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Recovery Guide (info on each individual character) (WIP)

Mike4Life

Smash Rookie
Joined
Dec 10, 2015
Messages
7
General Recovery Information

Some general rules/notes for all the characters:

-the Up B is generally to be used last, since it is usually the move that sends you into freefall

-wall clinging is good for stalling and/or timing out

-all characters with tethers can, when tethering, use the momentum from going towards the stage to get a boost whilst going under the stage, which can help with getting to the ledge on the other side - this technique is called Tarzanning

-on the topic of getting to the other ledge, air dodging past the ledge you begin at increases the distance you will make

-characters have varying jump sizes

-if you know you cannot make it back to the stage, or you want to mix up your recovery, on a stage like Smashville you can try to go for a platform

-even flat maps have variables – on some, the stage doesn’t extend down far enough for a wall jump to help you recover when you otherwise couldn’t

-I will soon add information to the characters about the hitboxes on their moves (if they do damage, if they will be interrupted if a player comes in the way, etc.)

Individual Character Information

Mario - His Up B is his main recovery tool, and provides average vertical distance. It sweet spots the ledge. His Side B can be used to stall and/or turn around. His Down B provides some horizontal distance (more if charged), but it sacrifices some vertical distance, and leaves him vulnerable, so it’s rarely worth it. He also has a wall jump.

Luigi – His Up B is his main recovery tool. It provides decent vertical distance and sweet spots the ledge. His Down B also helps recover, if you spam B, but make sure you use this in tandem with the second jump, otherwise you will just fall down due to a lack of momentum. His Side B provides horizontal distance (the more charged, the more distance, but the less vertical distance since it takes some time). His Side B has a 1 in 8 chance to misfire, which provides much greater horizontal distance. If his Side B is at least mostly charged, Luigi will head-butt the stage and get stuck in it for about a second, which is useful for stalling.

Peach – Her Up B is her only form of vertical recovery, and it sweet spots the ledge. After going up, her Up B causes her to float slowly down, which can help with horizontal recovery, but leaves her extremely vulnerable. You can toggle between her having the parasol out and being in freefall by using Up B again. By holding down jump or pointing the analogue stick up, Peach can float across, which can help, mix up or stall her recovery. Her Side B also provides a quick horizontal boost. She also has 1 in 256 chance to pull out a Bob-omb, which can technically assist with her recovery, but since you can’t Down B in the air, it’s extremely rare, you’ll usually recover regardless, it does a lot of damage to you and at even medium %s will kill you, it’s practically useless.

Bowser – His Up B is his main recovery tool, and it sweet spots the ledge. It provides average vertical distance. Mash B towards the end of his Up B for more horizontal distance (press Up B, wait a little bit, and then mash). If you are directly above the ledge, you can use the Down B. The spacing on this is a bit tricky, so make sure you are accurately placed above the ledge so you sweet spot it, rather than fall to your death.

Yoshi – His main recovery tool is actually his second jump. Try not to burn it; if you’re caught off stage without your second jump, you’re pretty much doomed. If you get footstooled, you’re doomed. His Up B can also help recovery, and it can be used as many times as possible, even though it doesn’t provide much distance. Don’t use his Up B directly after your second jump, because it will cancel the jump. Similar to Bowser, his Down B can sweet spot the ledge, but it is much harder than Bowser’s, and is as such a rather risky option.

Rosalina & Luma – Her only recovery option is her Up B, which does not sweet spot the ledge. It can be angled from almost horizontal to completely vertical (even a bit backwards!). It covers a large distance.

Bowser Jr. – His main recovery tools are his Up B and Side B. His Up B provides a small amount of horizontal distance, and a decent amount of vertical distance. He is not rendered completely helpless once it is used, as he has a hammer which he can use (A) to attack with, which is a decent KOing move. Unfortunately, if he is hit with a weak move after using the Up B and being in the semi-helpless state, he will not get his Clown Kart back. His Side B provides great horizontal distance, as well as an extra jump.

