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Recovery Rankings

Raijinken

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There's a handful of positions on the current chart I disagree with:

:4dedede: He should definitely be lower. His air speed is the worst in the game, and often he ends up relying on his Super Dedede Jump, which is really easy to punish unless it grabs the ledge during the ascent. This makes his recovery very predictable - B rank if you're being generous, if not B-.

:4peach: She should be a tier or two higher. Her vertical distance is pretty unspectacular (but at least it's not the outright worst in the game like it was in Brawl), but basically everything else is excellent. Toad can be used to stall in mid-air, her aerials provide good protection against attacks from almost any angle, her float provides her with excellent horizontal distance, and Parasol is difficult to interrupt. Also her second jump isn't abysmal anymore. At least B+ quality IMO.

:4jigglypuff:A bit too low - she has Kirby's multiple jumps, whilst also have better air speed and better aerials for protecting herself with. A or A+ for sure.

:4samus: Zair. Now that ledgehogging isn't a thing anymore, Zair helps her recovery enormously, so she should really be at least B rank.

:4luigi: Probably belongs on the same tier as Mario. He may get more distance, but his air speed is so slow, and his recovery moves so restricted, that the chances of dying off-stage are pretty similar.
Another note about Peach is that Parasol can kill, making it an increasingly risky move to try to punish as your percent increases.
 

Masonomace

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:4samus: Zair. Now that ledgehogging isn't a thing anymore, Zair helps her recovery enormously, so she should really be at least B rank.
If Samus is suggested for rising up the ranks because of Z-air, then the same can be said for Link & Toon Link, who also protect themselves quite well with Gale Boomerang / Boomerang, & can Bomb Recovery to have two Spin Attacks.
 

Darklink401

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IDK whether G&W is too high or Peach is too low...but I feel peach is too low because her horizontal recovery is basically perfect, range-wize, she can reopen her umbrella midair as much as she wants, shes got a counter. She can even use her butt (side B) to recover XP

her vertical recovery isnt the best, and definitely not as good as Game&Watch's, but I feel she can definitely be closer to him, if not superior due to how hard it is to gimp her unless you're a multijumper.
 

One Tilt

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Agreed. Villager is pretty high up there with said reasons, & I'm comfortable with Lucario's placement. Also @ One Tilt One Tilt , I think we should factor in a character's less-utilized options in flexibility of recovering back, such as Wall-Jumping & Wall-Clinging. Omegas with walls surely promote this, & I've realized after a while that Wall-jumping can literally save your stock.
:4falcon:
:4diddy:
:4drmario:
:4duckhunt:
:4falco:
:4fox:
:4greninja:
:4littlemac:
:4lucario:
:4mario:
:4megaman:
:4miibrawl:
:4miigun:
:4pacman:
:4pikachu:
:4samus:
:4sheik:
:4sonic:
:4tlink:
:4villager:
:4wiifit:
:4zss:
:4diddy:
:4greninja:
:4lucario:
:4sheik:
EDIT:

Indeed, Shield doesn't decrease Air Slash's height, but the air speed of drifting after Air Slash is still bad.. Aside from Shield's placement, I also agree with typing out "Hyper" & "Decisive" is the way to go.
A great resource on wall jumps/wall clings-- I can attest to LM recovering from nearly bottom blast zones when he's got a double jump and a wall jump at his disposal, for one thing. My main question is simply one of how heavily wall jumps should be weighted... might be character-by-character, and might be enough to justify their placement that I wasn't 100% on (Sonic), enough to just edge them higher within their tier (Falcon), enough to get others of their tier potentially knocked downwards (further justifies Zelda as below S-, and finally gives me an excuse to raise Villager because that's new information-- I was mostly aware of wall jumps from the clingers, Marios, and LMs), or so on... The problem is stage-dependency. We can all agree that it's a massively useful tool, but if it's not useful on every stage, how does one weight it? Based on how often wall stages will be used? It's mostly walled omegas, but how much or little a part of your metagame those are varies to wildly... For now, I'll weight wall-jumping in a similar manner to Luigi's down B, I suppose. Which, incidentally, means Luigi will likely be dropping back next to Mario.

Once the list's settled, thinking of it, a subsection that details each character's pros and cons of recovery would likely be ideal... can mention walljumps in that without needing to annotate each individually or the like via asterisks or some such clutter.
There's a handful of positions on the current chart I disagree with:
:4dedede: He should definitely be lower. His air speed is the worst in the game, and often he ends up relying on his Super Dedede Jump, which is really easy to punish unless it grabs the ledge during the ascent. This makes his recovery very predictable - B rank if you're being generous, if not B-.
:4peach: She should be a tier or two higher. Her vertical distance is pretty unspectacular (but at least it's not the outright worst in the game like it was in Brawl), but basically everything else is excellent. Toad can be used to stall in mid-air, her aerials provide good protection against attacks from almost any angle, her float provides her with excellent horizontal distance, and Parasol is difficult to interrupt. Also her second jump isn't abysmal anymore. At least B+ quality IMO.
:4jigglypuff:A bit too low - she has Kirby's multiple jumps, whilst also have better air speed and better aerials for protecting herself with. A or A+ for sure.
:4samus: Zair. Now that ledgehogging isn't a thing anymore, Zair helps her recovery enormously, so she should really be at least B rank.
:4luigi: Probably belongs on the same tier as Mario. He may get more distance, but his air speed is so slow, and his recovery moves so restricted, that the chances of dying off-stage are pretty similar.
As for Dedede, he can be lower, but keep in mind that he's where he is specifically because of his up B and its sweetspotting. Super Dedede Jump has armor frames (not Ike's hyper armor, mind you, but armor frames nonetheless), moves quick, and can be canceled prior to flying past the ledge even sans sweet-spot if you happen to have lightning reflexes and nerves of steel. Add to that his side B coverage, and you get a character who will recovery from almost any hit that doesn't immediately blast zone. His up B a major reason he's presently above Jiggly, but another is Jiggly's vulnerability to footstooling gimps. It may seem small, but Jiggly's weakest point in the air is directly above, and an extreme reliance on jumps makes that a bit... perilous. Above Kirby? Certainly, but Kirby's better Uair coverage, access to an up B, and similar jumps doesn't speak of too great a distance between them. If Dedede proves significantly gimpable out of a sweetspotting up B despite the armor frames, then by all means, he can fall... so long as he's at least as vulnerable as Kirby. Jiggly can rise, provided that something in ways of handling footstool gimps is somehow mitigated. Dedede's up B alone means he simply cannot be worse off than Kirby, at any point-- air speed may aid recovery, but it tends to indirectly contribute to recovery rather than so directly as distance or safety might. For Jiggly to rise or Dedede to fall, I'd need information assuring or denouncing their safety respectively.

