Recovery: Difference between revisions

Italicize all game names.
(→‎List of recoveries: Updated Zelda's SSB4 info)
(Italicize all game names.)
Tag: Mobile edit
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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|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|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.
||Despite the far distance Farore's Wind gains, her recovery is considered one of the worst in ''Brawl''; 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 one of the worst in ''Brawl''; 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.  
||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 slightly greater damage and launch potential than it did in Brawl.
||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 slightly greater damage and launch potential than it did in ''Brawl''.
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|[[Zero Suit Samus]]
|[[Zero Suit Samus]]
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