Editing Recovery

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|{{SSBM|Ice Climbers}}|| [[Belay]] covers a vast distance when both [[Ice Climbers]] are present, but covers virtually no distance if one is absent. [[Squall Hammer]] can also be used to recover; with a solo Ice Climber, it becomes the only viable move, and only grants horizontal distance if used this way. [[Ice Shot]] can be used for a short hop in the air.
|{{SSBM|Ice Climbers}}|| [[Belay]] covers a vast distance when both [[Ice Climbers]] are present, but covers virtually no distance if one is absent. [[Squall Hammer]] can also be used to recover; with a solo Ice Climber, it becomes the only viable move, and only grants horizontal distance if used this way. [[Ice Shot]] can be used for a short hop in the air.
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|{{SSBM|Jigglypuff}}|| Jigglypuff's recovery has been further augmented. All jumps grant more height, giving Jigglypuff among the most versatile recoveries in the game. Having great aerial mobility and multiple recovery options, Jigglypuff is among the most difficult characters to edge guard despite having poor overall protection on its recovery. In addition, Jigglypuff's new neutral special, [[Rollout]], gives horizontal recovery, but this move puts it into a helpless state and can cause an SD, making it situational for recovery. Rising Pound is additionally easier to perform, benefitting its recovery even further.
|{{SSBM|Jigglypuff}}|| Jigglypuff's recovery has been further augmented. All jumps grant more height, giving Jigglypuff among the most versatile recoveries in the game. Having great aerial mobility and multiple recovery options, Jigglypuff is among the most difficult characters to edge guard despite having poor overall protection on its recovery. In addition, Jigglypuff's new neutral special, [[Rollout]], gives horizontal recovery, but this move puts it into a helpless state and can cause an SD, making it situational for recovery. Rising Pound is additionally easier to perform, benefitting her recovery even further.
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|{{SSBM|Kirby}}|| Final Cutter gives less vertical distance and is much weaker, but can now grab ledges from behind. Kirby also has lower airspeed, but all of his jumps give more height.
|{{SSBM|Kirby}}|| Final Cutter gives less vertical distance and is much weaker, but can now grab ledges from behind. Kirby also has lower airspeed, but all of his jumps give more height.
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|{{SSBM|Mr. Game & Watch}}|| Mr. Game & Watch's recovery is limited to his jump and [[Fire]], though Fire does provide large vertical recovery.
|{{SSBM|Mr. Game & Watch}}|| Mr. Game & Watch's recovery is limited to his jump and [[Fire]], though Fire does provide large vertical recovery.
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|{{SSBM|Ness}}|| Despite already being an exploitable recovery move, PK Thunder is even more unreliable than in the previous game despite traveling faster; it has shorter distance than  it did previously and with drastically greater ending lag to boot, while it is much weaker as an attack and no longer auto-sweetspots the ledge, causing it to be considered a contender for the worst recovery move in the game. However, the tail of the PK Thunder has been made slightly longer, giving Ness slightly more protection during the attack.
|{{SSBM|Ness}}|| Despite already being an exploitable recovery move, PK Thunder is even more unreliable than in the previous game despite travelling faster; ithas shorter distance than  it did previously and with drastically greater ending lag to boot, while it is much weaker as an attack and no longer auto-sweetspots the ledge, causing it to be considered a contender for the worst recovery move in the game. However, the tail of the PK Thunder has been made slightly longer, giving Ness slightly more protection during the attack.
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|{{SSBM|Peach}}|| To compensate for having a very small double jump, [[Peach]] has the ability to [[float]], allowing her to maintain the same vertical position while moving horizontally. She can stall by using {{b|Toad|move}}, as it allows her to hover for a brief time. In addition, her side special, [[Peach Bomber]], can be used repeatedly to climb up walls. Both of these techniques can be followed by [[Peach Parasol]]. [[Peach Parasol]] has subpar vertical distance but incredible horizontal distance. A [[Bob-omb]] from her down special can propel her great distances but is extremely situational.
|{{SSBM|Peach}}|| To compensate for having a very small double jump, [[Peach]] has the ability to [[float]], allowing her to maintain the same vertical position while moving horizontally. She can stall by using {{b|Toad|move}}, as it allows her to hover for a brief time. In addition, her side special, [[Peach Bomber]], can be used repeatedly to climb up walls. Both of these techniques can be followed by [[Peach Parasol]]. [[Peach Parasol]] has subpar vertical distance but incredible horizontal distance. A [[Bob-omb]] from her down special can propel her great distances but is extremely situational.
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!Description
!Description
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|{{SSBU|Banjo & Kazooie}}||The duo can perform two midair jumps like Charizard and Ridley. [[Shock Spring Jump]] offers decent height that slightly increases when charged, but grants little sideways movement and lacks a hitbox during the ascent. [[Wonderwing]] provides good horizontal distance and is invincible against most attacks, however using the move 5 times within a stock will cause the duo to stumble; this stumble animation moves the duo forward in the air, meaning it still can be used to extend their recovery without consuming other resources, but this is somewhat risky due to the move having no hitboxes or protection and somewhat long ending lag when used with no feathers. Neither moves put Banjo & Kazooie into their [[helpless]] state, so these moves can be used together along with their midair jumps and air dodge. Finally, the explosions from [[Rear Egg]]'s grenade eggs can be used to [[Bomb recovery|regain the duo's recovery moves]], much like Snake's C4.
|{{SSBU|Banjo & Kazooie}}||The duo can perform two midair jumps like Charizard and Ridley. [[Shock Spring Jump]] offers decent height that slightly increases when charged, but grants little sideways movement and lacks a hitbox during the ascent. [[Wonderwing]] provides good horizontal distance and is invincible against most attacks, however using the move 5 times within a stock will render the move useless. Neither moves put Banjo & Kazooie into their [[helpless]] state, so these moves can be used together along with their midair jumps and air dodge. Finally, the explosions from [[Rear Egg]]'s grenade eggs can be used to [[Bomb recovery|regain the duo's recovery moves]], much like Snake's C4.
