Editing Recovery

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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 wall jump and has good air speed and jump height.
|{{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 wall jump and has good air speed and jump height.
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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 them will reduce the vertical distance and provide more horizontal distance. Corrin's back aerial will also propel them 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 with  extreme distance in any direction. [[Electroshock Arm]] provides some forward movement, but will cause him to [[Tumbling|reel]] briefly and is generally 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 with  extreme distance in any direction. [[Electroshock Arm]] provides some forward movement, but will cause him to [[Tumbling|reel]] briefly and is generally a poor choice for recovery.
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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]] 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.
|{{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 them a moderate distance in the direction the player chooses while they slash. [[Hero's Spin]] is identical to Link's Spin Attack.
|{{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.


[[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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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 them no vertical height but excellent horizontal distance, and will not leave them helpless if they 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.
|{{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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