Wario – His Side B is the move you’ll want to use most of the time to recover, other than when you’re reasonably far under the stage. It provides great horizontal distance, as well as an extra jump. If you are reasonably far below the ledge, the Up B has a sub-par amount of vertical distance, and sweet spots the ledge. In desperate situations, if you have the Waft (Down B) charged, you can use that to recovery. It has amazing vertical distance.

Mr. Game & Watch – His Up B is his only form of recovery. It is fast and has great vertical distance, and can be acted out of afterwards with anything (other than a jump or another Up B). It sweet spots the ledge, except at the start of the move. After the Up B goes up, a parachute comes out and provides Mr. Game & Watch with amazing horizontal distance. However, this is EXTREMELY punishable, and should only be used if you know it is the only way you can possibly get back onto the stage.

Donkey Kong – His Up B is his only form of recovery. It sweet spots the ledge. It has great horizontal distance, but TERRIBLE vertical distance. You can go slightly left and/or right whilst using the Up B. It’s also worth noting that if you use his Neutral B offstage, then you will go into freefall (unless you are just charging it).

Diddy Kong – His Up B and Side B are his two recovery moves. His Side B is quick and covers an average distance. It is safer than his Up B, which is for vertical distance, and can be angled. It sweet spots the ledge. Hold down Up B to charge the jetpack so that it goes further – just make sure you don’t go into the blast zone whilst doing so. Uncharged, the jetpack goes only a tiny distance, so charging it is generally the better option. His Neutral B can also be used to give him a slight horizontal boost. Diddy Kong also has a wall jump and a wall cling.

Link – His most optimal recovery is usually his tether (zair). It’s much faster than his Up B, and thus less punishable. His Up B is his optimal recovery option only when you are below the ledge, as it is slower. Also, if you are hit a very long way away from the stage, at you aren’t going to make it back with one Up B, pull out a bomb. Then, when you are closer to the stage, you can Up B twice, since after the first Up B (if timed correctly), the bomb will explode and you will be able to perform another Up B. His Up B sweet spots the ledge, except at the very start of the move.

Zelda – Her only recovery move is her Up B, which sweet spots the ledge. It covers a great distance, and is a teleport, so it isn’t very easy to gimp. It can be angled in any direction. You can also use her Neutral B to stall. Be warned – using her Side B offstage will send her into freefall.

Sheik – Sheik has two recovery moves – her Up B and her Side B. Her Side B provides decent horizontal distance, whilst her Up B provides decent vertical distance. Her Up B sweet spots the ledge. Her Side B can also be used as a vertical recovery if you hit the side of the stage with it, but it only helps if you know you will make the distance, because there is a lot of ending lag. Her Up B can be angled in any direction. She also has a wall jump and a wall cling. Be warned – using her Side B offstage sends her into freefall. Watch Beefy Smash Doods’ Smash 4 Wii U - Sheik's Extended Vanish video for information on how to extend the Up B distance.

Ganondorf – Ganondorf has two recovery moves – his Up B and his Side B. His Up B has poor distance, and is mostly vertical distance, although it does have some diagonal movement. It sweet spots the ledge. His Side B is entirely horizontal distance, and doesn’t go very far. Unlike some characters, using the Side B will send you into freefall. If you are high above the ledge, you can Down B to get closer to the ledge quickly.

Toon Link – His most optimal recovery is usually his tether (zair). It’s much faster than his Up B, and thus less punishable. His Up B is his optimal recovery option only when you are below the ledge, as it is slower. Also, if you are hit a very long way away from the stage, at you aren’t going to make it back with one Up B, pull out a bomb. Then, when you are closer to the stage, you can Up B twice, since after the first Up B (if timed correctly), the bomb will explode and you will be able to perform another Up B. He also has a wall jump. His Up B sweet spots the ledge, except at the very start of the move.

