Recovery

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Peach recovers using her Up Special Move, the Parasol.
A recovery in Super Smash Bros.

A recovery is the attempt to return on-stage after being knocked off. Some tools to achieve this end are the second jump and the third jump (usually an up Special Move). Some recovery moves only go nearly straight up, while others are for long horizontal differences.

For many characters, recovery can be augmented or replaced by moves other than the standard second jump plus up special. This page documents the maximum recovery potential of each character. In the case that a character has multiple recovery options for horizontal or vertical movement, both are listed.

List of Recoveries

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It is notable that in Melee, an air dodge while tilting the Control stick would allow some vertical and/or horizontal recovery.

Bowser

The Whirling Fortress is Bowser's most efficient recovery. In Brawl, if he can grab another character with the Flying Slam, he can use the vertical movement of that move to augment his recovery, but only before he has used his up special.

Captain Falcon

In SSBM, the Falcon Kick would allow Falcon to regain his 2nd jump in midair, and move him forward somewhat. Raptor Boost is also a good horizontal recovery move, even more so in Brawl where it bounces up upon striking, although missing puts him in a helpless state. In Melee, using the Falcon Dive is usually better, as Raptor Boost does not automatically sweetspot edges.

Charizard

Charizard has an extra mid-air jump and the ability to glide. Fly provides the most vertical distance of his moves.

Diddy Kong

Diddy Kong can use his side special Monkey Flip to move forward a fairly large distance. Provided that the attack or special buttons are not pressed - which would cause Diddy to stick his foot out - his Rocketbarrel Boost and mid-air jump can be used after a Monkey Flip. Additionaly, he can use the blast from his charged Peanut Popgun. Because Diddy faces the dirction he was hit, and the charged Peanut Popgun blasts him the opposite direction, the control stick has to be slightly tilted the opposite direction Diddy's facing to be blasted towards the stage. An instructional video by the finder can be seen. [1]

Donkey Kong

Donkey Kong does not have any special recovery techniques, but his Headbutt slows both horizontal and vertical momentum. His Spinning Kong can be used for extremely long horizontal recovery, but poor vertical recovery.

Dr. Mario

Dr. Mario can use the Super Sheet (side special) to propel himself forward a bit and slow his fall speed. Also, if the player rapidly presses B during the Dr. Tornado, he rises up in the air. His up special can be used following either or both of these moves.

Falco

Falco's recovery is dependent on the direction that is needed. For vertical movement, the Fire Bird is the primary move, while the Falco Phantasm is the best choice for horizontal movement. In Brawl, Fire Bird gives poor distance and in both Melee and Brawl it has lots of start-up lag, making it very easy to edge guard, though Falco Phantasm in Brawl gives great horizontal distance and almost no start-up.

Fox

Fox has the same options on recovery as Falco (Fox Illusion, Fire Fox), but Fire Fox has a lot of start-up making it easy to edge-guard. In addition, his reflector greatly slows his fall speed, but at the cost of his horizontal momentum as well. Also, his Forward aerial can slow down his momentum, propel him slightly to the side he's facing and slightly upwards. In SSBB His forward aerial can also be used to "foxcopter". Hitting jump (Y) while sliding into F-A will cause fox to jump and f-air at the same time adding height to his jump while moving forward. He can also "shine stall" spamming his shield by holding D-tilt and mashing B will make fox sort of float drop extremely slow giving extra time to recover.

Ganondorf

In Melee, the Wizard's Foot would give Ganondorf his second jump back, allowing for large horizontal recoveries. In Brawl, he is forced to use either the Flame Choke for horizontal movement or the Dark Dive for vertical recovery.

Ice Climbers

Belay is an incredible recovery move when both Ice Climbers are present, and is a tether. Squall Hammer can also be used to recovery, and with a solo Ice Climber, it becomes the only move of choice. Rapidly pressing B allows the Climber to gain some height.

Ike

Ike is limited to either vertical recovery (Aether) or horizontal (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.

Ivysaur

Ivysaur's U-Air and D-Air either propel him downward or upward respectively. Due to the small size of the upward boost, it is actually more helpful in getting more horizontal distance to set up his Vine Whip Tether Recovery, however he is extremely vulnerable to edge-hoggers.

Jigglypuff

Jigglypuff is capable of using its Rising Pound technique for unlimited horizontal distance. While it lacks an up special that grants vertical distance, its five mid air jumps provide the same height that most characters can get from up specials. It also has the lowest falling speed and the highest air speed, after Yoshi. Also, if you are near either of the side Blast lines, sometimes Rollout can be useful.