Luigi, however, I completely agree with. Air speed is too loosely weighted for him and Mario's is far superior. Between that and Mario's wall jumping, I'd be happy to call them even and drop Luigi a tier. Peach I can see rising, between her parasol making gimping her out of the float a non-issue and the details like toad-stalling that've been minimally weighted... Her vertical recovery is no worse than Palutena's, in any case, so having such better horizontal recovery, more options, and even some great safety-on-up-B is quite telling... That, and Peach feels too close too Fox now, honestly, who, despite similarly infinite horizontal range, most certainly lacks her up B's safety... even if he has the range to make up for it... Honestly, this is having me consider dragging other characters down and placing Peach higher in B rather than putting her in B+-- Rosalina down to B, Ike down to B- or so, et cetera... Samus, though, already has her Zair factored in... though, it's range is no different than the Links (unlike ZSS), else it'd be enough to call her higher than them more pointedly. Her up B's safety makes up for their arguably better bomb tricks, though, so she's still ahead... but they feel quite similar as far as the tools at their disposal.
If Samus is suggested for rising up the ranks because of Z-air, then the same can be said for Link & Toon Link, who also protect themselves quite well with Gale Boomerang / Boomerang, & can Bomb Recovery to have two Spin Attacks.
Again, I'm thinking that others may move down relative to them whilst Samus/Link/Tink stay about where they are-- Ike may fall to their tier, as may Yoshi... Fox might even return to right by them, given how tentative my feel for raising him was to begin with. Either way, though, their Zairs and bombs were the reason why they're above Marth and co, who have the same-or-better vertical distance. If there's someone(s) that they feel particularly better than, or distinctly not-as-good-as, then letting me know specific examples will help their relative rise through the ranks even so, though, if any such comparisons strike you.
IDK whether G&W is too high or Peach is too low...but I feel peach is too low because her horizontal recovery is basically perfect, range-wize, she can reopen her umbrella midair as much as she wants, shes got a counter. She can even use her butt (side B) to recover XP

her vertical recovery isnt the best, and definitely not as good as Game&Watch's, but I feel she can definitely be closer to him, if not superior due to how hard it is to gimp her unless you're a multijumper.
I've heard a lot on Peach, and I think that top of B/bottom of B- is apt to be her approximate next placement, given the input I've gotten-- horizontally ungimpable while having a disjointed up B is certainly enough safety to rival Charizard, super armor be damned. The super armor trio, in general, feel to have the 'Little Mac effect' at present, where their super armor sort of comes out as slightly overrated in favor of conventional means of safety. As an aside, what're everyone's thoughts on Rosalina/Pac Man? Or the look of B+ in general? Some of them might fall, but, if it stays the same, I'm considering shifting others down a tier to give all those tiers-of-5 some breathing room to spread out a bit-- I think part of the current problem may be overcrowded tiers making for blurry boundaries moreso than necessarily just placement.
 

Darklink401

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I feel Pac-Man's recovery is actually crazy good. You can make his side B curve any way, and his upB propels him very fast, even if you have to bounce on it a couple of times. But from most situations you can likely use side B's incredible ungimpability to recover.
 

One Tilt

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I feel Pac-Man's recovery is actually crazy good. You can make his side B curve any way, and his upB propels him very fast, even if you have to bounce on it a couple of times. But from most situations you can likely use side B's incredible ungimpability to recover.
I think that I rather agree, after getting more time with the Wii U version of the game in particular. That said, I'm still not sure how to rate his safety... his range is certainly S tier, but the question becomes safety. At the moment, I'm considering Pit-level or so as a 'safe until proven otherwise' approach. Though, on the subject, I'm now quite entangled in the process of sorting through the upper tiers a bit...

S- will likely get the addition of Villager once more, and Pikachu may even move to S+ just to free up space to distinguish outliers like Zelda as the new 'S-' just to distinguish her from sch varied recovery specialists as Shiek or ZSS. The problem, regardless, is that Zelda then has no 'notable peers' beyond Metaknight... who might even brush S himself, depending on how vulnerable his up B sweetspot might be... I can't really think to frame my uncertainties outside of the framework of a list, so I figured I'd stick to my strengths and just share my current footnotes. I figure it beats updating just as an excuse to get input on my points of consideration, at least! (Parenthesis denote uncertainty, while ?'s represent a feeling that the tier is wrongfully underpopulated, with +'s for likely additions.)

S+
:4pikachu: Every time I suspect Pikachu might not be the very best, like no one ever was, some new little quirk or trickery to his recovery comes to light, like a walljump or the double up B trick still being viable, or that his neutral B will climb up rather than down walls on contact, et cetera. It's still not any better distance than Zelda, nor does it even attempt to rival, say, Villager, but it's hard to deny consistency... particularly when Lucario's sweetspotting takes a psychic type for me to manage with any reliability given any random aura level (okay, okay, enough sketchy Pokemon jokes).

S
:4lucario::4sheik::4greninja::4zss: +:4villager: All feel pretty solid at S, but Villager will once more be joining them, if for no other excuse reason than consensus walljumping. Walljumping. In all honesty, though, having Lucario's range and only theoretical vulnerability to gimping isn't so sure to hold up, and S doesn't need be totally gimp-proof. The keynote, though, is that the Wii U version finally has a few stages big enough for that up B distance on Villager to finally be particularly relevant, albeit perhaps only if something like 3-4 player team-versus-team formats like VIP or the like, or perhaps a 'so long as there's no hazards' method of stage banning in a given tournament allowing for the likes of Temple or whatnot...

S-
:4zelda::4metaknight:+??? I really don't understand who's worth raising to S- to accompany these two, but a tier of two seems sparse, and the middle tiers are too crowded for it to feel necessarily... I don't really feel like they're the only ones who belong at the tail end of S-, it's just excruciating to try and pick apart a character enough to feel they deserve the placement. Of course, wondering if Metaknight might even be S rank hardly helps matters... G&W feels to lack too much range, Dedede is more vulnerable than MK, the Pits lack hitboxes, Jiggly might be footstooled, Kirby's strictly 'less than or equal to' Jigs, Sonic doesn't feel like he could best G&W, Jump Shulk is a bit messy to move past A+ or so, and Wario is crippled by the loss of his bike a bit too much and his up B is still a mite iffy... I suppose Pac Mac might have potential, but it's almost impossible to gauge his safety given how niche and strange his recovery is... Still, I feel like someone needs to move up if for no other reason than a point of comparison between Zelda and MK, as no one from higher tiers looks to have much need to fall and a tier of 2 or less just doesn't feel to give useful comparisons... Could be bias on my part, of course, though...

