Recovery: Difference between revisions

29 bytes added ,  5 years ago
m (Undid edit by Acoma: unfinished sentence)
Tag: Undo
Line 415: Line 415:


==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 endlag, it does not cause [[helpless]]ness. Most characters also have increased air speed.
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 a very high-end lag, it does not cause [[helpless]]ness. Most characters also have increased airspeed.


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.
Line 424: Line 424:
|{{SSBU|Banjo & Kazooie}}||The duo can perform two midair jumps like Charizard and Ridley. [[Shock Spring Jump]] offers decent height that slightly increases when charged, but grants little sideways movement and lacks a hitbox during the ascent. [[Wonderwing]] provides good horizontal distance and is invincible against most attacks, however using the move 5 times within a stock will render the move useless. Neither moves put Banjo & Kazooie into their [[helpless]] state, so these moves can be used together along with their midair jumps and air dodge. Finally, using the explosions from [[Rear Egg]]'s grenades can be used to regain the duo's recovery moves, much like Snake's C4.
|{{SSBU|Banjo & Kazooie}}||The duo can perform two midair jumps like Charizard and Ridley. [[Shock Spring Jump]] offers decent height that slightly increases when charged, but grants little sideways movement and lacks a hitbox during the ascent. [[Wonderwing]] provides good horizontal distance and is invincible against most attacks, however using the move 5 times within a stock will render the move useless. Neither moves put Banjo & Kazooie into their [[helpless]] state, so these moves can be used together along with their midair jumps and air dodge. Finally, using the explosions from [[Rear Egg]]'s grenades can be used to regain the duo's recovery moves, much like Snake's C4.
|-
|-
|{{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.
|{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to sweet spot ledges, and can no longer sweet spot ledges from behind at all. However, the reintroduction of directional air dodges gives Bayonetta an extra, somewhat useful recovery option.
|-
|-
|{{SSBU|Bowser}}||[[Whirling Fortress]] does not travel as far, but the final hit launches farther, making it slightly more difficult to punish.
|{{SSBU|Bowser}}||[[Whirling Fortress]] does not travel as far, but the final hit launches farther, making it slightly more difficult to punish.
Line 430: Line 430:
|{{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.
|-
|-
|{{SSBU|Byleth}}||[[Sword of the Creator]] is a very long ranged tether recovery, but similar to the [[Wall grapple|wall grapples]] in Melee it can grab onto walls and pull Byleth towards it (but up to a maximum of 3 times consecutively before landing), finally, if the move is used to latch onto opponents, Byleth will pulled towards his opponents and jump off them. In addition to this, Byleth can also use a smash-inputted [[Areadbhar]] to gain some slight horizontal distance before using Sword of the Creator.
|{{SSBU|Byleth}}||[[Sword of the Creator]] is a very long-ranged tether recovery, but similar to the [[Wall grapple|wall grapples]] in Melee it can grab onto walls and pull Byleth towards it (but up to a maximum of 3 times consecutively before landing), finally, if the move is used to latch onto opponents, Byleth will be pulled towards his opponents and jump off them. In addition to this, Byleth can also use a smash-inputted [[Areadbhar]] to gain some slight horizontal distance before using Sword of the Creator.
|-
|-
|{{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.
Line 440: Line 440:
|{{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.
|-
|-
|{{SSBU|Cloud}}||[[Climhazzard]] is no longer untechable, and the downward hit now sweetspots the ledge more reliably.
|{{SSBU|Cloud}}||[[Climhazzard]] is no longer untechable, and the downward hit now sweet spots the ledge more reliably.
|-
|-
|{{SSBU|Corrin}}||[[Dragon Ascent]] travels further, but it now stalls at the end of the move.
|{{SSBU|Corrin}}||[[Dragon Ascent]] travels further, but it now stalls at the end of the move.
|-
|-
