Recovery: Difference between revisions

63 bytes added ,  6 years ago
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||Charizard's new side special [[Flare Blitz]] provides excellent horizontal distance, although it bounces backwards slightly and takes some damage if the move hits an object. It somewhat compensates for the lack of gliding. Fly gives less armor than before but travels more vertical distance.
||Charizard's new side special [[Flare Blitz]] provides excellent horizontal distance, although it bounces backwards slightly and takes some damage if the move hits an object. It somewhat compensates for the lack of gliding. Fly gives less armor than before but travels more vertical distance.


Alternate specials: Dragon Rush isn't interrupted by hitting an enemy, and doesn't cause recoil damage, however it is slightly shorter and much weaker overall, though it is faster. Rising Cyclone significantly reduces the vertical distance granted, to the point where it hardly rises much at all, but it is almost impossible to edgeguard. Fly High grants more vertical distance, but the lack of a hitbox leaves it open for an edgeguard.
Alternate specials: Dragon Rush isn't interrupted by hitting an enemy, and doesn't cause recoil damage, however it is weaker and travels less distance, though it is faster. Rising Cyclone significantly reduces the vertical distance granted, to the point where it hardly rises much at all, but it is almost impossible to edgeguard. Fly High grants more vertical distance, but the lack of a hitbox leaves it open for an edgeguard.
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|[[Cloud]]
|[[Cloud]]
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||N/A
||N/A
||[[Belay]] is an incredible recovery move when both [[Ice Climbers]] are present. [[Squall Hammer]] can also be used to recover, and 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.
||[[Belay]] is an incredible recovery move when both [[Ice Climbers]] are present. [[Squall Hammer]] can also be used to recover, and 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.
||Popo and Nana can now both grab the ledge, and even if one climber uses [[Belay]], it will provide a small boost in the air, quite similar to Yoshi's Egg Toss. Belay additionally now functions as a tether if they are close enough to a ledge. The Ice Climbers can now utilize down aerial stall.
||Popo and Nana can now both grab the ledge, and even if one climber uses [[Belay]], it will provide a small boost in the air, quite similar to Yoshi's Egg Toss. Belay additionally now functions as a tether if they are close enough to a ledge. The Ice Climbers can now utilize down aerial stall. Squall Hammer is no longer usable for vertical recovery with a lone Ice Climber, however.
||N/A
||N/A
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He can use {{b|Inhale|Kirby}} to utilize Jigglypuff's [[Pound]] recovery.
He can use {{b|Inhale|Kirby}} to utilize Jigglypuff's [[Pound]] recovery.
||Final Cutter gives less vertical distance and is much weaker. Kirby also has lower air speed, but all of his jumps now give height.
||Final Cutter gives less vertical distance and is much weaker, but can now grab ledges from behind. Kirby also has lower air speed, but all of his jumps now give height.


Through {{b|Inhale|Kirby}}, he may use [[Rollout]], [[Shadow Ball]] and [[Toad]] to aid his recovery.
Through {{b|Inhale|Kirby}}, he may use [[Rollout]], [[Shadow Ball]] and [[Toad]] to aid his recovery.
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|[[Link]]
|[[Link]]
||Link has a variety of techniques to augment [[Spin Attack]]. [[Link's bomb]], if it explodes while he is holding it, can aid his recovery by giving him back his Spin Attack (see [[bomb recovery]]). However, his Spin Attack is arguably the worst recovery in ''SSB'' due to its short vertical and horizontal distance and poor range. This leaves Link vulnerable to [[spike]]s.
||Link has a variety of techniques to augment [[Spin Attack]]. [[Link's bomb]], if it explodes while he is holding it, can aid his recovery by giving him back his Spin Attack (see [[bomb recovery]]). However, his Spin Attack is arguably the worst recovery in ''SSB'' due to its short vertical and horizontal distance and poor range. This leaves Link vulnerable to [[spike]]s.
||In ''Melee'', the [[Hookshot]] grabs onto walls. This can be combined with an air dodge to increase the grabbing range. Link's Spin Attack covers more distance and now covers him from above. He can also throw a bomb upwards and Spin Attack into it to perform bomb recovery, rather than waiting for the bomb to explode.
||In ''Melee'', the [[Hookshot]] grabs onto walls. This can be combined with an air dodge to increase the grabbing range. Link's Spin Attack covers more distance, covers him from above, and no longer loses height during the move's duration. He can also throw a bomb upwards and Spin Attack into it to perform bomb recovery, rather than waiting for the bomb to explode.
||Link's recovery is rather poor due to the limited range of Spin Attack, fast [[falling speed]], poor midair jump, and slow air speed. Link's new grab, the [[Clawshot]], functions as a [[tether]]. Bomb recovery is less useful.
||Link's recovery is rather poor due to the limited range of Spin Attack, fast [[falling speed]], poor midair jump, and slow air speed. Link's new grab, the [[Clawshot]], functions as a [[tether]]. Bomb recovery is less useful.
||Spin Attack has noticeably buffed horizontal and vertical distance. Bombs explode sooner making them better for recovering purposes.
||Spin Attack has noticeably distance. Bombs explode sooner making them better for recovering purposes.


