A tether recovery is a type of recovery move where the player latches onto the side of an arena with an extendable item or a hook. If there is a nearby ledge when it is used, the tether will automatically snap or connect to it. Pressing the standard attack button after grappling a ledge will pull the player to that ledge. A similar move in Super Smash Bros. Melee (called the wall-grapple) existed for Link, Young Link and Samus. However, the difference between the two moves is that a tether seeks out a ledge, while wall-grapples activate when they touch any wall. In addition, throw based tether recoveries, like those that were wall grapples in Melee, no longer put characters in a helpless state if they miss, although up special tether recoveries do cause helplessness (with the exception of Zero Suit Samus).
Many of these moves have larger range than regular recoveries and also home in on the ledge, allowing for better control. However, if the ledge is currently occupied when a tether recovery is used, it will fail to grab (the player can, however, knock other players off the ledge if the tether hits the opponent). None of the other players can grab the ledge while a player is attached to it with a tether, making it a method of edge-hogging other players. Tether recoveries won't grab onto drop blocks and slippery platforms. A tether recovery can only be used three times without touching the ground; if it is used a fourth time, the tether will not grab onto the ledge, and the player will have to make use of his or her remaining jumps (with the Ice Climbers being an exception).
List of tether recoveries
- Ice Climbers - Belay (within a certain range)
- Zero Suit Samus - Plasma Wire
- Ivysaur - Vine Whip
- Olimar - Pikmin Chain
Grab airs:
- Note that characters that have tether recoveries as a special move cannot use their extended grab as one.