|{{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.  
|{{SSBU|Daisy}}||Being {{SSBU|Peach}}'s [[Echo Fighter]], Daisy's recovery is practically identical: [[Daisy Parasol]] only grants protection during the ascent, but gains decent height and can allow Daisy to glide for immense horizontal distance. [[Daisy Bomber]] can also extend Daisy's horizontal recovery and deter edge guarders. She can also use her [[fighter ability]], Float, to gain extra horizontal distance.  
|-
|-
|{{SSBU|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.
|{{SSBU|Dark Pit}}||Like with {{SSBU|Pit}}, Dark Pit's [[Power of Flight]] can now grab the ledge when facing backward, but stalls upon completion, and he can now act out of [[Electroshock Arm]] if it connects with an opponent.
|-
|-
|{{SSBU|Dark 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]].
|{{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]].
Line 454: Line 454:
|{{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.
|-
|-
|{{SSBU|Dr. Mario}}||[[Dr. Tornado]] has slightly less endlag, making it more useful for recovery.
|{{SSBU|Dr. Mario}}||[[Dr. Tornado]] has slightly less end lag, making it more useful for recovery.
|-
|-
|{{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.
Line 484: Line 484:
|{{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.
|{{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.
|-
|-
|{{SSBU|Joker}}||[[Grappling Hook]] is Joker's primary recovery move, a diagonal tether recovery with good distance similar to Ivysaur's [[Vine Whip]]. The dodges from his [[Gun]] move can be used to gain some horizontal distance before using the Grappling Hook. When [[Arsene]] is summoned, the Grappling Hook 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.
|{{SSBU|Joker}}||[[Grappling Hook]] is Joker's primary recovery move, a diagonal tether recovery with a good distance similar to Ivysaur's [[Vine Whip]]. The dodges from his [[Gun]] move can be used to gain some horizontal distance before using the Grappling Hook. When [[Arsene]] is summoned, the Grappling Hook 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.
|-
|-
|{{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 make it less safe to use.
|-
|-
|{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed.
|{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed.
Line 494: Line 494:
|{{SSBU|Kirby}}||Kirby's recovery is largely unchanged from ''Smash 4''.
|{{SSBU|Kirby}}||Kirby's recovery is largely unchanged from ''Smash 4''.
|-
|-
|{{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.
|{{SSBU|Link}}||[[Remote Bomb]] can be detonated manually after Z-dropping, making [[bomb recovery]] easier. However, the Remote Bomb cannot be detonated if Link is helpless, and Link no longer has a [[tether recovery]] due to the loss of his Hookshot.
|-
|-
|{{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.
|{{SSBU|Little Mac}}||[[Jolt Haymaker]] no longer inflicts [[helplessness]], allowing Little Mac to use [[Rising Uppercut]] afterward 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.
|-
|-
|{{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.
|{{SSBU|Lucario}}||[[Extreme Speed]] has less end lag 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.
|-
|-
|{{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.
Line 506: Line 506:
|{{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.
|-
|-
|{{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.
|{{SSBU|Mario}}||[[Super Jump Punch]] does not sweet spot the ledge as early as it did in ''Smash 4'', making Mario's recovery less safe overall.
|-
|-
|{{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''.
Line 516: Line 516:
|{{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.
|-
|-
|{{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.  
|{{SSBU|Mii Brawler}}||[[Burning Dropkick]] can no longer be charged, significantly reducing its maximum travel distance. [[Feint Jump]]'s kick now sends Mii Brawler downwards, reducing its recovery. [[Soaring Axe Kick]] travels slightly higher and can now sweet spot the ledge during its ascent; the second hit now has to be initiated manually much like [[Climhazzard]], allowing Mii Brawler to drift farther horizontally for recovery.  


