Recovery: Difference between revisions

227 bytes added ,  9 years ago
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||Ganondorf's recovery was worsened even further due to the removal of grab armor on [[Dark Dive]] and [[Flame Choke]].
||Ganondorf's recovery was worsened even further due to the removal of grab armor on [[Dark Dive]] and [[Flame Choke]].


Alternate specials: Flame Wave provides a shorter dash than Flame Choke. Dark Vault provides a two-stage jump with higher vertical recovery than Dark Dive, and the first jump has more horizontal reach. Wizard's Dropkick trades off vertical descent with a horizontal movement identical to Flame Choke, but doesn't cause helplessness.
Alternate specials: Dark Vault provides a two-stage jump with higher vertical recovery than Dark Dive, but covers less horizontal distance. Dark Fists is notably better than Dark Vault due to its slight increase to both horizontal and vertical recovery and also provides [[super armor]] to help combat against [[edge-guarding]]. Wizard's Dropkick trades off vertical descent with a horizontal movement that is significantly faster and further than Flame Choke and also doesn't cause helplessness.
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|[[Greninja]]
|[[Greninja]]
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||N/A
||N/A
||N/A
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||[[Ike (SSBB)|Ike]] is limited to either vertical recovery with [[Aether]] or horizontal recovery with [[Quick Draw]]. Both give good distances in their respective directions, but cannot be combined, limiting Ike's total recovery, which is generally poor and extremely predictable.
||[[Ike (SSBB)|Ike]] is limited to either vertical recovery with [[Aether]] or horizontal recovery with [[Quick Draw]]. Both give good distances in their respective directions, but cannot be combined, limiting Ike's total recovery, which is generally poor and extremely predictable. However, Aether has [[super armor]] right before he jumps up, giving him some resistance against [[edge-guarding]].
||Ike's recovery appears largely unchanged from Brawl. Quick Draw will no longer leave him helpless if he hits an opponent with it.
||Quick Draw will no longer leave Ike helpless if he hits an opponent with it.


Alternate specials: Close Combat provides a slightly longer dash than Quick Draw, and passes through enemies. Aether Drive sends Ike diagonally upwards, covering about as much distance as both Quick Draw and normal Aether; greatly improving his overall recovery.
Alternate specials: Close Combat provides a slightly longer dash than Quick Draw, and passes through enemies. Aether Drive sends Ike diagonally upwards, covering about as much distance as both Quick Draw and normal Aether; greatly improving his overall recovery.
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