Recovery: Difference between revisions

547 bytes added ,  9 years ago
m (→‎List of recoveries: Added details to King Dedede's recovery. Might need attention.)
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||[[Whirling Fortress]] is his primary recovery. It provides some vertical distance and decent horizontal distance.
||[[Whirling Fortress]] is his primary recovery. It provides some vertical distance and decent horizontal distance.
||He can use [[Flying Slam]] to augment his recovery if he hasn't used Whirling Fortress. Usually, Whirling Fortress gives more distance in mid-air. If Bowser lands after using Whirling Fortress, there will be an extra animation with increased landing lag, but it can be avoided if Bowser recovers low enough.
||He can use [[Flying Slam]] to augment his recovery if he hasn't used Whirling Fortress. Usually, Whirling Fortress gives more distance in mid-air. If Bowser lands after using Whirling Fortress, there will be an extra animation with increased landing lag, but it can be avoided if Bowser recovers low enough.
||[[Flying Slam]] no longer gives Bowser any forward momentum.  
||[[Whirling Fortress]] travels significantly faster and further than it did in ''Brawl''. However, [[Flying Slam]] no longer gives Bowser any forward momentum.


Alternate specials: Bowser's second side special move propels him a fair distance horizontally and does not put Bowser into a special fall. Bowser's second up special move grants him much greater vertical distance while sacrificing a bit of horizontal distance. Bowser's third side special move propels him a greater horizontal distance than Dashing grab. Bowser's third up special move grants him insane horizontal distance.
Alternate specials: Bowser's second side special move propels him a fair distance horizontally and does not put Bowser into a special fall. Bowser's second up special move grants him much greater vertical distance while sacrificing a bit of horizontal distance. Bowser's third side special move propels him a greater horizontal distance than Dashing grab. Bowser's third up special move grants him insane horizontal distance.
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||[[Fire Bird]] is Falco's primary vertical recovery move. It has high start up lag however and does not provide a great amount of distance. [[Falco Phantasm]] provides the most horizontal distance. His [[Reflector (move)#Falco|Reflector]] can be used to slow down his fall speed.
||[[Fire Bird]] is Falco's primary vertical recovery move. It has high start up lag however and does not provide a great amount of distance. [[Falco Phantasm]] provides the most horizontal distance. His [[Reflector (move)#Falco|Reflector]] can be used to slow down his fall speed.
||Fire Bird provides less distance now. Falco Phantasm provides greater horizontal distance. The Reflector can no longer be used to slow down fall speed.
||Fire Bird provides less distance now. Falco Phantasm provides greater horizontal distance. The Reflector can no longer be used to slow down fall speed.
||[[Falco Phantasm]] no longer leaves Falco helpless.
||[[Fire Bird]]'s distance was reverted back to ''Melee''. [[Falco Phantasm]] also no longer leaves Falco helpless.


Alternate specials: Fast Fire Bird doesn't send Falco as far, but charges instantly.  
Alternate specials: Fast Fire Bird doesn't send Falco as far, but charges instantly.  
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||Fire Fox now charges with a [[flame]] hitbox and travels farther. [[Fox Illusion]] provides great horizontal distance. Also, his [[forward aerial]] can slow down his momentum and propel him diagonally.
||Fire Fox now charges with a [[flame]] hitbox and travels farther. [[Fox Illusion]] provides great horizontal distance. Also, his [[forward aerial]] can slow down his momentum and propel him diagonally.
||His forward aerial can also be used to "foxcopter". Hitting the jump button while sliding into his forward aerial will cause Fox to jump and perform a forward aerial at the same time, adding height to his jump while moving forward. He can also "shine stall" by spamming his shield - done by holding  [[down tilt]] and mashing the special button. This will greatly reduce his fall speed.
||His forward aerial can also be used to "foxcopter". Hitting the jump button while sliding into his forward aerial will cause Fox to jump and perform a forward aerial at the same time, adding height to his jump while moving forward. He can also "shine stall" by spamming his shield - done by holding  [[down tilt]] and mashing the special button. This will greatly reduce his fall speed.
||[[Fox Illusion]] no longer leaves Fox helpless.
||[[Fire Fox]]'s distance was reverted back to ''Melee''. [[Fox Illusion]] also no longer leaves Fox helpless.


Alternate specials:
Alternate specials:
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||N/A
||N/A
||[[Dark Dive]] is Ganondorf's primary recovery move. He may use [[Wizard's Foot]] to get his midair jump back, allowing for large horizontal recoveries. [[Gerudo Dragon]] may be used for some horizontal distance, although it's not very useful since it doesn't sweetspot the ledge, and leaves him [[helpless]] afterwards.
||[[Dark Dive]] is Ganondorf's primary recovery move. He may use [[Wizard's Foot]] to get his midair jump back, allowing for large horizontal recoveries. [[Gerudo Dragon]] may be used for some horizontal distance, although it's not very useful since it doesn't sweetspot the ledge, and leaves him [[helpless]] afterwards.
||[[Dark Dive]] is one of the worst recoveries in the game, providing very limited horizontal and vertical movement. Additionally, in Brawl the [[Landing lag glitch]] makes it hard for him to get-up from the ledge after recovering. He is forced to use either the [[Flame Choke]] for horizontal movement or the [[Dark Dive]] for vertical recovery, but they can't be used in the same jump. Dark Dive can also stage spike opponents, though it can be punished by [[tech]]ing. The lack of hitstun also makes many characters able to hit him out of the Dark Dive. He has also lost the ability to restore the midair jump after using Wizard's Foot.
||[[Dark Dive]] is one of the worst recoveries in the game, providing very limited horizontal and vertical movement, though it can now grab enemies hanging on ledges. Additionally, in ''Brawl'' the [[Landing lag glitch]] makes it hard for him to get-up from the ledge after recovering. His new sides special, [[Flame Choke]], can sweetspot the ledge unlike [[Gerudo Dragon]]. He is forced to use either the Flame Choke for horizontal movement or the Dark Dive for vertical recovery, but they can't be used in the same jump. Dark Dive can also stage spike opponents, though it can be punished by [[tech]]ing. The lack of hitstun also makes many characters able to hit him out of the Dark Dive. He has also lost the ability to restore the midair jump after using Wizard's Foot.
||Ganondorf's recovery appears largely unchanged from Brawl.
||Ganondorf's recovery was worsened even further due to the removal of grab armor on [[Dark Dive]] and [[Flame Choke]].


Alternate specials: Flame Wave provides a shorter dash than Flame Choke. Dark Vault provides a two-stage jump with higher vertical recovery than Dark Dive, and the first jump has more horizontal reach.
Alternate specials: Flame Wave provides a shorter dash than Flame Choke. Dark Vault provides a two-stage jump with higher vertical recovery than Dark Dive, and the first jump has more horizontal reach. Wizard's Dropkick trades off vertical descent with a horizontal movement identical to Flame Choke, but doesn't cause helplessness.
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|[[Greninja]]
|[[Greninja]]
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||N/A
||N/A
||N/A
||N/A
||Greninja's overall recovery is formidable; an addition to its high aerial jump, both [[Shadow Sneak]] and [[Hydro Pump]] give it great distance in almost any directon. The former is a teleport, which can bypass enemies if charged enough, and Hydro Pump can be angled to perform two dashes in any combination of the eight directions.
||Greninja's overall recovery is formidable; an addition to its high aerial jump, both [[Shadow Sneak]] and [[Hydro Pump]] give it great distance in almost any direction. The former is a teleport, which can bypass enemies if charged enough, and Hydro Pump can be angled to perform two dashes in any combination of the eight directions.


Alternate specials:  
Alternate specials:  
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