Recovery: Difference between revisions

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||Wolf is more limited in recovery options than Fox and Falco.  His side special, [[Wolf Flash]], covers much less ground than Fox's but more than Falco's, though it gives a fair amount of vertical recovery.  His up special provides him fast directional recovery, but he falls almost straight down after using it, and it has the worst accuracy and smallest ledge sweetspot of the three, though it also has less start-up lag; therefore, harder to edge-guard.  
||Wolf is more limited in recovery options than Fox and Falco.  His side special, [[Wolf Flash]], covers much less ground than Fox's but more than Falco's, though it gives a fair amount of vertical recovery and can semi-spike or meteor smash at the end of the move.  His up special [[Fire Wolf]] provides him fast directional recovery, but he falls almost straight down after using it, and it has the worst accuracy and smallest ledge sweetspot of the three, though it also has less start-up lag; therefore, harder to edge-guard.Wolf can wall jump to aid recovery.
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||Yoshi's recovery is hampered by the fact that he really only has his one mid air jump to use. However, his second jump is the highest in the game and gives him [[armor]], and Yoshi has the fastest air speed.
||Yoshi's recovery is hampered by the fact that he really only has his one mid air jump to use. However, his second jump is the highest in the game and gives him [[armor]], and Yoshi has the fastest air speed.
||Yoshi's [[Egg Roll]] can sometimes be used to recover, but this is uncommon and not particularly useful. The newly-added [[air dodge]] gives Yoshi a small boost to his recovery after his midair jump.
||Yoshi's [[Egg Roll]] can sometimes be used to recover, but this is uncommon and not particularly useful. The newly-added [[air dodge]] gives Yoshi a small boost to his recovery after his midair jump.
||Yoshi's [[Egg Throw]] in ''Brawl'' gives him a slight hop in midair, but his air dodge recovery is no longer useful.
||Yoshi's [[Egg Throw]] in ''Brawl'' gives him a slight hop in midair, but his air dodge recovery is no longer existent.Egg Roll grants less momentum.
||Yoshi's recovery is largely unchanged from ''Brawl'', but horizontal distance from an [[Egg Throw]] was improved.
||Yoshi's recovery is largely unchanged from ''Brawl'', but horizontal distance from an [[Egg Throw]] was improved.


Alternate specials: The High Jump custom move allows Yoshi to increase the vertical distance of his recovery, but it does not throw any eggs, favoring for a better third jump. The move can technically be used for recovery three times but the forced delay between usages makes him fall to the point where it won't be usable to increase vertical distance after the first time, only useful for horizontal recovering.
Alternate specials:High Jump allows Yoshi to increase the vertical distance of his recovery, but it does not throw any eggs, favoring for a better third jump. The move can technically be used for recovery three times but the forced delay between usages makes him fall to the point where it won't be usable to increase vertical distance after the first time, only useful for horizontal recovering.Lick can augment Yoshi's recovery with an additional hop.
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|[[Young Link]]
|[[Young Link]]
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|[[Zelda]]
|[[Zelda]]
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||[[Zelda]]'s recovery comes mainly in the form of her long-ranged up special, [[Farore's Wind]]. Additionally, she can use [[Din's Fire]] to glide horizontally short distances, much like [[Peach]]'s [[float]]. However, these moves cannot be combined as they each put Zelda into helpless animation. However, Farore's Wind is limited in direction because the number of different angles at which the move travels is low, making the move predictable.
||[[Zelda]]'s recovery comes mainly in the form of her long-ranged up special, [[Farore's Wind]]. Additionally, she can use [[Din's Fire]] to glide horizontally short distances, much like [[Peach]]'s [[float]]. However, these moves cannot be combined as they each put Zelda into helpless animation.She can utilize [[Transform]] to take advantage of Sheik's wall jump,much higher midair jump and significantly faster air speed,though Sheik has faster fall speed,much shorter distanced up special,and lacks a side special recovery option. However, Farore's Wind is limited in direction because the number of different angles at which the move travels is low, making the move predictable.
||Despite the far distance Farore's Wind gains, her recovery is considered unreliable; Zelda lacks any real alternate recovery move, and the angles at which Farore's Wind travels are very limited, while completely killing all of Zelda's momentum upon completion (she'll fall straight down after completion for a fair distance). As such, the move is very predictable, while requiring precision to grab the ledge with. The move also has very long start-up lag, making it easily edge-guarded. If Zelda lands directly on the stage after using Farore's Wind, she suffers from long ending lag, making the move easily punishable.  
||Despite the far distance Farore's Wind gains, her recovery is considered unreliable; Zelda lacks any real alternate recovery move, and the angles at which Farore's Wind travels are very limited, while completely killing all of Zelda's momentum upon completion (she'll fall straight down after completion for a fair distance). As such, the move is very predictable, while requiring precision to grab the ledge with. The move also has very long start-up lag, making it easily edge-guarded. If Zelda lands directly on the stage after using Farore's Wind, she now suffers from long ending lag, making the move easily punishable.Transforming into Sheik takes much longer and is not as useful as a result despite Sheik's new [[Chain]] and wall cling recovery.
||Zelda drifts slightly upward if the player holds the left stick up while activating Farore's Wind.  This increases the potential range of the move, but can also lead to angling the move incorrectly if the drift was unintentional.  In addition, the move has significantly greater damage and launch potential than it did in ''Brawl'', and gains even more distance if used shortly after a double jump.
||Zelda drifts slightly upward if the player holds the left stick up while activating Farore's Wind.  This increases the potential range of the move, but can also lead to angling the move incorrectly if the drift was unintentional.  In addition, the move has significantly greater damage and launch potential than it did in ''Brawl'', and gains even more distance if used shortly after a double jump.As Zelda and Sheik are now separate characters,Zelda can no longer take advantage of Sheik's less predictable recovery.


Alternate specials:
Alternate specials:
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||Zero Suit Samus has two tether recoveries. [[Plasma Whip]] can be used for horizontal recovery, and [[Plasma Wire]] can be used for vertical recovery. [[Flip Jump]] can also provide her with an extra boost to recover with. Flip Jump can help in offensive recovery in the sense that she can [[Meteor Smash]] an opponent by attacking during it and is useful if one is in a situation where a tether recovery will not work. However, if she uses tether recovery 3 times without touching the ground, the tether recovery will not work on a fourth time.   
||Zero Suit Samus has two tether recoveries. [[Plasma Whip]] can be used for horizontal recovery, and [[Plasma Wire]] can be used for vertical recovery. [[Flip Jump]] can also provide her with an extra boost to recover with. Flip Jump can help in offensive recovery in the sense that she can [[Meteor Smash]] an opponent by attacking during it and is useful if one is in a situation where a tether recovery will not work. However, if she uses either tether recovery 3 times without touching the ground, the tether recovery will not work on a fourth time.   
||The new [[Boost Kick]] is an upward recovery move with decent height, and with added KO potential to boot.
||The new [[Boost Kick]] is an controllable recovery move with real horizontal distance, and with added KO potential to boot.However it has less range and height than Plasma Wire.


Alternate specials: Plasma Dash grants Zero Suit Samus another horizontal recovery option, but it cannot grab ledges, making it situational to use when recovering.
Alternate specials: Plasma Dash grants Zero Suit Samus another horizontal recovery option, but it cannot grab ledges, making it situational to use when recovering.
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