A+
(:4gaw:?:4dedede:?):4pit::4darkpit:+? Palutena's fall has G&W feeling a bit more perilously placed, given his diagonal recovery, but the properties of his recovery do feel pretty similar to Pit (less angling tricks, more safety during up B) or Dedede... but both of those at least have multi-jumps at their disposal, which has me thinking that the 'Rosalina problem' of lacking jump tools might make a good up B unable to carry his recovery game unaided. Still, multi-jumpers might always just move up to compensate, though he could end up as low as Palutena... Dedede's more a question of how much I'll infuriate myself by trying to decide who of the puffs might be better or worse than him or who might even rival MK, if any.

A
:4kirby:(:4jigglypuff::4wario::4sonic::4shulk:) (Jump) Speaking of the puffs, I haven't a clue if Jiggly's footstool problems are enough to be 'worse than Dedede' or just 'worse than Metaknight'... or, hell, maybe even just 'below MK within S-'. I know Jiggly won't be falling any time in the foreseeable future (pun unintentional), but the concern of footstooling is so difficult to judge without personal experience to throw behind the idea. My current haphazard guess favors the 'equals Dedede' camp, but if MK rises or even if he's deemed to have some weaknesses, Jiggly might still end up in S-... particularly if some key edge over D3 becomes evident... Wario, meanwhile, continues to defy testability with the insanity of his bike making 'vulnerability' a subject of more question than his diet. I really just can't tell how much of a liability the bike-reliance might make him, but it certainly respawns instantly enough if off-staged. Me might rise a tier, in any case, but it's really just so... weird. At least Wectoring made the answer clear. Sonic, meanwhile, is a bit of the odd duck. His up B compares to Pit while allowing actions, and he has neat tools like neutral B and walljumps... but does that make up for his lack of multiple jumps and thus more limited diagonal recovery? The fact of the two tiers above being such an abject mess has me at a bit of a loss as to how to figure out S- through A, in general, and Jump Shulk is certainly not helping matters with his Villager-like levels of mysticism obscuring clear placement. At least Kirby remains as a clear example of what A should represent... unless, of course, he ends up promoted too.

A-
:4palutena::4olimar::4megaman:(:rosalina::4pacman:)+(:4charizard: :4peach:) A- is at least feeling more secure than some of the other A's, though Rosalina's recovery simply leaves a bad taste in my mouth. It's quick with some distance, certainly, but it always feels to be hiding something from me, a sense of dread looming over every jump like I'm eating a ham sandwich that's suspiciously just crunched-- sure, I can't prove something's wrong, but that doesn't keep me from considering it perhaps better suited for ballistic rather than gastrointestinal testing. It may just be a case of the Ness... Nesses... Nessery, where her recovery feels bad but turns out to be all bunnies and roses, but I really can't shake that sense of dread-- not that I'm anything but known for my colorfully paranoid dillusions. Pac Man, meanwhile, feels to really be outclassing his present peers... at least, he would, were his stage-bouncing side B a better bread-and-butter (say that five times fast...)., or were his up B within the same game as far as standards go in terms of gimping conditions. Still, 'range plus problems' is a very Kirby formula, so I suspect he'll better suit A/A+ or so... particularly given the slight edge of walljumping letting him eschew some of the 'up B then wait with jam on one's jubblies' approach to recovery on walled stages... Olimar's acting out of up B and MM's walljumps would have them rising, but perhaps only past Palutena, as a cop-out for my worry of over-nerfing claims slung her direction. Charizard and Peach feel to have similar vertical range to Palutena whilst retaining much of the safety (via super armor and the world's spike-trollingest disjoint I've ever seen respectively), and each boast far better horizontal recovery as a compromise for their respective gripes. At the very least, they feel a step above Yoshi and Fox respectively, for what those are worth.

B+
:4yoshi::4fox:(:4myfriends:) All of B+ feels off in more ways than one, honestly, but they might manage simply by letting others pass them up into A- or the like. Samus and co. certainly don't feel to quite hit this bar, but Speed Shulk or such might reach this threshold, while Ike might even fall a bit after one too many strange inconsistencies popped up with Aether's diagonal distance. Still, Samus's up B has the potential to slightly edge out the Links... I'd say because of wall jumping, but Tink went and ruined that pretty handily as some unique trait.

B
(:4diddy::4samus::4link::4tlink::4shulk: (Speed) + Falco?) I just don't even. Samus/Link/Tink feel very close and all, but while Link and Tink feel content to grapple it out for who's better between them, neither has really touched Samus's 'average-y benchmark of distance plus a Zair tether and some down B teching with an up B hitbox' crown of the niche. As I said, Shulk could move up, but Falco diving into B is a possibility, given his walljump and what very likely may be the indigestion of my old 'Falco exactly a step below Fox' breakfast. Still, the walljump and whatnot do at least give the idea legs to stand on, as it helps to distinguish him from, say, Marth... even if Marth is only so low for the fact that he's the only character I've ever been spiked by Falcon's uTilt with. A walljump is even enough for Diddy to arguably move up to Yoshi/Fox tier, even if I did just KO one by virtue of happening to sneeze whilst offstage, then watching his rocketbarrel pack draw out an aerial middle finger to the then-deathbound chimp. Still, distance and mixups and wallclings (oh my) have this flying monkey unlikely to fall much further, if nothing else.

B-
:4bowserjr::4rob::4lucina::4marth:+(:4wiifit:) Actually, this tier is looking pretty solid now, albeit WFT is apt to creep up next to Marth with that shiny new information of a wall-jump making itself so clearly known. As you can probably tell, the idea of shifting ranks upwards to free up middle-space has turned out to do nothing more than make S+ the 'top' rather than S... but, se la vi-- at least we now get more space to dunk Little Mac into the abyss this way, if nothing else.


:4shulk::4robinm:(:4ness:)+(:4duckhunt:?) 'Okay' is the most fantastically all-encompassing description I could really fathom for this tier. If Ness is allowed in, then the newly discovered walljump is excuse reason enough to let the dogs out of the D house, so to speak-- a retroactively incomprehensible turn of phrase, but few can capture the Nesstine (wait, mind was elsewhere, scratch that) Nessific nature of the dog's recovery: distance despite speed and safety. Wherever Ness ends up, DHD just looks apt to follow at this point.

