection, and he can use [[forward aerial]], [[up aerial]], or [[back aerial]] as a tether recovery. | |{{SSBU|Richter}}||Being {{SSBU|Simon}}'s [[Echo Fighter]], Richter's recovery is practically identical: [[Uppercut]] grants little distance but decent protection, and he can use [[forward aerial]], [[up aerial]], or [[back aerial]] as a tether recovery. | ||
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|{{SSBU|Ridley}}|| | |{{SSBU|Ridley}}||[[Wing Blitz]] is Ridley's primary recovery move, allowing him to fly in four directions, similar to [[Fire Fox]]. However, Ridley cannot travel diagonally and the move has rather long startup. [[Space Pirate Rush]] can be used to extend his horizontal recovery and can function as a [[sacrificial KO]] if he grabs an opponent. | ||
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|{{SSBU|Robin}}||[[Elwind]] travels higher and can now be angled, allowing Robin to travel farther horizontally as well as making their recovery less linear overall. While the move depletes after fewer uses, it recharges more quickly and can now be used even when depleted, granting a small boost upward that doesn't cause helplessness. | |{{SSBU|Robin}}||[[Elwind]] travels higher and can now be angled, allowing Robin to travel farther horizontally as well as making their recovery less linear overall. While the move depletes after fewer uses, it recharges more quickly and can now be used even when depleted, granting a small boost upward that doesn't cause helplessness. | ||
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|{{SSBU|Rosalina & Luma}}||Rosalina & Luma's recovery is largely unchanged from ''Smash 4''. | |{{SSBU|Rosalina & Luma}}||Rosalina & Luma's recovery is largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Roy}}||[[Blazer]] travels farther, but the first half of the attack no longer | |{{SSBU|Roy}}||[[Blazer]] travels farther, but the first half of the attack no longer sweetspots the ledge. | ||
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|{{SSBU|Ryu}}||[[Shoryuken]] does not snap to the ledge as early as before. | |{{SSBU|Ryu}}||[[Shoryuken]] does not snap to the ledge as early as before. | ||
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|{{SSBU|Samus}}||Samus's recovery appears largely unchanged from ''Smash 4''. | |{{SSBU|Samus}}||Samus's recovery appears largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Sheik}}||Sheik's recovery appears largely unchanged from ''Smash 4''. | |{{SSBU|Sheik}}||Sheik's recovery appears largely unchanged from ''Smash 4''. | ||
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|{{SSBU|Shulk}}||The ability to select [[Monado Arts]] more quickly allows Shulk to access his Jump Art more easily for recovery. However, the Arts themselves were reworked to function like the [[Hyper Monado Arts]] custom move from ''Smash 4''; the Jump Art now has | |{{SSBU|Shulk}}||The ability to select [[Monado Arts]] more quickly allows Shulk to access his Jump Art more easily for recovery. However, the Arts themselves were reworked to function like the [[Hyper Monado Arts]] custom move from ''Smash 4''; the Jump Art now has longer cooldown and shorter duration, and makes Shulk even more vulnerable to damage. Speed Art further reduces Shulk's jump height, making the Art even worse for vertical recovery. | ||
[[Back Slash]] can now snap to ledges after some time and can be steered by holding left or right. [[Air Slash]] now snaps to the ledge on the first swing instead of the second, but is less reliable at ledge snapping overall. | [[Back Slash]] can now snap to ledges after some time and can be steered by holding left or right. [[Air Slash]] now snaps to the ledge on the first swing instead of the second, but is less reliable at ledge snapping overall. | ||
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|{{SSBU|Simon}}||[[Uppercut]] gains little height and almost no horizontal distance, but provides good protection to Simon's top and front. Simon can also use his [[forward aerial]], [[back aerial]], and [[up aerial]] as a [[tether recovery]], with his up air attack granting less reach than the others. | |{{SSBU|Simon}}||[[Uppercut]] gains little height and almost no horizontal distance, but provides good protection to Simon's top and front. Simon can also use his [[forward aerial]], [[back aerial]], and [[up aerial]] as a [[tether recovery]], with his up air attack granting less reach than the others. | ||