Alternate specials: Shocking Spin provides noticeably less distance, both horizontally and vertically, but is much stronger. Whirling Leap improves overall recovery, but deals no damage, making it easier to edgeguard. Meteor Bomb is useless for recovery, due to being a meteor smash, hindering Link's recovery potential.
Alternate specials: Shocking Spin provides noticeably less distance, both horizontally and vertically, but is much stronger. Whirling Leap improves overall recovery, but deals no damage, making it easier to edgeguard. Meteor Bomb is useless for recovery, due to being a meteor smash, hindering Link's recovery potential.
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The misfired Green Missile covers a much shorter distance.
The misfired Green Missile covers a much shorter distance.
||Luigi Cyclone and Super Jump Punch grant much less height, and the former requires more mashing to be effective. It can still allow him to maintain his current height, but will only allow him to do so once and them become ineffective as a recovery aid. Green Missile also gives him slightly more horizontal distance, and his recovery remains one of the best. The chance for Luigi to misfire his Green Missile has been lowered to {{fractions|1|10}} from {{fractions|1|8}}. Super Jump Punch has 5 more frames of landing lag.
||Luigi Cyclone and Super Jump Punch grant much less height, and the former requires more mashing to be effective. It can still allow him to maintain his current height, but will only allow him to do so once and them become ineffective as a recovery aid. Green Missile also gives him slightly more horizontal distance. The chance for Luigi to misfire his Green Missile has been lowered to {{fractions|1|10}} from {{fractions|1|8}}. Super Jump Punch has 5 more frames of landing lag.


Alternate specials: Quick Missile greatly improves horizontal distance over Green Missile, although it has very long landing lag and will cause him to slide a short distance if he hits the ground while in the animation. Burial Header provides much more vertical distance and has much less landing lag, but horizontal movement is mitigated due to significantly increased fall speed after he finishes rising. Mach Cyclone rises much higher but sacrifices horizontal movement. Fiery Jump Punch worsens the height Luigi gains, but allows for very slight control of the angle of the jump, and the larger sweetspot potentially makes the move safer from edgeguarders. Clothesline Cyclone is extremely situational due to very little momentum.
Alternate specials: Quick Missile greatly improves horizontal distance over Green Missile, although it has very long landing lag and will cause him to slide a short distance if he hits the ground while in the animation. Burial Header provides much more vertical distance and has much less landing lag, but horizontal movement is mitigated due to significantly increased fall speed after he finishes rising. Mach Cyclone rises much higher but sacrifices horizontal movement. Fiery Jump Punch worsens the height Luigi gains, but allows for very slight control of the angle of the jump, and the larger sweetspot potentially makes the move safer from edgeguarders. Clothesline Cyclone is extremely situational due to very little momentum.
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||[[Rush Coil]] is Mega Man's primary recovery move. Rush Coil does not leave Mega Man helpless. Mega Man can wall jump.
||[[Rush Coil]] is Mega Man's primary recovery move. Rush Coil does not leave Mega Man helpless. Mega Man can wall jump.


Alternate specials: Tornado Hold provides slightly less height and horizontal mobility than Rush Coil, but will damage enemies below or very near Mega Man, making him harder to edgeguard. Beat carries Mega Man noticeably higher than Rush, and allows for more left and right movement and control, but takes a brief moment before Mega Man starts rising and is slower overall, making it easier to edgeguard.
Alternate specials: Tornado Hold provides less distance than Rush Coil, but will damage enemies below or very near Mega Man, making him harder to edgeguard. Beat carries Mega Man noticeably higher than Rush, and allows for more left and right movement and control, but takes a brief moment before Mega Man starts rising and is slower overall, making it easier to edgeguard.
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|[[Meta Knight]]
|[[Meta Knight]]
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