Recovery: Difference between revisions

602 bytes added ,  8 years ago
→‎List of recoveries: Corrin's recovery + Bayonetta disjoint
(→‎List of recoveries: Corrin's recovery + Bayonetta disjoint)
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==List of recoveries==
==List of recoveries==
{{Incomplete|Corrin}}
It is notable that in ''[[Super Smash Bros. Melee]]'', an [[air dodge]] while tilting the [[control stick]] would allow some vertical and/or horizontal recovery, though it puts users in a [[helpless]] state. Note that if the recovery is the same in each game, it will not be mentioned. Due to increased floatiness and the fact that it's easier to grab a ledge, recoveries as a whole appear to be greater in ''Brawl'' and ''SSB4'' than those in ''Melee'' and ''Smash 64''.
It is notable that in ''[[Super Smash Bros. Melee]]'', an [[air dodge]] while tilting the [[control stick]] would allow some vertical and/or horizontal recovery, though it puts users in a [[helpless]] state. Note that if the recovery is the same in each game, it will not be mentioned. Due to increased floatiness and the fact that it's easier to grab a ledge, recoveries as a whole appear to be greater in ''Brawl'' and ''SSB4'' than those in ''Melee'' and ''Smash 64''.
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||Bayonetta's primary recovery is [[Witch Twist]], which sends her a short distance upward. However, unlike most recoveries, she is not left helpless at the end of the move, allowing her to perform a double jump after it, followed by a second Witch Twist. She also can use [[Heel Slide|After-Burner Kick]], which goes at an upward angle and can be used again if she hits an opponent. Both of these attacks can be used to recover together, but the more attacks she uses while in the air, the longer she has to recover when she lands on the ground.
||Bayonetta's primary recovery is [[Witch Twist]], which sends her a short distance upward. However, unlike most recoveries, she is not left helpless at the end of the move, allowing her to perform a double jump after it, followed by a second Witch Twist. She also can use [[Heel Slide|After-Burner Kick]], which goes at an upward angle and can be used again if she hits an opponent. Both of these attacks can be used to recover together, but the more attacks she uses while in the air, the longer she has to recover when she lands on the ground. Both attacks also have large distjointed hitboxes (especially Witch Twist), which can make it difficult to edgeguard her.
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|[[Bowser]]
|[[Bowser]]
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||Cloud's recovery is incredibly lacking. Climhazard only covers a mediocre vertical distance, and virtually no horizontal distance, and a panicky player may accidentally activate the downward attack, sending them down into the pit. Cloud can boost the vertical distance recovered with [[Climhazzard]] by using it with a full [[Limit Charge|Limit Gauge]]; however, this is assuming he is in Limit state when knocked off the ledge in the first place. On the other hand, he can also do a wall jump, and has good height on his second jump.
||Cloud's recovery is incredibly lacking. Climhazard only covers a mediocre vertical distance, and virtually no horizontal distance, and a panicky player may accidentally activate the downward attack, sending them down into the pit. Cloud can boost the vertical distance recovered with [[Climhazzard]] by using it with a full [[Limit Charge|Limit Gauge]]; however, this is assuming he is in Limit state when knocked off the ledge in the first place. On the other hand, he can also do a wall jump, and has good height on his second jump.
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|[[Corrin]]
||N/A
||N/A
||N/A
||Corrin's main recovery move is [[Draconic Ascent]]. The attack can be angled as well: angling it behind Corrin causes him to go straight up, providing as much vertical distance as a grounded jump + double jump, while angling it in front of him will reduce the vertical distance while giving it more horizontal distance. Corrin's back aerial will also propel him forward slightly, similarly to R.O.B.'s. [[Dragon Lunge]] may also be used to stick to a wall and stall.
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|[[Dark Pit]]
|[[Dark Pit]]
||N/A
||N/A
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