King Dedede

King Dedede has four mid-air jumps, along with an incredibly high up special. While his mid-air jumps are the smallest of any character and he has the worst lateral air movement, he is still capable of huge recoveries due to the Super Dedede Jump.

Kirby

Kirby's recovery consists of five midair jumps and the Final Cutter for good vertical movement. Final Cutter is rather defective though. if you miss the ledge, you go plumetting downwards and have no chance of recovering. It is a more offensive move and should be used when normally attacking on solid ground. In addition, by using a forward aerial after each jump and tilting the control stick slightly up, Kirby can perform a technique similar to Rising Pound, albeit not infinitely. In addition, Kirby can use his Hammer to move diagonally down to recover from the upper-corners while preventing interference. This is similar to Samus' Bomb Recovery.

Link

Most recovery moves are also effective ground attacks, such as Link's Spin Attack.

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). Also, in SSBM, the Hookshot grabs onto walls, and in SSBB, the Clawshot (its replacement) is a Tether Recovery. Despite these techniques he has the worst recovery in SSB and arguably the shortest in SSBB due to terrible distance of Spin Attack, fast fall, poor jump and average air speed while in Brawl his air speed is even worse with addition of his original poor stats for recovery, but Spin Attack is a better recovery move in SSBB than in SSB.

Lucario

Interestingly, Lucario's dair stops all momentum, making it easier to recover. Its recovery, ExtremeSpeed, is also "bendable". Lucario also possesses a unique trait, the ability to wall jump after using his third jump. This only takes effect if Lucario reaches the wall before Extremespeed ends and is very useful on stages with space to wall jump under the ledge, such as Final Destination but because extreme speed doesn't make opponents flinch, he is extremely vulnerable to edge-hoggers. Additionally, due to having the highest wall jump and his floatiness, he can jump and wall cling/jump straight up a wall without having to have another one.

Lucas

Lucas has multiple recovery options: the standard PK Thunder, his Rope Snake (which functions as a tether recovery), Zapjump, Magnet Pull, and Wave Zap. He can also use his PSI Magnet to stall in the air. Additionally, if holding an item, he can gain a large vertical distance equal to a Zap Jump by throwing the item up and midair jumping at the same time. Also using a D-air right after your jump will propel him in the air.

Luigi

Luigi's Green Missile, combined with the mobility of the Luigi Cyclone, give a hard-to-match horizontal recovery. In addition, both moves can be used in combination with Super Jump Punch, since neither of the two makes Luigi helpless.

Mario

File:Recovery.jpg
Mario recovering from a fall.

Mario can use the Cape to propel himself forward a bit. Also, if the player rapidly presses B during the Mario Tornado, in SSB and SSBM, he rises up in the air. This does not work in Brawl, as it has been replaced with the F.L.U.D.D..

Marth

Marth's side special (Dancing Blade) slows his fall speed and propels him forward if only the first attack of the combo is used. But works best in SSBM This does not put him in a helpless state. In Brawl, a charged Shield Breaker or even uncharged if shorter distance will also propel Marth very forward and leave him open to perform more attacks. His Dolphin Slash can be used for quick vertical recovery, but self stage spikes if hits lips under ledges.

Meta Knight

Meta Knight is gifted with multiple mid air jumps and the ability to glide. In addition, all of his special moves can be used as recovery moves, although all of them put him in helpless animation. The Shuttle Loop is notable in that it allows him to perform a second glide after using it (helpless animation begins after the glide is terminated).

Mewtwo

Mewtwo's large second jump, slow fall speed, and high air speed allow for long recoveries even before his up special, Teleport. The massive recoil of Shadow Ball can also help in recovery. Confusion can also help him gain some distance once in the air.

Mr. Game & Watch

Mr. Game & Watch has no particular recovery techniques besides the standard second jump plus up special. He is one of the few characters who doesn't become helpless after using his recovery (Brawl only).

Ness

Ness has no particular recovery techniques besides the standard second jump plus up special, although his PSI Magnet slows his fall speed somewhat. Yet, his Up+B can't be used like normal attacks to help him recover and he is extremely vulnerable to edge-guarding by touching the bolt. The player must guide the PK Thunder towards Ness' body at the right angle so he'll fly upwards.

Peach

Peach has the ability to float, allowing her to maintain the same vertical position while moving horizontally. She can stall by using Toad, as it allows her to hover for a brief time. In addition, her side special (Peach Bomber) can be used to climb up walls. Both of these techniques can be followed with an up special. However, in Brawl it lacks vertical recovery as her midair jump is very short and her up special doesn't gain much vertical height.

Pichu

Pichu can use his Skull Bash (side special) to travel great horizontal distances, and then follow it with an up special.

