Recovery: Difference between revisions

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→‎List of recoveries in Super Smash Bros. Ultimate: Added information for the Hero, and added a row for Banjo & Kazooie
m (it moves him forward in the air and doesn't leave him helpless, so it helps with recovery)
(→‎List of recoveries in Super Smash Bros. Ultimate: Added information for the Hero, and added a row for Banjo & Kazooie)
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!Character
!Character
!Description
!Description
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|{{SSBU|Banjo & Kazooie}}||N/A
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|{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to sweetspot ledges, and can no longer sweetspot ledges from behind at all. However, the reintroduction of directional air dodges give Bayonetta an extra, somewhat useful recovery option.
|{{SSBU|Bayonetta}}||[[Witch Twist]] grants less height, takes longer to sweetspot ledges, and can no longer sweetspot ledges from behind at all. However, the reintroduction of directional air dodges give Bayonetta an extra, somewhat useful recovery option.
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|{{SSBU|Greninja}}||[[Hydro Pump]] can now be ledge canceled and no longer causes Greninja to lose its double jump if hit out of it. The move also now has an arrow pointing in the direction Greninja is moving.
|{{SSBU|Greninja}}||[[Hydro Pump]] can now be ledge canceled and no longer causes Greninja to lose its double jump if hit out of it. The move also now has an arrow pointing in the direction Greninja is moving.
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|{{SSBU|Hero}}||[[Woosh]] is Hero's main recovery, the amount of vertical distance gained depends on how long the move has been charged. Simply using the move without charging it, will give the Hero a slight bounce, slightly charging the move turns it into Swoosh and grants him higher vertical distance, and fully charging the move turns it into Kaswoosh which grants him the highest amount of vertical distance allowing the Hero to recovery far below the stage. When using [[Command Selection]], selecting the Zoom command will have the Hero jump extremely high into the air offscreen (provided that there is no ceiling) and back onto the stage. 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 for it.
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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 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.
|{{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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