[[Suplex]] travels farther horizontally than [[Headache Maker]] did, but KO's the Mii Brawler first if used as a [[sacrificial KO]]. [[Thrust Uppercut]] travels diagonally, making it more useful for recovery than [[Piston Punch]].
[[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]].
Line 524: Line 524:
[[Cannon Jump Kick]]'s horizontal recovery is even worse than [[Cannon Uppercut]].
[[Cannon Jump Kick]]'s horizontal recovery is even worse than [[Cannon Uppercut]].
|-
|-
|{{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.
|{{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 sweet spot ledges from behind.


[[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]].
[[Gale Stab]] now slows down and becomes unable to sweet spot ledges if it hits an opponent, making it less safe to use against active edge guarders than [[Slash Launcher]].
|-
|-
|{{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''.
Line 546: Line 546:
|{{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.
|-
|-
|{{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.
|{{SSBU|Pit}}||[[Power of Flight]] can now grab the ledge even if Pit is facing backward, but the move now stalls on completion, reducing its distance. [[Upperdash Arm]] can now be acted out of if it hits an opponent.
|-
|-
|{{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.
Line 552: Line 552:
|{{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.
|-
|-
|{{SSBU|Ridley}}||Like Charizard, Ridley can perform two midair jumps. [[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.
|{{SSBU|Ridley}}||Like Charizard, Ridley can perform two midair jumps. [[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 a 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.
|-
|-
|{{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.
Line 558: Line 558:
|{{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''.
|-
|-
|{{SSBU|Roy}}||[[Blazer]] travels farther, but the first half of the attack no longer sweetspots the ledge.
|{{SSBU|Roy}}||[[Blazer]] travels farther, but the first half of the attack no longer sweet spots the ledge.
|-
|-
|{{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.
Line 566: Line 566:
|{{SSBU|Sheik}}||Sheik's recovery appears largely unchanged from ''Smash 4''.
|{{SSBU|Sheik}}||Sheik's recovery appears largely unchanged from ''Smash 4''.
|-
|-
|{{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.
|{{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 a 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.
Line 574: Line 574:
|{{SSBU|Snake}}||[[Cypher]] can now be destroyed, reducing the safety of Snake's recovery. The recovery is not interrupted if Snake is hit instead.
|{{SSBU|Snake}}||[[Cypher]] can now be destroyed, reducing the safety of Snake's recovery. The recovery is not interrupted if Snake is hit instead.
|-
|-
|{{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.
|{{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 edge guarders.
|-
|-
|{{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.
|-
|-
|{{SSBU|Terry}}||[[Rising Tackle]] is Terry's primary vertical recovery option. It grants very short horizontal distance and is hard to sweetspot ledges with, but if ↓ is briefly held before doing the move's input, Terry will become intangible and travel slightly farther than the standard version. [[Power Wave]] can be used to halt Terry's momentum. [[Power Dunk]] provides some vertical lift and doesn't cause helplessness, but its downward trajectory makes the move impractical for recovering low and the move cannot sweetspot the ledge.
|{{SSBU|Terry}}||[[Rising Tackle]] is Terry's primary vertical recovery option. It grants very short horizontal distance and is hard to sweet spot ledges with, but if ↓ is briefly held before doing the move's input, Terry will become intangible and travel slightly farther than the standard version. [[Power Wave]] can be used to halt Terry's momentum. [[Power Dunk]] provides some vertical lift and doesn't cause helplessness, but its downward trajectory makes the move impractical for recovering low and the move cannot sweet spot the ledge.


Terry can also use [[Burning Knuckle/Crack Shoot|Burning Knuckle or Crack Shoot]] to recover horizontally; Burning Knuckle provides better protection while Crack Shoot is faster and more difficult to interrupt due to its arcing trajectory. Neither move renders Terry helpless, but only one of these moves can be used when recovering, neither move can be used more than once without landing or getting hit, and neither move can sweetspot the ledge. If Terry is facing away from the ledge, the stick can be held toward the ledge to perform a reverse Crack Shoot; if the move is inputted too quickly, Crack Shoot will be performed away from the ledge, likely resulting in a self destruct.
Terry can also use [[Burning Knuckle/Crack Shoot|Burning Knuckle or Crack Shoot]] to recover horizontally; Burning Knuckle provides better protection while Crack Shoot is faster and more difficult to interrupt due to its arcing trajectory. Neither move renders Terry helpless, but only one of these moves can be used when recovering, neither move can be used more than once without landing or getting hit, and neither move can sweet spot the ledge. If Terry is facing away from the ledge, the stick can be held toward the ledge to perform a reverse Crack Shoot; if the move is inputted too quickly, Crack Shoot will be performed away from the ledge, likely resulting in a self destruct.
|-
|-
|{{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.
Line 586: Line 586:
|{{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.
|-
|-
|{{SSBU|Wario}}||[[Wario Bike]] now has a 6 second cooldown between uses, reducing its safety.
|{{SSBU|Wario}}||[[Wario Bike]] now has a 6-second cooldown between uses, reducing its safety.
|-
|-
|{{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.
|{{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.
173

edits