Recovery

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Revision as of 07:51, September 7, 2010 by 76.116.186.130 (talk) (→‎Gallery: Pikmin Throw isn't a recovery.)
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Peach recovers using her Up Special Move, the Parasol.

A recovery is the attempt to return onstage after being knocked or falling 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

It is notable that in Melee, an air dodge while tilting the Control stick would allow some vertical and/or horizontal recovery. Note that if the recovery is the same in each game, it will not be mentioned.

Character SSB SSBM SSBB
Bowser N/A 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.
Captain Falcon Falcon Dive is used for vertical recoveries, but can not grab foes hanging on to the ledge. If it makes contact in mid air, it will give the opponent their mid-air jumps and Captain Falcon can use the move again. Falcon Punch can be used to increase his vertical and horizontal distance. Falcon Punch loses its potential for a recovery, as it is slower and does not provide as much distance. Falcon Kick allows Captain Falcon to regain his 2nd jump in midair. Raptor Boost is also a good horizontal recovery move, but missing will put him into a helpless state. Falcon Dive can now grab opponents hanging on to a ledge. Raptor Boost now makes Captain Falcon bounce if it hits the opponent in mid air, but using Falcon Dive is still a better and safer option because Raptor Boost has a slow start-up and almost any move can hit through it. Falcon Kick no longer lets him recover his mid-air jump. Falcon Dive, like all types of grabs, no longer grants the opponent their mid-air jump again. It can be used against edge-hoggers to stage spike them, though they can tech it.
Charizard N/A N/A Fly provides the most vertical distance out of all of his moves. Charizard has two extra mid-air jumps and can glide.
Diddy Kong N/A N/A Rocketbarrel Boost provides the most vertical distance out of all of his moves. Monkey Flip can be used as a recovery as well and can be used in conjunction with his third jump and Rocketbarrel Boost; however, if one presses the attack or special attack button during the move Diddy Kong can only use his third jump afterwards. The blast from his charged Peanut Popgun can help him recover if the control stick is tilted opposite the ledge. [1]
Donkey Kong Spinning Kong is his primary recovery. It provides a short vertical distance but a long horizontal distance. It also provides invincibility frames at the tip of his hands. Spinning Kong no longer has invincibility frames. Headbutt slows down horizontal and vertical momentum. No changes from Melee to Brawl.
Dr. Mario N/A Dr. Mario can use the Super Sheet 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. Super Jump Punch provides the best vertical distance and can be used following either or both of these moves. N/A
Falco N/A Fire Bird is the Falco's primary vertical recovery move. It has start up lag however and does not provide a great amount of distance. Falco Phantasm provides the most horizontal distance. His 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.
Fox Fire Fox is his primary recovery. It can be used in any direction but pulls him down a little. His Reflector slows down his fall speed. Fire Fox now surrounds Fox with fire. Fox Illusion provides the greatest 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 f-air 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" by spamming his shield by holding D-tilt and mashing B. This will greatly reduce his fall speed.
Ganondorf N/A In Melee, the Wizard's Foot would give Ganondorf his second jump back, allowing for large horizontal recoveries. In Brawl, Wizard's Foot 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 in Brawl, though it can be punished by teching. The lack of hitstun also makes many characters able to hit him out of the Dark Dive.
Ice Climbers N/A Belay is an incredible recovery move when both Ice Climbers are present, and is a tether. Squall Hammer can also be used to recover, and with a solo Ice Climber it becomes the only viable move. Rapidly pressing B during Squall Hammer allows the Climber to gain some height. No changes were made from Melee to Brawl.
Ike N/A N/A Ike is limited to either vertical recovery with Aether or horizontal recovery with 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 N/A N/A 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. Jigglypuff has problems recovering from below but has overall one of the best recoveries from above. Due to Jigglypuff's low aerial priority compared to others in SSB, Jigglypuff has a tough time avoiding gimps. If Jigglypuff is near either of the side blast lines, sometimes Rollout can be useful as a recovery. No changes from Melee to Brawl.
King Dedede N/A N/A While his four 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 His recovery consists of five midair jumps and the Final Cutter for good vertical movement. However, if you miss the ledge with Final Cutter, you will plummet downwards with no chance of recovery. 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. No changes from SSB to Melee. Using Hammer in the air can provide horizontal recovery.
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). In SSBM, the Hookshot grabs onto walls. Link's recovery is rather poor due to the limited range of Spin Attack, fast falling speed, poor jumps and average air speed. The Clawshot now functions as a tether.
Lucario N/A N/A Lucario's d-air stops all momentum, making it easier to recover. ExtremeSpeed is bendable, making it a versatile recovery move. Lucario also possesses a unique trait: the ability to wall cling 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. However, because ExtremeSpeed doesn't make opponents flinch, he is extremely vulnerable to edge-hoggers. Lucario is able to wall-jump repeatedly up a single wall, unlike many other characters with wall-jumps.
Lucas N/A N/A 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. Using any aerial attack right after your jump will also propel him in the air.
Luigi Luigi Cyclone can provide vertical recovery if the B button is mashed, and both Luigi Cyclone and Super Jump Punch provide diagonal recovery. However, both moves suffer from low priority. Luigi has a very gimpable recovery that is difficult to master. Super Jump Punch provides only vertical recovery and Green Missile provides only horizontal movement. Furthermore, Green Missile can misfire, propelling Luigi a great distance horizontally; this makes the move unpredictable and can either help or harm Luigi. Green Missile and Luigi Cyclone can be combined for large horizontal recovery, and Luigi Cyclone requires less button mashing to be effective. These can also be used in combination with Super Jump Punch, since neither puts Luigi into a helpless state.
