Recovery: Difference between revisions

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→‎List of recoveries in Super Smash Bros.: No point in listing something that doesn't help
(→‎List of recoveries in Super Smash Bros.: No point in listing something that doesn't help)
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|{{SSB|Captain Falcon}}|| [[Falcon Dive]] does not give much distance and cannot grab foes hanging onto the ledge. If it makes contact in mid-air, it will restore the opponent's midair jump, and Captain Falcon can use the move again. [[Falcon Punch]] can be used for some horizontal distance, as well as vertical distance if angled up.
|{{SSB|Captain Falcon}}|| [[Falcon Dive]] does not give much distance and cannot grab foes hanging onto the ledge. If it makes contact in mid-air, it will restore the opponent's midair jump, and Captain Falcon can use the move again. [[Falcon Punch]] can be used for some horizontal distance, as well as vertical distance if angled up.
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|{{SSB|Donkey Kong}}|| [[Spinning Kong]] is his primary recovery. It provides a short vertical distance but a long horizontal distance. It also provides [[invincibility frames]] at the tip of his hands, but the move is incredibly vulnerable from above. [[Giant Punch]] can be used for a slight forwards boost, but is largely useless due to its endlag.
|{{SSB|Donkey Kong}}|| [[Spinning Kong]] is his primary recovery. It provides a short vertical distance but a long horizontal distance. It also provides [[invincibility frames]] at the tip of his hands, but the move is incredibly vulnerable from above.
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|{{SSB|Fox}}|| [[Fire Fox]] is his primary recovery. It can be used in any direction but pulls him down a little while charging. His [[Reflector (move)#Fox|Reflector]] slows down his fall speed.
|{{SSB|Fox}}|| [[Fire Fox]] is his primary recovery. It can be used in any direction but pulls him down a little while charging. His [[Reflector (move)#Fox|Reflector]] slows down his fall speed.
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