C-
:4mario::4luigi::4bowser::4falcon:Falcon and Mario walljumping has them only feeling stronger, while Luigi's inferiority complex keeps him from beating Mario in just about any form of race-- least of all one back to the stage. While Mario's range may be lesser in the horizontal department, he happens to be far quicker at it. Add to that his wall jump equalizing the tornado recovery, and I'll call them a relative draw. Falcon's mostly up for being able to wall jump and not feeling to be particularly so unfortunate as, Donkey Kong in terms of options as a result.

D+
:4dk::4ganondorf::4shulk:(Defense) Shulk is moved up mostly for similarity to Ganon/Kong: one note, unremarkable, and passable range with some singular glaring problem-- in his case it's an air speed that I can only call 'realistic' (i.e. nonexistent). As for the other two, both are quite limited in terms of options, while both have their own points of vulnerability in recovering. Say all you will on spikes being 'irrelevant', but if you spend three hours in spinning, vaguely ascending helplessness as a target the size of a Little Mac complaint thread, waiting politely for your foe to come back from lunch before they leisurely stroll offstage to spike you, it just feels insincere to hear spikes called a 'universal' problem and thus 'irrelevant'. Not that Ganon's hyper-realistic (i.e. running gag) double-jump does him many favors, but at least his up B actually moves sometime within a week of pressing it. He's still worse off for the Kong-copter's whole horizontal recovery being solid like Koopa Libre over in D, but that vertical vulnerability is just getting embarrassing...

D
:4drmario:Speaking of embarrassment, DMMD over here may as well be a proctologist for all the discomfort anyone in proximity to him on these lists would feel. A wall jump may be all well and good, but he's feeling more like a plague doctor than anything at this point, as his air movement can only be described as 'marked for death'. Some may argue that his wall jump might place him higher, but I've certainly not let that mislead anyone into finding Little Mac to have useable recovery, so the Doc's hardly getting a pass there. Literally his only grounds for not being in the same tier as LM are diagonal distance and his questionable down B... yet, honestly, the far pettier reason of 'to have a tier just for Little Mac' is honestly far more compelling, given that LM even has a counter as a mixup.

D-
:4littlemac:The only uncertainty I've ever had with Little Mac is one of him not being low enough. Bottom almost seems too good for him-- like the kid who gets a D- rather than a straight F just because a class happened to be graded on a steep curve... In fact, were DMMD not so similarly air-crippled, I'd be inclined to just make a special, illiterate tier that's just some scribbling on a post-it note rather than even claiming he's within several letters of the rest of the cast. Still, for the sake of symmetry, I'd rather keep the 'D-' after 'brilliantly' adding an S+ for what turned out to be no reason at all.

---

Excuse the bit of a shift in tone to my post-- I've decided to reign in a bit of my walking-on-eggshells approach to the place out of some comfort, but it's by no means meant as contempt. Just a bit of scathing humor to lighten up my usual particularly lengthy post-that-I-fell-asleep-writing. Still, of course, keen to get as much input as I can, but, seeing as this is the longest I've found myself to be within caps-lock range of someone on the internet without some prick typing in boxing gloves comes along with the usual pointless hostilities. Honestly quite impressed with this place's etiquette-- the internet being a place where the word normally equates to simply being housebroken.
 

Darklink401

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Isn't Diddy's recovery actually really crappy and unsafe, since hitting him causes his barrels to spin out of control, and causes Diddy to just special fall? As well as them having wonky aim and not that good of a range since he falls while recovering.


Also Luigi is most definitely better than Mario at recovering. Mario has cape, and his up B is slightly vertical

But Luigi has


Fireball for safety

Down B (mashed) for extra horizontal and vertical

Side B for extra horizontal (pretty much Pikachu's skullbash, but better, because he can hold it, and he has a chance to get the 1/10 explosive one, which is so fast and unpredictable, its next to ungimpable)

And his upB is fast, so if he's underneath the ledge, he can use that to safely snap to it.

The only unsafe part about it is that if you land on stage, he takes a while to get up from his up B, but falling on the ledge takes away that weakness.
 

One Tilt

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Isn't Diddy's recovery actually really crappy and unsafe, since hitting him causes his barrels to spin out of control, and causes Diddy to just special fall? As well as them having wonky aim and not that good of a range since he falls while recovering.

Also Luigi is most definitely better than Mario at recovering. Mario has cape, and his up B is slightly vertical but Luigi has Fireball for safety Down B (mashed) for extra horizontal and vertical Side B for extra horizontal (pretty much Pikachu's skullbash, but better, because he can hold it, and he has a chance to get the 1/10 explosive one, which is so fast and unpredictable, its next to ungimpable) And his upB is fast, so if he's underneath the ledge, he can use that to safely snap to it. The only unsafe part about it is that if you land on stage, he takes a while to get up from his up B, but falling on the ledge takes away that weakness.
Diddy Kong's up B is, specifically, pretty fairly useless, besides its moderate speed and range. The fact that his side B, wall jump, et cetera keep him from needing it too often helps, but I haven't really been able to test Diddy Kong's recovery safety when I happen not to play him much outside of the recovery testing, and any time I fight against one decent enough to not be disregarded for brain tumors, I'm far too concerned with his whole difficulty to so much has scratch to get much information. Main issue is that it's hard to find a parallel for Diddy, so I'm not really sure how far he might fall.

Mario, on the other hand, actually lacks for his cape this time around (it's useless without the ability to stall, that is), and his recovery is entirely the double jump up B. All but infinite horizontal range has Luigi hard to ignore, but his slow recovery speed, weak hitboxes vertically, bad diagonal recovery, and reliance on a slippery move's dodgey distances during one's double-jump just feels... off. Sure, you can get back more often against a lv 1 AI, but lacking a double jump after a Jiggly Fair feels like trying to recover without an up B at all might on another character. Luigi may still be better, nonetheless-- it does occur to me that 'slightly better than DMMD' is a compliment in the sense of 'not currently missing an arm' would be, though. Then again, Mario's nothing but a far worse Marth in terms of recovery, while Luigi's at least got a single parallel with Falco (the side B distances).

That said, air speed comparable to a blimp has the traditional jump, attempt to down B, then up B recovery feeling rather like Falco for its lengthy span of waiting about with a 'kill me' sign for your foes to go gimp. Add disjoints rather ruining side B far easier than any other move of its kind, and Luigi just feels a bit... off. He feels like he's juggling five mediocre tools just to reach Bowser's level of average... will keep him by Ness, I suppose, if only for being nearly the same: having an unwieldy and unsafe recovery that doesn't necessarily automatically fail them for gimpability.
 

