Editing Recovery

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|{{SSBU|Hero}}||[[Woosh]] is Hero's main recovery, a tornado that launches opponents and lifts the Hero a short distance. The move can be charged to become Swoosh and Kaswoosh, each significantly increasing the move's recovery distance as well as the tornado's size. When using [[Command Selection]], Zoom will have the Hero jump extremely high into the air offscreen (provided that there is no ceiling) and back onto the stage, and Acceleratle will increase Hero's movement speed and jump height. All of these moves will use up the Hero's MP meter; he will be unable to use these moves if he doesn't have enough MP, with Woosh only granting a slight vertical boost similar to Robin's [[Elwind]].
|{{SSBU|Hero}}||[[Woosh]] is Hero's main recovery, a tornado that launches opponents and lifts the Hero a short distance. The move can be charged to become Swoosh and Kaswoosh, each significantly increasing the move's recovery distance as well as the tornado's size. When using [[Command Selection]], Zoom will have the Hero jump extremely high into the air offscreen (provided that there is no ceiling) and back onto the stage, and Acceleratle will increase Hero's movement speed and jump height. All of these moves will use up the Hero's MP meter; he will be unable to use these moves if he doesn't have enough MP, with Woosh only granting a slight vertical boost similar to Robin's [[Elwind]].
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|{{SSBU|Ice Climbers}}||[[Belay]] travels slightly farther and is more controllable when used by a solo climber. When used by both climbers, the move travels farther vertically but shorter horizontally, and the partner's hitbox can now be out prioritized. [[Squall Hammer]] doesn't travel as high when mashed and no longer snaps to the ledge.
|{{SSBU|Ice Climbers}}||[[Belay]] travels slightly farther and is more controllable when used by a solo climber. When used by both climbers, the move travels farther vertically but less horizontally, and the partner's hitbox can now be out prioritized. [[Squall Hammer]] doesn't travel as high when mashed and no longer snaps to the ledge.
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|{{SSBU|Ike}}||[[Aether]] no longer causes Ike's sword to pass through the floors of stages, hindering its safety when used near ledges.
|{{SSBU|Ike}}||[[Aether]] no longer causes Ike's sword to pass through the floors of stages, hindering its safety when used near ledges.
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|{{SSBU|Incineroar}}||[[Cross Chop]] grants decent vertical distance but little horizontal distance, though the diagonal trajectory of the descent grants more horizontal recovery than similar moves like {{SSBU|Ike}}'s [[Aether]] or {{SSBU|Chrom}}'s [[Soaring Slash]]. [[Alolan Whip]] can also be used to extend Incineroar's horizontal recovery, as the move halts its momentum and doesn't cause helplessness.
|{{SSBU|Incineroar}}||[[Cross Chop]] grants decent vertical distance but little horizontal distance, though the diagonal trajectory of the descent grants more horizontal recovery than similar moves like {{SSBU|Ike}}'s [[Aether]] or {{SSBU|Chrom}}'s [[Soaring Slash]]. [[Alolan Whip]] can also be used to extend Incineroar's horizontal recovery, as the move halts its momentum and doesn't cause helplessness.
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|{{SSBU|Inkling}}||[[Super Jump]] grants impressive height and solid horizontal distance. The move deals minor damage on startup and on landing, but the flight itself does not deal damage. [[Splat Roller]] can slightly extend Inkling's horizontal recovery and gives an extra jump.
|{{SSBU|Inkling}}||[[Super Jump]] grants solid height and horizontal distance. The move deals minor damage on startup and on landing, but the flight itself does not deal damage. [[Splat Roller]] can slightly extend Inkling's horizontal recovery and gives an extra jump.
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|{{SSBU|Isabelle}}||[[Balloon Trip]] is practically identical to {{SSBU|Villager}}'s variant of the move; Isabelle travels very high and far, but the move deals no damage, travels shorter than Villager's version of the move, and can be intercepted by popping the balloons. She can also use [[Fishing Rod]] as a tether recovery.
|{{SSBU|Isabelle}}||[[Balloon Trip]] is practically identical to {{SSBU|Villager}}'s variant of the move; Isabelle travels very high and far, but the move deals no damage, travels shorter than Villager's version of the move, and can be intercepted by popping the balloons. She can also use [[Fishing Rod]] as a tether recovery.

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