Zero Suit Samus – Her most optimal recovery is usually her tether, since it is the fastest. However, unlike other characters, ZSS’ tether can also be activated with the Side B – this is the better option, since you can reverse it, and it has more distance. Her Down B provides great horizontal distance, and her Up B provides mediocre vertical distance, and sweet spots the ledge. She has a wall jump, but it’s very poor.

Pit – He has three recovery options - Up B, Side B, and his jumps. He has 5 jumps, so sometimes you can simply jump up to the ledge. His Side B has average horizontal recovery, and a LOT of end lag. His Up B goes very far, and can be angled almost completely horizontally, so this is preferred over the Side B generally. His Up B doesn't sweet spot the ledge.

Palutena – Her Up B is her only recovery move. It can be angled in any direction, and sweet spots the ledge. It covers a decent distance, and is a teleport, so it isn't easy to gimp.

Marth – His Up B and Neutral B are his two recovery moves. His Up B provides decent and fast vertical distance, but doesn't sweet spot the ledge. His Neutral B, fully charged, provides some horizontal distance, but make sure you're pretty far above the ledge so you can fully charge it without dying. Also, his Side B can be used to stall.

Ike – His Up B and Side B are his two recovery moves. The Side B is preferred when possible - if you are above the ledge, charge it as much as possible, and then when in alignment with the ledge, release B and you will quickly go to the ledge. It covers a very good distance. His Up B is slower (and hence more punishable) but it is his only source of vertical recovery. Try to go as low as possible before using it, because it NEVER sweet spots the ledge.

Robin – Their only form of recovery is their Up B. It provides decent vertical distance. It is worth noting that both parts of the Up B always happen, so there is no need to hold down or press B twice.

Kirby – Kirby's recovery tools are his jumps and his Up B. He has 5 jumps, and in tandem with his Up B, he can cover both great horizontal and vertical distance. His Up B NEVER sweet spots the ledge. Certain abilities that Kirby can copy through his Neutral B can assist with recovery - Samus' (charged) gives a small horizontal boost, Lucina and Marth's (charged) give a decent horizontal boost, Meta Knight's can be used to mix up Kirby's recovery (but remember, you can't grab the ledge while using it), Little Mac's (charged) goes a huge distance, but it takes a long time to charge, so it's borderline useless, Jigglypuff's gives great horizontal distance, the more it's charged the more distance (but is quite punishable), Greninja's can stall and give some vertical distance, Shulk's Jump Monado can greatly assist your recovery, Sonic's has decent horizontal distance (but make sure it has someone to home in on), Mewtwo's charged can give a decent horizontal boost, Ryu's (any variant) can stall, Cloud's can stall and give a tiny horizontal boost (but make sure you point the analogue stick left/right), Corrin's can stall (both the shot and the bite), and Bayonetta's can give a very small stall.

King Dedede – King Dedede's recovery tools are his jumps and his Up B. He has 5 jumps, and in tandem with his Up B, he can cover great horizontal and vertical distance. It's worth noting his jumps mainly give him horizontal distance, since they are very small. At the start of his Up B, he won't sweet spot the ledge, so make sure you recover low. Also, normally, King Dedede will fall down fast and not grab the ledge with his Up B after the top of the Up B has been reached - but if you press the analogue stick up, this won't happen, as he'll instead go into freefall.

Meta Knight – Meta Knight can use all of his 4 specials to recover (but they all send him into freefall) and his 5 jumps. His Up B is usually the optimal recovery move, covering great vertical distance almost instantly. His Side B is useful when he is out of jumps and is horizontally distanced from the ledge, since it covers decent horizontal distance. It can be angled almost completely vertically, but it is not as fast as His Up B. His Neutral B is slow and covers average distance. Because of this, and the fact that you can't ever grab the ledge whilst using this move, it is practically useless, and you can only angle it left and right. His Down B covers mediocre horizontal or vertical distance (depending on where you point the analogue stick). It is, however, a teleport, so it can be used for mix ups.