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|{{SSBU|Snake}}||[[Cypher]] can now be destroyed, reducing the safety of Snake's recovery | |{{SSBU|Snake}}||[[Cypher]] can now be destroyed, reducing the safety of Snake's recovery. The recovery is not interrupted if Snake is hit instead. | ||
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|{{SSBU|Sonic}}||[[Spring Jump]] travels higher, but provides much less intangibility. [[Homing Attack]] can be activated much more quickly and is more accurate, possibly improving its recovery potential against reckless | |{{SSBU|Sonic}}||[[Spring Jump]] travels higher, but provides much less intangibility. [[Homing Attack]] can be activated much more quickly and is more accurate, possibly improving its recovery potential against reckless edgeguarders. | ||
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|{{SSBU|Squirtle}}||While Squirtle's recovery by itself is largely unchanged from ''Brawl'', [[Pokémon Change]] can now be used in midair, allowing Squirtle to take advantage of {{SSBU|Pokémon Trainer}}'s other Pokémon for recovery. | |{{SSBU|Squirtle}}||While Squirtle's recovery by itself is largely unchanged from ''Brawl'', [[Pokémon Change]] can now be used in midair, allowing Squirtle to take advantage of {{SSBU|Pokémon Trainer}}'s other Pokémon for recovery. | ||
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|{{SSBU|Toon Link}}||[[Spin Attack]] retains more horizontal momentum near the end of the move. | |{{SSBU|Toon Link}}||[[Spin Attack]] retains more horizontal momentum near the end of the move. | ||
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|{{SSBU|Villager}}||[[Balloon Trip]] recharges helium more slowly, and will only spawn one balloon if their helium is too low, making the recovery slower and more vulnerable to edgeguarding. | |{{SSBU|Villager}}||[[Balloon Trip]] recharges helium more slowly, and will only spawn one balloon if their helium is too low, making the recovery slower and more vulnerable to edgeguarding. | ||
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|{{SSBU|Wario}}||[[Wario Bike]] now has a 6 | |{{SSBU|Wario}}||[[Wario Bike]] now has a 6 second cooldown between uses, reducing its safety. | ||
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|{{SSBU|Wii Fit Trainer}}||[[Super Hoop]] has | |{{SSBU|Wii Fit Trainer}}||[[Super Hoop]] travels higher and can reach its maximum height with less button mashing, though its horizontal distance has been reduced. | ||
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|{{SSBU|Wolf}}||[[Fire Wolf]] grants much less distance, but [[Wolf Flash]] can now be slightly angled. | |{{SSBU|Wolf}}||[[Fire Wolf]] grants much less distance, but [[Wolf Flash]] can now be slightly angled. | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery caption/Align="left"> | ||
Super Jump Punch Brawl recovery.png|Mario's [[Super Jump Punch]] recovery in ''Brawl''. | File:Super Jump Punch Brawl recovery.png|Mario's [[Super Jump Punch]] recovery in ''Brawl''. | ||
PikminChain.jpg|Olimar's [[Pikmin Chain]] recovery in ''Brawl''. | File:PikminChain.jpg|Olimar's [[Pikmin Chain]] recovery in ''Brawl''. | ||
Recovery.png|Peach's [[Peach Parasol]] recovery in ''Brawl''. | File:Recovery.png|Peach's [[Peach Parasol]] recovery in ''Brawl''. | ||
RecoveryGIF2.gif|{{SSB|Kirby}} recovering on {{SSB|Dream Land}} in ''Smash 64''. | File:RecoveryGIF2.gif|{{SSB|Kirby}} recovering on {{SSB|Dream Land}} in ''Smash 64''. | ||
Mario's Recovery Options.gif|{{SSBM|Mario}} using his various recovery options to recover onto the stage in ''Melee''. (In order of: Midair jump | File:Mario's Recovery Options.gif|{{SSBM|Mario}} using his various recovery options to recover onto the stage in ''Melee''. (In order of: Midair jump, wall jump, Cape, Mario Tornado, Super Jump Punch.) This is a [[TAS]] clip from ''[[Perfect Control]]''. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
* Meta Knight is the only character to have all 4 of their special moves grant some form of recovery momentum. | * Meta Knight is the only character to have all 4 of their special moves grant some form of recovery momentum. | ||
* Yoshi's Egg Throw in ''SSB64'' and ''Melee'' | * As of ''Ultimate'', Jigglypuff is the only character who's up-special has absolutely no recovery usage. | ||
** Yoshi's Egg Throw in ''SSB64'' and ''Melee'' is the only other example. | |||
{{AllGames|Techniques}} | {{AllGames|Techniques}} |