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 this is used, the tether will automatically snap or connect to it. Pressing the standard attack button after grappling a ledge will pull the character to that ledge. If the ledge is currently occupied when a tether recovery is used, it will fail to grab. If a player ledge-drops after tethering, they can re-tether for a set number of times. If used a lot, it won't grab the ledge no matter how close the player is to it, and the player will have to make use of his or her remaining jumps. 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 Super Smash Bros. Melee, no longer put characters in a helpless animation if they miss, although up special tether recoveries do (with the exception of Zero Suit Samus).
Many of these moves have longer range than regular recoveries and also home in on the ledge, allowing for better control. On the downside, they can be edgehogged, making the recovery useless (although, if done correctly, the player can take his/her enemies down with him/her if the tether hits the opponent). In addition, none of the other players can grab the ledge while a player is attached to it with a tether, making it a way to edgehog the other players. Tether Recoveries can't work on ledges like drop blocks and icy edges.
 List of tether recoveries
- Note that characters that have tether recoveries as a special move cannot use their extended grab as one.