Pikachu

In Melee and Brawl, Pikachu can perform the same recovery techniques as Pichu. In the original, he is limited to his up special. His up special is one of the hardest to stop since it goes in any direction the player wants.

Olimar

File:Pikmin 080111j-l.jpg
Olimar using a tether recovery.

Olimar lacks any move besides his second jump that gives him vertical movement in the air. He is limited to using his up special as a tether recover and since he becomes helpless after his up special, he is extremely vulnerable to edge-hoggers.

Pit

Pit has multiple mid air jumps, the ability to glide, and his Wings of Icarus which give him the second largest vertical recovery in the game, however if they attack him after his up special is used/while using it, he will enter helpless state and fall to his doom.

R.O.B.

R.O.B. can use his up special multiple times in the air, although the total time is the same. It is the greatest verticle recovery in the game. However, using the Robo Burner in segments, even quick ones, adds recovery distance. In addition, his back aerial propels him forward each time it is used, and his down aerial causes him to stay stationary about one second. However, he can't air dodge after using his up special, but he can use a quick attack, such as Uair or Fair to cancel Robo Burner for a while, and air dodge.

Roy

Roy can perform the same recovery techniques as Marth in Melee. However, his faster falling speed, slower air speed, less forward motion on side special, and greater lag after side special combine to make his recovery inferior to Marth's. To compensate for this, his Up-B move, Blazer, can be aimed to go anywhere from diagonally upward to directly vertical depending on where the control stick is tilted after the inital Up-B.

Samus

Samus's Morph Ball Bombs can be used to perform a Bomb recovery. In addition, she can use her grab as a tether recovery. Lastly, she can utilize her Screw Attack to gain vertical height. Recovery techniques are best in SSBM with arguably the best recovery in it but her recovery is only decent in SSB and SSBB.

Sheik

In Melee, for long distance recoveries with Sheik, players would switch to Zelda, as her recovery is strictly better. However, due to the longer change times in Brawl, this has become inadvisable. Instead, Sheik can now use her chain as a tether recovery.

Snake

Snake can use his C4 on himself in mid-air to get his up special back just as Link can as almost infinite recovery. His up special is his Cypher, a flying stealth camera. On the downside, if he is grabbed while he is using or has used the move and is not thrown, he cannot use the Cypher again. Additionally, it's very easy to edge-guard when he uses it from below but the super armor from attacks that deal 7% or less helps a bit.

Sonic

Sonic's greatest vertical recovery is provided by his Spring Jump. His other special moves can provide more horizontal distance, but they cannot be used after his up special. It is recommended that you use his Spin Dash move for horizontal recovery and jump out of it for a bit of vertical recovery, use his Homing Attack for close-range recovery, and Spring Jump for desperate vertical recovery. Like Snake, if he is grab released without pummeling after using his Spring Jump, he cannot use any of his specials again.

Squirtle

Squirtle can use Withdraw to aid its horizontal recovery, although it continues to fall during this move. Also, its Waterfall can be used for vertical/diagonal recovery, although it leaves Squirtle in a helpless state.

Toon Link

Like Link, Toon Link can use a Bomb Recovery or a Tether Recovery followed by a Spin Attack.

Wario

Wario can use his bike to gain a third mid-air jump. Also, if he uses a half or fully charged Wario Waft, it rockets him up farther than his actual recovery if it has fully charged. Since his Corkscrew leaves him helpless, it shoudl only be used as a last resort. A great recovery when he is able to use his bike but poor when he can't.

Wolf

Wolf is more limited in recovery options than Fox and Falco. His side special (Wolf Flash) covers much less ground than either of theirs, 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 has the worst accuracy and smallest edge sweetspot of the three (although it charges faster to make it harder to edge-guard during start-up).

Yoshi

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 has the fastest air speed that is even faster than Jigglypuff's. Yoshi's Egg Roll had a place of recovery in Melee, but very little. Yoshi's Egg Throw in Brawl gives him a slight hop in mid air.

Young Link

Like Link, Young Link can use a Bomb Recovery or a Tether Recovery or a Spin Attack. The Bomb Recovery will help after the Spin Attack.

Zelda

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.

Zero Suit Samus

Zero Suit Samus has two tether recoveries (Plasma Whip for horizontal recovery, and Plasma Wire for vertical recovery) and can use Flip Jump. Her 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 you are in a situation where tether recovery will not work, whether the ledge cannot be sweet spotted or it is being edge-guarded by another character. None of her moves permit her helplessness, so her moves can be used multiple times. Also, if tap jump is on and she hasn't used her second jump, she will rise a bit when using Plasma Wire, as can most characters.