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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 | |{{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 largely disjointed hitboxes (especially Witch Twist), which can make it difficult to [[edgeguard]] her. [[Witch Time]] pushes her backward a very small amount. | ||
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|{{SSB4|Bowser}}||Though Bowser's | |{{SSB4|Bowser}}||Though Bowser's airspeed 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 sweet spot 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 downward 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 due to 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'', but no longer has grab armor. His [[air speed]] was also toned down. | |{{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 similar horizontal distance and is very powerful. | 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 a 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 back 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 do a wall jump and has good height on his double jump. | |{{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 a 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 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. | |{{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 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. | |{{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 edge guards 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 edge guarders. | ||
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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 edge guards. 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 airspeed are both higher, while his falling speed is lower. | ||
Custom specials: Super Jump | Custom specials: Super Jump gains 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 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. | |{{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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|{{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''. | |{{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 than 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 airspeed 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 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 | |{{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 airspeed 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 its recovery much more predictable. | 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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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 airspeed, 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 lower than average distance and have small ledge | |{{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 sweet spots 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 sweet spot 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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|{{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 sweet spot 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 airspeed 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 airspeed, 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 wind box can push away potential edge guarders. 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 now give Marth lesser horizontal distance, weakening their effectiveness as recovery tools. | |{{SSB4|Marth}}||Shield Breaker and Dancing Blade now give Marth lesser horizontal distance, weakening their effectiveness as recovery tools. | ||
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Custom specials: Tornado Hold provides less distance than Rush Coil, but will damage enemies below or very near Mega Man, making him harder to edgeguard. Beat carries Mega Man noticeably higher than Rush, and allows for more 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. | 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 sweet spot the ledge. [[Dimensional Cape]] also grants slightly less vertical distance. While Shuttle Loop no longer initiates a glide, it gains more vertical distance. Though his falling speed has been increased considerably, his airspeed is also much faster. | ||
Custom specials: High-Speed Drill has greater horizontal distance than Drill Rush at the cost of the ability to change the angle. Shieldbreaker Drill doesn't travel as far. Blade Coaster provides Meta Knight with more horizontal distance, but at the cost of 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 Piercer provides less distance. Stealth Smasher allows Meta Knight to travel a further distance, but is slower and does not grant intangibility. | Custom specials: High-Speed Drill has greater horizontal distance than Drill Rush at the cost of the ability to change the angle. Shieldbreaker Drill doesn't travel as far. Blade Coaster provides Meta Knight with more horizontal distance, but at the cost of 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 Piercer provides less distance. Stealth Smasher allows Meta Knight to travel a further distance, but is slower and does not grant intangibility. | ||
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|{{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 low vertical lift. [[Piston Punch]] covers only vertical distance, very similar to Little Mac's recovery. <br/> | |{{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 a 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]] edge guarders. [[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 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/> | |{{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 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. | |{{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. Up special also covers more vertical distance, and Mr. Game and Watch has higher airspeed. | ||
Custom specials: Heavy Trampoline doesn't send Mr. Game & Watch as high as Fire, but is stronger. Trampoline Launch provides Mr. Game and Watch with an increased jump height, but he no longer opens his parachute at the end of the jump. | 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|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. | |{{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 very high ending lag in the air and does not sweet spot the ledge. Flower Bomber travels a much shorter distance than her regular Peach Bomber. Parasol High Jump gives more vertical distance than her regular Parasol. However, she never opens her parasol, leaving herself helpless afterward. It additionally lacks a hitbox. Light Parasol gives a lower initial jump. However, for about 3 seconds she gains additional vertical recovery every time she opens her parasol, before entering helplessness for good. Grumpy Toad removes the default's stalling abilities. | Custom specials: Flying Peach Bomber sends Peach diagonally upward a good distance, but it causes her to descend when the animation is over with a very high ending lag in the air and does not sweet spot the ledge. Flower Bomber travels a much shorter distance than her regular Peach Bomber. Parasol High Jump gives more vertical distance than her regular Parasol. However, she never opens her parasol, leaving herself helpless afterward. It additionally lacks a hitbox. Light Parasol gives a lower initial jump. However, for about 3 seconds she gains additional vertical recovery every time she opens her parasol, before entering helplessness for good. Grumpy Toad removes the default's stalling abilities. | ||
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|{{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 edge guards 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 edge guarders. | ||
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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 poor horizontal | |{{SSB4|Robin}}||Robin's main recovery tool is [[Elwind]], which gives Robin great vertical height but a poor horizontal distance. 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 edge guarders. | ||
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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|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 wind box 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-sweet spot 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. The Shield Art 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 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 | |{{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 lack 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 sweet spots 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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