Recovery: Difference between revisions

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Tag: Mobile edit
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|{{SSBU|Dark Samus}}||Being {{SSBU|Samus}}'s [[Echo Fighter]], Dark Samus's recovery is practically identical: {{b|Screw Attack|move}} grants decent height and protection but little horizontal distance. {{b|Bomb|Samus}} 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: {{b|Screw Attack|move}} grants decent height and protection but little horizontal distance. {{b|Bomb|Samus}} 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, severely hampering Diddy Kong's recovery, though its horizontal distance appears unchanged. [[Monkey Flip]] also grants less distance.
|{{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.
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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|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 [[Arsène]] 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 [[Arsène]] 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.
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|{{SSBU|Kazuya}}||Alongside a unique double jump that goes further than most, Kazuya's main recovery move is [[Devil Wings]], his Up Special. In spite of its ending lag, this move does not render him helpless meaning he can perform an airdodge after. The Wings can make him move left or right as well as damage nearby opponents.
|{{SSBU|Kazuya}}||Alongside a unique double jump that goes further than most, Kazuya's main recovery move is [[Devil Wings]], his up special. In spite of its ending lag, this move does not render him helpless meaning he can perform an airdodge after. Devil Wings can slightly steer him left or right as well as damage nearby opponents. Kazuya can also use [[Devil Fist]] as a short ranged horizontal recovery, but its usage is mutually exclusive with Devil Wings.
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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 make 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.
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|{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed.
|{{SSBU|King Dedede}}||[[Super Dedede Jump]] now snaps to the ledge when reversed.
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|{{SSBU|King K. Rool}}||[[Propellerpack]] travels very high (although not necessarily far horizontally) which is unusual for someone of his weight class, and the damaging propeller grants protection from [[meteor smash]]es and [[stage spike]]s. King K. Rool can also use his [[up aerial]] as an impromptu double jump in niche situations such as being launched very high and surviving, as K. Rool's recovery is geared towards going low.  
|{{SSBU|King K. Rool}}||[[Propellerpack]] travels very high (although not necessarily far horizontally) which is unusual for someone of his weight class, and the damaging propeller grants some protection from [[meteor smash]]es and [[stage spike]]s. King K. Rool can also use his [[up aerial]] as an impromptu double jump in niche situations such as being launched very high and surviving, as K. Rool's recovery is geared towards going low.  
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|{{SSBU|Kirby}}||Kirby's recovery is largely unchanged from ''Smash 4''.
|{{SSBU|Kirby}}||Kirby's recovery is largely unchanged from ''Smash 4''.
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|{{SSBU|Mythra}}||Mythra's main recovery move is [[Ray of Punishment]]. It covers a mediocre vertical distance, and causes Mythra to stall at the end. After the move is completed, Mythra can drift horizontally to cover more distance. Additionally, Mythra's air dodge gives her more distance than the majority of fighters, making it a better option than usual.
|{{SSBU|Mythra}}||Mythra's main recovery move is [[Ray of Punishment]]. It covers a mediocre vertical distance, and causes Mythra to stall at the end. After the move is completed, Mythra can drift horizontally to cover more distance. Additionally, Mythra's air dodge gives her more distance than the majority of fighters, making it a better option than usual.


[[Photon Edge]] can be used to recovery horizontally, but it leaves Mythra vulnerable at the ledge due to not sweetspotting it and having to wait a bit before being able to grab it after the move's last hit comes out. The move also leaves her helpless should she recover high.
[[Photon Edge]] can be used to recovery horizontally, but it leaves Mythra vulnerable at the ledge due to not sweetspotting it and having to wait a bit before being able to grab it after the move's last hit comes out. The move also leaves her helpless should she recover high. Mythra can also [[Swap to Pyra]] in order to use her recovery.
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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|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|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.
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|{{SSBU|Pyra}}||[[Prominence Revolt]] has a rising hit, followed by a falling hit, similar to {{SSBU|Mii Swordfighter}}'s [[Stone Scabbard]]. The move covers an average vertical distance and has almost no horizontal movement. Pyra is able to grab the ledge from deceptively low at the apex of the move.
|{{SSBU|Pyra}}||[[Prominence Revolt]] has a rising hit, followed by a falling hit, similar to {{SSBU|Mii Swordfighter}}'s [[Stone Scabbard]]. The move covers an average vertical distance and has almost no horizontal movement. Pyra is able to grab the ledge from deceptively low at the apex of the move. Pyra can also [[Swap to Mythra]] in order to use her recovery.
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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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