Darklink401

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I just feel that in stages without walls, Diddy's recovery is either the useless up B, or the very mediocre side B (it's a good move, just not...a very good recovery. Fox's side B is much better)

BTW, has Ness' double PK thunder been taken into account?
 

One Tilt

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I just feel that in stages without walls, Diddy's recovery is either the useless up B, or the very mediocre side B (it's a good move, just not...a very good recovery. Fox's side B is much better)

BTW, has Ness' double PK thunder been taken into account?
To an extent, it now has, but it only has slightly more weight than a wall jump, as it's useful mostly for doing just that (wall bouncing) or for getting out from under a stage (which isn't a terribly common situation). Still unsure on Ness's placement, overall, though. All things considered, Diddy's up B probably knocks him down to the same approximate level as BowJow/ROB... which has a question occurring to me: do Marth/Lucina/Falco feel to be a cut above ROB/BowJow/Diddy? A cut below? I'm fine with them remaining equal, but, if not, it gives fair reason to split them into two tiers for some clarity (and WFT is, coincidentally, probably moving up to at least the lower of those tiers if there is such a split). There's always room to expand lower tiers, after all.
 

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Wii Fit Trainer's recovery, when mashed, actually has nice range, and her ball is definitely good for interrupting gimping attempts.


Also I feel Lucina and Marth can't recover at all. Their recovery is fast, but extremely predictable due to the fact you can't angle it, and if you're able to knock Marth or Lucina out of their double jump, they're even worse than Little Mac at getting back due to lack of horizontal recovery. Sure, their fully charged B moves them up horizontally rather well, but that has to be used high up.

Also Marth's side B (don't know about Lucina's) doesn't stall him in the air anymore ;~;
 
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One Tilt

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Wii Fit Trainer's recovery, when mashed, actually has nice range, and her ball is definitely good for interrupting gimping attempts.


Also I feel Lucina and Marth can't recover at all. Their recovery is fast, but extremely predictable due to the fact you can't angle it, and if you're able to knock Marth or Lucina out of their double jump, they're even worse than Little Mac at getting back due to lack of horizontal recovery. Sure, their fully charged B moves them up horizontally rather well, but that has to be used high up.

Also Marth's side B (don't know about Lucina's) doesn't stall him in the air anymore ;~;
Hm... gimpability horizontally is certainly a problem, as are stage spikes like Pika's Bair or the likes of Jiggly Fairing out double jumps, I suppose. Their vertical distance is certainly nice and all, but it's only slightly better than Robin, who has horizontal distance to help with that... I suppose the question becomes 'are they better/worse than Shulk and co.', then, along with how useful Diddy is or isn't compared to the then-remaining C+ of BowJow, ROB, Falco, and WFT.
 

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C+ guys are definitely a step above Diddy, imo. His just isn't that good, and theirs is...well...pretty darn nice.

Also Shulk, I'd say, MIGHT be a step above them, if only because he can go jump more mid-fall. Which, I'd say, counts as a plus. Also you can choose to do the second slash or not.
 

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Version 2.8 is out! Surprise! The notes bit was enough for me to work through an update... though, part of that has to do with pre-holiday boredom (got all the workstuff for it done a bit early).

Everything's shifted up a tier, which mostly resulted in a tier of difference between Ganon and DMMD. Justified or not, it gets LM farther from everyone, so I'm sticking to it for now. The idea is that S tier will feel more different from A tier, which will from B, which will from C, which will from D... something like this:
S: Exceptional recovery; with extreme safety and/or range in all directions and likely myriad mixups for recovery.
A: Great recovery; where, of range and safety, one only nears average when then other nears exceptional.
B: Good recovery; where neither safety nor distance impede one another to be overly limiting.
C: Usable recovery; where neither safety nor distance can really hope to exceed average, but they have tools to work with.
D: Bad recovery; both distance and safety manage to be so underwhelming that recovering at all is altogether unlikely.
S has been rearranged a bit, with Shiek/ZSS tentatively past Lucario/Greninja, due to more varied options than the former and better range than the latter... Villager joins them in S, because of course he does. Jiggly skips up to S-, with the redefined tiers where letters have meaning helping the decision nearly as much as my realization that Jiggly has better horizontal recovery than Villager. I'd say citation needed, but as far as irrelevant statements get, that one's pretty prime. Also, rising pounds do make footstools potentially less problematic. Jump and Speed Shulk are up after I realize that, like a jab->grab string, confusing a player adds to safety and viability just as well as intangibility might. G&W is also down a bit, for feeling closer to Sonic and only a single step or so from Palutena (who he used to be right next to, after all). Pac Man is up mostly from a lack of reason not to, while Charizard and Peach hit A thanks to the tier definitions having them feel to have those bits of exceptionality with little that screams of averageness.

Rosalina, meanwhile, is down into B, for feeling like a less flexible Olimar and nearer to Fox in terms of 'unsafe but good distance', while Ike is down a bit for feeling not so far from Samus. Falco is up for walljumping solving some of his vertical issues whilst sharing Fox's tricks, and Diddy's down more for feeling like ROB/BowJow with an iffy up B. WFT is up past the three of them, though, for having a reusable up B. Ness is up at the tail of the quartet, because he's certainly fitting their theme of 'gimpable range' quite clearly. Marths are down because of their horizontal range and gimpabilities, DHD is feeling a bit higher than DK for the moment given walljumping and range, and Ganondorf slips past DMMD simply to illustrate a bit more of a gap thanks to 'dorf relying less on an up B. Shakey ground, granted, but they're all D with defense Shulk anyway, so their newly clarified suck is well-defined now.

Edit: Actually, added that new S-D definition bit to the spoiler area for 2.8 as well-- been a while since a good definition came alongside the tiers, and the restructure makes each letter much more definable.
 
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Masonomace

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A great resource on wall jumps/wall clings-- I can attest to LM recovering from nearly bottom blast zones when he's got a double jump and a wall jump at his disposal, for one thing. My main question is simply one of how heavily wall jumps should be weighted... might be character-by-character, and might be enough to justify their placement that I wasn't 100% on (Sonic), enough to just edge them higher within their tier (Falcon), enough to get others of their tier potentially knocked downwards (further justifies Zelda as below S-, and finally gives me an excuse to raise Villager because that's new information-- I was mostly aware of wall jumps from the clingers, Marios, and LMs), or so on... The problem is stage-dependency. We can all agree that it's a massively useful tool, but if it's not useful on every stage, how does one weight it? Based on how often wall stages will be used? It's mostly walled omegas, but how much or little a part of your metagame those are varies to wildly... For now, I'll weight wall-jumping in a similar manner to Luigi's down B, I suppose. Which, incidentally, means Luigi will likely be dropping back next to Mario.