Little Mac – His two recovery options are his Up B and his Side B, with mediocre vertical and horizontal distance respectively. His Up B does not sweet spot the ledge, and his Side B WILL send him into freefall. His Up B can be angled slightly. Using his Up B in tandem with the momentum of his jump will increase the height he reaches. He has a wall jump, and if you are in a position where you can wall jump, use the momentum of that instead to recover, for maximum distance.

Fox –

Falco –

Pikachu –

Charizard –

Lucario –

Jigglypuff – Her recovery moves are her Side B, Neutral B and her 5 jumps. Her jumps make most of the horizontal and vertical distance, but her Side B can be used for horizontal boosts (and a very slight vertical boost, if used correctly). Her Neutral B can be used to recover as well, and covers a great distance relatively fast, but is very punishable since you will have to land on the stage with it.


Greninja –

Duck Hunt –

R.O.B. –

Ness –

Captain Falcon –

Villager –

Olimar –

Wii Fit Trainer –

Dr. Mario –

Dark Pit – He has three recovery options - Up B, Side B, and his jumps. He has 5 jumps, so sometimes you can simply jump up to the ledge. His Side B has average horizontal recovery, and a LOT of end lag. His Up B goes very far, and can be angled almost completely horizontally, so this is preferred over the Side B generally. His Up B doesn't sweet spot the ledge.

Lucina – Her Up B and Neutral B are his two recovery moves. Her Up B provides decent and fast vertical distance, but doesn't sweet spot the ledge. Her Neutral B, fully charged, provides some horizontal distance, but make sure you're pretty far above the ledge so you can fully charge it without dying. Also, her Side B can be used to stall.

Shulk –

Pac-Man –

Mega Man –

Sonic –

Mewtwo –

Lucas –

Roy –

Ryu –

Cloud –

Corrin –

Bayonetta –

Mii Brawler (1/1/1/1) –

Mii Gunner (1/1/1/1) –

Mii Swordfighter (1/1/1/1) –
 
Last edited:

Billwally

Smash Rookie
Joined
Feb 8, 2016
Messages
15
Well I mean I'm not sure why this was needed but I like the effort put into this
 

Green Spiny

Smash Cadet
Joined
Oct 4, 2014
Messages
34
That's a lot of work, kudos to that! But some quick fixes.

Sheik – Sheik has two recovery moves – her Up B and her Side B.
You're thinking of Bouncing Fish, her Down B. Side B is the grenade. Also it does not put her into free fall...

Zero Suit Samus – Her most optimal recovery is usually her tether, since it is the fastest. However, unlike other characters, ZSS’ tether can also be activated with the Side B
Similarly, Flip Jump is Samus' Down B, Side B is her Plasma Whip.

Pit – He has three recovery options - Up B, Side B, and his jumps. He has 5 jumps, so sometimes you can simply jump up to the ledge.
Pit has 3 midair jumps, not 5.

Kirby – Kirby's recovery tools are his jumps and his Up B. He has 5 jumps, and in tandem with his Up B, he can cover both great horizontal and vertical distance. His Up B NEVER sweet spots the ledge.
"...on the way up." I know you meant that, but all caps 'NEVER' kind of suggests otherwise. xD Edit: err, maybe it's fine, idk.

I would also mention that if you're hit while recovering, you get your B-moves back but not your jumps. So choose carefully when you can.
 
Last edited:

Got4n

Smash Apprentice
Joined
Jun 2, 2015
Messages
114
Location
France
NNID
Dalil50
Nice! I gotta read everything there, altho, for Sheik, you meant down b instead of side B right? Side b puts her into tumble animation and doesn't give her any momentum :p
 

Mike4Life

Smash Rookie
Joined
Dec 10, 2015
Messages
7
Nice! I gotta read everything there, altho, for Sheik, you meant down b instead of side B right? Side b puts her into tumble animation and doesn't give her any momentum :p
Yeah, I'll edit this on the weekend, might add info for a few more characters.
 
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