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|{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to sweet spot ledges, and can no longer sweet spot ledges from behind at all. However, the reintroduction of directional air dodges gives Bayonetta an extra, somewhat useful recovery option.
|{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to sweet spot ledges, and can no longer sweet spot ledges from behind at all. However, the reintroduction of directional air dodges gives Bayonetta an extra, somewhat useful recovery option.
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|{{SSBU|Bowser}}||[[Whirling Fortress]] does not travel as far.
|{{SSBU|Bowser}}||[[Whirling Fortress]] does not travel as far, but the final hit launches farther, making it slightly more difficult to punish.
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|{{SSBU|Bowser Jr.}}||[[Clown Kart Dash]] allows Bowser Jr. to keep his double jump when canceled. However, he can no longer air dodge out of it.
|{{SSBU|Bowser Jr.}}||[[Clown Kart Dash]] allows Bowser Jr. to keep his double jump when canceled. However, he can no longer air dodge out of it.
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|{{SSBU|Lucario}}||[[Extreme Speed]] has less end lag and landing lag and now has a hitbox when it crashes into a surface, but it now stalls at the end and is somewhat more awkward to control.
|{{SSBU|Lucario}}||[[Extreme Speed]] has less end lag and landing lag and now has a hitbox when it crashes into a surface, but it now stalls at the end and is somewhat more awkward to control.
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|{{SSBU|Lucas}}||[[PK Thunder]], along with many other moves, now has arrows pointing in the direction he will get launched. The window for using PK Thunder again after bouncing off a wall has increased, but the move carries less momentum than before, slightly reducing its distance. Additionally, Lucas's air dodge gives him the highest momentum and longest distance of all air dodges in the game, tied with {{SSBU|Ness}}.
|{{SSBU|Lucas}}||[[PK Thunder]], along with many other moves, now has arrows pointing in the direction he will get launched. The window for using PK Thunder again after bouncing off a wall has increased, but the move carries less momentum than before, slightly reducing its distance.
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|{{SSBU|Lucina}}||Lucina's recovery is largely unchanged from ''Smash 4''.
|{{SSBU|Lucina}}||Lucina's recovery is largely unchanged from ''Smash 4''.
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[[Photon Edge]] can be used to recovery horizontally, but it leaves Mythra vulnerable at the ledge due to not sweetspotting it and having to wait a bit before being able to grab it after the move's last hit comes out. The move also leaves her helpless should she recover high. Mythra can also [[Swap to Pyra]] in order to use her recovery.
[[Photon Edge]] can be used to recovery horizontally, but it leaves Mythra vulnerable at the ledge due to not sweetspotting it and having to wait a bit before being able to grab it after the move's last hit comes out. The move also leaves her helpless should she recover high. Mythra can also [[Swap to Pyra]] in order to use her recovery.
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|{{SSBU|Ness}}||Similar to {{SSBU|Lucas}}, Ness's [[PK Thunder]] now has an arrow pointing in the direction he will get launched. PK Thunder itself travels farther and has greater intangibility, and the window for reusing the move after bouncing off a wall has lengthened. Additionally, Ness's air dodge gives him the highest momentum and longest distance of all air dodges in the game, tied with Lucas.
|{{SSBU|Ness}}||Similar to {{SSBU|Lucas}}, Ness's [[PK Thunder]] now has an arrow pointing in the direction he will get launched. PK Thunder itself travels farther and has greater intangibility, and the window for reusing the move after bouncing off a wall has lengthened.
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|{{SSBU|Olimar}}||[[Winged Pikmin]] travels less distance with consecutive uses.
|{{SSBU|Olimar}}||[[Winged Pikmin]] travels less distance with consecutive uses.
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|{{SSBU|Samus}}||Samus's recovery appears largely unchanged from ''Smash 4''.
|{{SSBU|Samus}}||Samus's recovery appears largely unchanged from ''Smash 4''.
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|{{SSBU|Sephiroth}}||Sephiroth can aim [[Blade Dash / Octaslash]] in any direction. Blade Dash is achieved by tapping the special button, while Octaslash is activated by holding the button. Blade Dash will always immediately snap to the ledge, but has a weak and small hitbox. Octaslash, which takes longer to activate and travels slightly farther than Blade Dash, usually overshoots to above the ledge, but has a large hitbox that hits multiple times. Also, Sephiroth's forward aerial can penetrate the side of a stage and hold him in the air briefly, allowing him to jump afterwards for additional vertical distance or feint his opponents. If [[Winged Form]] is active, Sephiroth will acquire an extra midair jump and improved air speed and acceleration, improving his recovery.
|{{SSBU|Sephiroth}}||Sephiroth can aim [[Blade Dash / Octaslash]] in any direction. Blade Dash is achieved by tapping the special button, while Octaslash is activated by holding the button. Blade Dash will always immediately snap to the ledge, but has a weak and small hitbox. Octaslash, which takes longer to activate and travels slightly farther than Blade Dash, usually overshoots to above the ledge, but has a large hitbox that hits multiple times. Also, Sephiroth's forward aerial can penetrate the side of a stage and hold him in the air briefly, allowing him to jump afterwards for additional vertical distance or feint his opponents.
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|{{SSBU|Sheik}}||Sheik's recovery appears largely unchanged from ''Smash 4''.
|{{SSBU|Sheik}}||Sheik's recovery appears largely unchanged from ''Smash 4''.

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