Recovery: Difference between revisions

75 bytes removed ,  5 years ago
Tag: Mobile edit
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|{{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.
|{{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|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed, but King Dedede's recovery is otherwise largely unchanged from ''Smash 4''.
|{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed.
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|{{SSBU|King K. Rool}}||[[Propellerpack]] travels very high (although not necessarily far horizontally) which is unusual for someone of his weight class, and the damaging propeller grants 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 protection from [[meteor smash]]es and [[stage spike]]s. King K. Rool can also use his [[up aerial]] as an impromptu double jump in niche situations such as being launched very high and surviving, as K. Rool's recovery is geared towards going low.  
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|{{SSBU|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}}||Olimar's recovery appears largely unchanged from ''Smash 4''.
|{{SSBU|Olimar}}||[[Winged Pikmin]] travels less distance with consecutive uses.
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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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