Once the list's settled, thinking of it, a subsection that details each character's pros and cons of recovery would likely be ideal... can mention walljumps in that without needing to annotate each individually or the like via asterisks or some such clutter.
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Again, I'm thinking that others may move down relative to them whilst Samus/Link/Tink stay about where they are-- Ike may fall to their tier, as may Yoshi... Fox might even return to right by them, given how tentative my feel for raising him was to begin with. Either way, though, their Zairs and bombs were the reason why they're above Marth and co, who have the same-or-better vertical distance. If there's someone(s) that they feel particularly better than, or distinctly not-as-good-as, then letting me know specific examples will help their relative rise through the ranks even so, though, if any such comparisons strike you.
Wall Jumps & Wall Clings should only be weighted as much as the amount of times players are playing on those stages with said walls or lip surfaces that enable Wall Clinging & Jumping. Walls are basically found on every Super Smash Bros. stage to some degree or capacity, but the easiest & efficient way is by testing it on the larger walls you see on Omega stages, & some regular stages like Final Destination, for having the revered lips on the sides under the ledge area you normally wouldn't reach. However the simple thought of a character having a Wall Jump easily getting the character out of it's tier cannot be factored in too lightly, for example a character like Captain Falcon to have a Wall Jump does not automatically make him advance past Bowser because Falcon struggles in recovering with his limited options horizontally despite his Raptor Boost, though when times Falcon is Meteor'd downward near a wall, Falcon could Tech Jump & proceed to Wall Jump by holding the analog towards the wall, or just Tech the wall & Wall Jump to recover back vertically with his Up-B Falcon Dive. Wall Clings are mainly a defensive stationary strategy that follow-up recovering vertically with a Wall Jump, so characters like Diddy Kong Lucario Greninja & Sheik would have extra possible vertical mix-up options for recovering to the ledge. Anyways that's how I'd go about the Wall movements.

Also before ending this section, a decent reminder about Wall Clings & Wall Jumps, Wall Cling can be averagely held for 3 seconds before one retracts from the wall & can re-cling if you have the provided space to do so on the wall otherwise you cannot do so on small lip areas like the ones you see on FD. Wall Jumps can be done differently in two ways:
1 = being the regular Wall Jump of flicking the analog stick away from the wall after touching the wall
2 = holding towards the wall & pressing Jump to do a DoubleJump off the wall while staying very close to the wall.

Here's a great example of it showcased by Hylian::https://www.youtube.com/watch?v=URkqCNx0KU4

(Also yes I'm showing this to prove Lucario can be better at recovering safely than Sheik & ZSS on the Tier List:p. Lucario can do some crazy things not very many characters can do, which is cling to surfaces with his Up-B)
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Oh nah Link Samus & Tink are fine where they're at, although I may object to raising Falco higher in the B Tier in order to close the gap between Falco & Fox. Much like Fox's recovery, Falco can choose to recover from mid-high or mid-low thanks to the Side-B Falco Phantasm which Meteors anyone willing to edge-guard him, without having to use his precious DoubleJump & Fire Bird despite his Fire Bird being vertically shorter in range compared to Fox's Up-B. Not to mention his Side-B auto-snaps the ledge from a fairly good distance, & if is off-stage by a large margin can recover back more-so than Link Samus or Tink could even when holding a Bomb for Bomb Recovering. The difference between Falco & Link / Tink is that Falco regains his Side-B & Up-B upon flinching after being launched in a way that Falco can still survive coming back, meanwhile Link & Tink may possibly lose their bomb upon being hit which does hit Link & Tink upwards, but it's not as meaningful if they didn't utilize the Bomb to Up-B twice. As far as their off-stage edge-guard breaking options go, Link & Tink have Boomerang & bomb if they have it, while Falco has Reflector for projectile edge-guarding against him. Also Falco can choose to recover from very low if Wall Jumping is more favoring, though the same can be said for Samus & Toon Link but not Link.
Also I feel Lucina and Marth can't recover at all. Their recovery is fast, but extremely predictable due to the fact you can't angle it, and if you're able to knock Marth or Lucina out of their double jump, they're even worse than Little Mac at getting back due to lack of horizontal recovery. Sure, their fully charged B moves them up horizontally rather well, but that has to be used high up.

Also Marth's side B (don't know about Lucina's) doesn't stall him in the air anymore ;~;
I find that Lucina & Marth do struggle with recovering, because their recovery is at best average or above average but telegraphed enough to us knowing where & how they'll move airborne while drifting. As far as their Shield Breaker goes, the move is pretty useful, as a uncharged Shield Breaker by itself grants additional horizontal movement on top of drifting, & a Full Charged one can get Lucina & Marth from High to instantly over stage floor level, or if done from high-mid or mid-level off-screen can still recover back with their provided DoubleJump + Dolphin Slash. But like I said, their recovery pattern is at best C+ level, as they have Shield Breaker as a horizontal tool but little options to deal with edge-guard breaking, other than Counter. To be fair, Dolphin Slash can be angled to be more upward, or if pressed sideways can angle the height to be more horizontally favoring, but for the record I too agree that even angling it only does so much. Anyhow I agree with their current stand on the 2.8 Tier List.
Also Shulk, I'd say, MIGHT be a step above them, if only because he can go jump more mid-fall. Which, I'd say, counts as a plus. Also you can choose to do the second slash or not.
While it is true that Shulk can access Jump mode on the fly quickly or in mid-fall, I object that Shulk & Jump Shulk are too different to allow Vanilla Shulk to be higher than Lucina & Marth from that option alone, despite Air Slash having the free choice to use once or both times which btw was a good point to account for, Darklink:shades:.

I feel Vanilla Shulk & only Vanilla Shulk should account for his own placement on the list, disregarding the Monado Arts. There's always a time in the match you're already in Jump mode being launched off-screen, or when your Jump Art is on cooldown, so the factor of Jump cam be moot because it isn't constant (although one can argue to just conserve Jump mode for this moment, or that most of the time Jump mode is always conserved to be used for desperate recovery), & is relatively similar to Robin in the same sense that his Elwind has finite supply of charges & can go on cooldown when the Elwind Tome breaks (I'm not discrediting Robin's placement however). Overall Shulk has no horizontal options other than Back Slash which is a horrible option, but Shulk possesses greater aerials for edge-guard breaking with their range despite their start-up, & can slightly angle his Air Slash in both hits, & while it's not a 100% guaranteed edge-guard break option, his Vision can provide a slight bit of horizontal reach that Lucina & Marth's Counter cannot do, as their parry gimps themselves more than anything.
 