Mario If the player rapidly presses B during the Mario Tornado, he rises up in the air. Super Jump Punch is the primary recovery move. Mario can use the Cape to propel himself forward a bit. Super Jump Punch and Mario Tornado are still viable recovery moves. Mario Tornado is no longer in Mario's moveset, restricting his recovery moves to Cape and Super Jump Punch.
Marth N/A Marth's side special, Dancing Blade, slows his fall speed and propels him forward if only the first attack of the combo is used. This does not put him in a helpless state. Dolphin Slash provides large vertical recovery. Shield Breaker can be used to propel Marth forward, but it leaves him open to attacks. His Dolphin Slash can be used for quick vertical recovery, but self stage spikes if hits lips under ledges. Dolphin Slash gives him the landing lag glitch.
Meta Knight N/A N/A 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). Meta Knight's huge recovery distance, both horizontally and vertically, resistance to being edge-guarded, and variety of available recovery moves make Meta Knight's recovery arguably the best in the game.
Mewtwo N/A 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. N/A
Mr. Game & Watch N/A Mr. Game & Watch's recovery is limited to his jumps and Fire, though Fire does provide large vertical recovery. Oil Panic can be used to stop downward momentum, and Fire does not put Mr. Game & Watch into a helpless state, allowing him to travel long distances.
Ness Ness' recovery is very easily edge-guarded, since he is limited to his jumps and the very slow PK Thunder. The lightning must be curved into Ness' body at an angle that will push him toward the stage. No changes from SSB to Melee. No changes from Melee to Brawl.
Olimar N/A N/A Olimar is limited to his jumps and Pikmin Chain. Pikmin Chain is a diagoN/Al tether with range that varies with the number of Pikmin Olimar has with him, making it easily edge-hogged and useless if he has no Pikmin with him.
Peach N/A 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 repeatedly to climb up walls. Both of these techniques can be followed by Peach Parasol. Peach's vertical recovery has been nerfed, as her mid-air jump now provides almost no vertical gain and her Parasol provides less vertical recovery. Her horizontal recovery remains strong, though.
Pichu N/A Pichu can use his Skull Bash to travel great horizontal distances, and then follow it with Agility. Pichu can also wall jump, which can aid his recovery in some stages like Fountain of Dreams. N/A
Pikachu Pikachu's only recovery lies in his jumps and Quick Attack, but Quick Attack provides huge recovery and is hard to counter. Skull Bash is now available as a recovery move, and Pikachu can quick attack cancel to prevent ending lag. Pikachu is now able to wall jump.
Pit N/A N/A 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 Pit is attacked while using Wings of Icarus, he will enter a helpless state and be unable to recover further.
R.O.B. N/A N/A R.O.B. can use his up special, Robo Burner, multiple times in the air; though the total time of the move is the same, using it multiple times increases vertical recovery distance. Robo Burner provides the largest vertical recovery in the game. His back aerial propels him forward, and his down aerial stops momentum.
Roy N/A Roy's recovery is very similar to Marth's, but due to his faster falling speed, slower air speed, lowered forward motion on side special, and greater lag after side special, Roy's recovery is generally inferior. Blazer, however, unlike Marth's Dolphin Slash, 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. N/A
Samus Samus' Morph Ball Bombs can be used to perform a bomb recovery and she can utilize her Screw Attack to gain vertical height. She can now use her grab as a tether recovery and her bomb recovery became more useful. Samus' recovery techniques have not changed from Melee, but her bomb recovery isn't as effective.
Sheik N/A Sheik's recovery is generally limited to her jumps and Vanish, but if a longer recovery is needed she can Transform into Zelda and use Farore's Wind. Due to increased Transformation time, it is usually no longer viable to transform into Zelda to recover. However, Sheik's chain can now be used as a tether.
Snake N/A N/A Snake can use his C4 on himself in mid-air to get his up special back (see bomb recovery). His up special is his Cypher, a flying stealth camera. Cypher covers a lot of distance, but if Snake is interrupted out of Cypher he cannot use it again. The move is very easily edge-guarded as well, but the move does provide super armor.
Sonic N/A N/A 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.
Squirtle N/A N/A Squirtle can use Withdraw to aid its horizontal recovery, although it continues to fall during this move. Waterfall can be used for vertical/diagonal recovery, although it leaves Squirtle in a helpless state.
Toon Link N/A N/A Like Link, Toon Link can use a bomb recovery or a tether recovery followed by a Spin Attack.
Wario N/A N/A Wario can use his bike to gain a third mid-air jump. Wario Waft can also send Wario rocketing upwards if it is charged. Since his Corkscrew leaves him helpless, it should only be used as a last resort.
Wolf N/A N/A 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 it has the worst accuracy and smallest edge sweetspot of the three, though it has less start-up lag and is therefore harder to edge-guard.
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 Yoshi has the fastest air speed. Yoshi's Egg Roll can sometimes be used to recover, but this is uncommon and not particularly useful. Yoshi's Egg Throw in Brawl gives him a slight hop in mid-air, but he lost his air dodge recovery.
Young Link N/A Like Link, Young Link can use a bomb recovery, tether recovery, or a Spin Attack. The bomb recovery will help after the Spin Attack. Young Link can also wall jump and his grapple is shorter then Link's grapple. N/A
Zelda N/A 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. Despite the good distance Farore's Wind gives, her recovery is one of the worst in the game because the angles at which the move travels are very limited and she falls almost straight down after using it, so it the move is very predictable and hard to sweetspot. The move also has a 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 end-lag, making the move easily punishable.
Zero Suit Samus N/A N/A 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 you are in a situation where tether recovery will not work. None of her moves leave her helpless, so her moves can be used multiple times.

Gallery