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Darklink401

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Wall Jumps & Wall Clings should only be weighted as much as the amount of times players are playing on those stages with said walls or lip surfaces that enable Wall Clinging & Jumping. Walls are basically found on every Super Smash Bros. stage to some degree or capacity, but the easiest & efficient way is by testing it on the larger walls you see on Omega stages, & some regular stages like Final Destination, for having the revered lips on the sides under the ledge area you normally wouldn't reach. However the simple thought of a character having a Wall Jump easily getting the character out of it's tier cannot be factored in too lightly, for example a character like Captain Falcon to have a Wall Jump does not automatically make him advance past Bowser because Falcon struggles in recovering with his limited options horizontally despite his Raptor Boost, though when times Falcon is Meteor'd downward near a wall, Falcon could Tech Jump & proceed to Wall Jump by holding the analog towards the wall, or just Tech the wall & Wall Jump to recover back vertically with his Up-B Falcon Dive. Wall Clings are mainly a defensive stationary strategy that follow-up recovering vertically with a Wall Jump, so characters like Diddy Kong Lucario Greninja & Sheik would have extra possible vertical mix-up options for recovering to the ledge. Anyways that's how I'd go about the Wall movements.

Also before ending this section, a decent reminder about Wall Clings & Wall Jumps, Wall Cling can be averagely held for 3 seconds before one retracts from the wall & can re-cling if you have the provided space to do so on the wall otherwise you cannot do so on small lip areas like the ones you see on FD. Wall Jumps can be done differently in two ways:
1 = being the regular Wall Jump of flicking the analog stick away from the wall after touching the wall
2 = holding towards the wall & pressing Jump to do a DoubleJump off the wall while staying very close to the wall.

Here's a great example of it showcased by Hylian::https://www.youtube.com/watch?v=URkqCNx0KU4

(Also yes I'm showing this to prove Lucario can be better at recovering safely than Sheik & ZSS on the Tier List:p. Lucario can do some crazy things not very many characters can do, which is cling to surfaces with his Up-B)
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Oh nah Link Samus & Tink are fine where they're at, although I may object to raising Falco higher in the B Tier in order to close the gap between Falco & Fox. Much like Fox's recovery, Falco can choose to recover from mid-high or mid-low thanks to the Side-B Falco Phantasm which Meteors anyone willing to edge-guard him, without having to use his precious DoubleJump & Fire Bird despite his Fire Bird being vertically shorter in range compared to Fox's Up-B. Not to mention his Side-B auto-snaps the ledge from a fairly good distance, & if is off-stage by a large margin can recover back more-so than Link Samus or Tink could even when holding a Bomb for Bomb Recovering. The difference between Falco & Link / Tink is that Falco regains his Side-B & Up-B upon flinching after being launched in a way that Falco can still survive coming back, meanwhile Link & Tink may possibly lose their bomb upon being hit which does hit Link & Tink upwards, but it's not as meaningful if they didn't utilize the Bomb to Up-B twice. As far as their off-stage edge-guard breaking options go, Link & Tink have Boomerang & bomb if they have it, while Falco has Reflector for projectile edge-guarding against him. Also Falco can choose to recover from very low if Wall Jumping is more favoring, though the same can be said for Samus & Toon Link but not Link.

I find that Lucina & Marth do struggle with recovering, because their recovery is at best average or above average but telegraphed enough to us knowing where & how they'll move airborne while drifting. As far as their Shield Breaker goes, the move is pretty useful, as a uncharged Shield Breaker by itself grants additional horizontal movement on top of drifting, & a Full Charged one can get Lucina & Marth from High to instantly over stage floor level, or if done from high-mid or mid-level off-screen can still recover back with their provided DoubleJump + Dolphin Slash. But like I said, their recovery pattern is at best C+ level, as they have Shield Breaker as a horizontal tool but little options to deal with edge-guard breaking, other than Counter. To be fair, Dolphin Slash can be angled to be more upward, or if pressed sideways can angle the height to be more horizontally favoring, but for the record I too agree that even angling it only does so much. Anyhow I agree with their current stand on the 2.8 Tier List.

While it is true that Shulk can access Jump mode on the fly quickly or in mid-fall, I object that Shulk & Jump Shulk are too different to allow Vanilla Shulk to be higher than Lucina & Marth from that option alone, despite Air Slash having the free choice to use once or both times which btw was a good point to account for, Darklink:shades:.

I feel Vanilla Shulk & only Vanilla Shulk should account for his own placement on the list, disregarding the Monado Arts. There's always a time in the match you're already in Jump mode being launched off-screen, or when your Jump Art is on cooldown, so the factor of Jump cam be moot because it isn't constant (although one can argue to just conserve Jump mode for this moment, or that most of the time Jump mode is always conserved to be used for desperate recovery), & is relatively similar to Robin in the same sense that his Elwind has finite supply of charges & can go on cooldown when the Elwind Tome breaks (I'm not discrediting Robin's placement however). Overall Shulk has no horizontal options other than Back Slash which is a horrible option, but Shulk possesses greater aerials for edge-guard breaking with their range despite their start-up, & can slightly angle his Air Slash in both hits, & while it's not a 100% guaranteed edge-guard break option, his Vision can provide a slight bit of horizontal reach that Lucina & Marth's Counter cannot do, as their parry gimps themselves more than anything.
My only argument for this would be that Zelda used to be Sheik's down B

And was the only reason Sheik's recovery was considered good XP

I feel Monado Speed is like Shulk's Zelda down B. Turns him basically into another character, but regardless, the fact its part of vanilla shulk's arsenal TO be jump shulk, should account for something.
 

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My only argument for this would be that Zelda used to be Sheik's down B

And was the only reason Sheik's recovery was considered good XP

I feel Monado Speed is like Shulk's Zelda down B. Turns him basically into another character, but regardless, the fact its part of vanilla shulk's arsenal TO be jump shulk, should account for something.
I'd be okay with the Transformation argument, but it's old news XP.

It is a fact that Jump & Speed are in Vanilla Shulk's arsenal for utility, but it's not always a 100% constant fact that they'll be ready to be activated, which is going to be especially true for Shulk's Neutral-B Customs in the near future, as Hyper Arts last for only 5 seconds & go on cooldown for 15 seconds while the Decisive Arts last for 20 seconds & cannot be deactivated / canceled (Monado Arts averagely last for 15 seconds & have a 10 second cooldown). Jump & Speed mode don't particularly change Shulk as a character entirely, but for a Recovery Tier List such as this one, the Arts are practically different characters, & imo I feel they shouldn't influence Vanilla Shulk's placement on the list because they alter his recovery factors too much.
 
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One Tilt

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Shulk's Monado Arts have nothing to do with his default's new placement, it's just his air slash not being gimpable by every move in the game (unlike how dolphin slash gradually keeps proving to be). The double-slash option is pretty solid 's far as mixups go, and Marth/Lucina's neutral B carries them such a minor distance that you may as well just be DIing toward the stage to move nearly the same distance. Shulk's counter also can move him, and backslash's sucking doesn't mean it's not at least an option. Jump and Speed are just up slightly for the fact that you shift to them and, thus, can screw up your foe's rhythm based on when it activates. Because they're being activated, it's relevant, whereas default Shulk is assumed to not be hitting B at all.

Falcon's wall jump is just enough to stay above DHD and DK-- he's never going to be passing Bowser, regardless. Falco is going to stay below the Links just as Samus is going to stay above them-- horizontal range lets him compete, but their safety is simply more palatable. That all said, with my spending about two days trying to bet All Star on Hard with ****ing DHD, his recovery is starting to feel... almost usable. Might prove to be only marginally worse than, say, Robin's (who's marginally worse than Marth).
 

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Eggcelent. With the Monados out of the way, I feel the list is looking pretty good atm, maybe adding the Mii Fighters & Kirby with Monado Arts Jump Speed & Shield can be added to 3.0, or if you wanted to start the discussion about them now so that things are taken care of prior to 3.0 for the idea of Customs & what else factor into the characters to have a different Tier List for the Customized characters?

Anyhow, a way of adding the Mii Fighters can be done with parenthesizing their Loadout setups. An example would be adding Mii Brawler but with the 1111 set so that they fit in the list by default. The Custom 2222 & 3333 sets can be added, but I have little experience with all of the Mii Fighters so I can't give help for this. More than several users have already mentioned that Kirby with Monado Arts is amazing, & for fairness Kirby can be Monado Kirby in a 2v2 or 1v1 vs a Shulk. Although Kirby's Copy Ability can absorb anyone's Neutral-B provided that it could improve Kirby's recovery, but perhaps only by a very small margin; the Monado Arts are the strongest influencing Neutral-B move I can recall for Kirby, otherwise the lesser but still effective Neutral-B options that come to mind are:
:4jigglypuff:= Rollout
:4lucina:/:4marth:= Shield Breaker
:4sonic:= Homing Attack
There are others that can influence Kirby's recovery if B-Reversing the Neutral-B was included, but I did not.
 
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Darklink401

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If we're adding mii fighters I say the set considered, to save time, should just be the most optimal one. For mii brawlers case, the faint kick, fire dropkick, and axe kick, for example.
 

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My suggested set for recovery / edge-guard breaking purposes would be from any of these:

1 OR 3 = Shot Put OR Exploding Side Kick
1 OR 2 = Onslaught OR Burning Dropkick
1 OR 2 = Soaring Axe Kick OR Helicopter Kick
2 OR 3 = Feint Jump OR Foot Flurry

I'd like to nominate normal sets that many Mii Brawlers would take into battle for more than strictly recovering with, though I feel that Ultimate Uppercut, Headache Maker, Piston Punch, & Head-On Assault are not that helpful to Mii Brawler regarding recovery. @ Jigglymaster Jigglymaster what are some sets you roll with generally? (sorry for that tag in advance)
 
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Judo777

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Yes I think Jiggs and Mks are better. Especially Jiggs. Distance traveled is certainly something, but when he travels said amazing distance, he is completely vulnerable with no chance for retaliation. Basically he hope to avoid your hits while he recovers and just has to evade. Jiggs has ALL of her options while recovering. Is she just recovering or is she going to hit you with aerials from offstage and air camp. Who knows because she can do it all. Having options during recovery is ALWAYS better than having a longer recovery with less options.

Villagers recovery kind of reminds me of Snakes in brawl. Snake is the only character in smash history to actually have infinite recovery length. He can hurt himself while recovering to give him his up b back. This combined with the fact that he can do actions out of his up b made his recovery pretty good. However any high level player will tell you that Snake even with his infinite recovery and the ability to do actions out of his recovery, he did NOT have even top 10 recoveries in the game. Recovery (and getting to the stage to avoid juggles) were Snakes greatest weaknesses. Because sure he could ALWAYS get back to the stage distance wise, but he sometimes had to take 85% to do it.
 

One Tilt

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Hm... if I could get a few of the most common sets, excluding the # for moves that don't aid recovery (i.e. most neutral Bs, most down Bs bar tricks like echo reflector, and most side Bs bar moves like burning dropkick, along with, of course, up Bs). I'm familiar with the gunner, and to a lesser extent the swordfighter, but I've not been able to test the brawlers much yet.

Basically, to start, what slots on eachMii fighter's specials are relevant?

Gunner's neutral B and side B seem irrelevant, with down B only relevant for the magnet.
Swordfighter's neutral B seems irrelevant, while side B bar chakram feels relevant...
Is everything on Brawler but neutral B relevant, then? In any case, though, I wonder if any options are so unpopular that they're never used... though, 1/1/1/1 should probably be included regardless, because of tournaments who would screw people into that setup.

"...Snake is the only character in smash history to actually have infinite recovery length..."
An interesting thought-- I wonder if any newcomers might have such trickers... Ness's wallbouncing does have me at least wondering if someone might be able to stall indefinitely, if nothing else. Though, if he damaged himself to do so, wouldn't he eventually KO himself? That might keep it from quiiiite being infinite... and also strikes me as quite the hilarious situation, actually.
 

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Apparently from what I've noticed, most Mii Brawler mains like Helicopter Kick & Feint Jump for good reasons. Shot Put is regularly chosen as well, although I see a few use Ultimate Uppercut, & finally for the Side-B I see more inclined to Onslaught more than the other two. A general Mii Brawler set would be 1122, so you could have 1111 & 1122 for two Mii Brawlers on the list, but if it means anything, Apex 2015 ruleset states that the sets 1111, 2222, & 3333 are all allowed for all the Mii Fighters.
 

Judo777

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Hm... if I could get a few of the most common sets, excluding the # for moves that don't aid recovery (i.e. most neutral Bs, most down Bs bar tricks like echo reflector, and most side Bs bar moves like burning dropkick, along with, of course, up Bs). I'm familiar with the gunner, and to a lesser extent the swordfighter, but I've not been able to test the brawlers much yet.

Basically, to start, what slots on eachMii fighter's specials are relevant?

Gunner's neutral B and side B seem irrelevant, with down B only relevant for the magnet.
Swordfighter's neutral B seems irrelevant, while side B bar chakram feels relevant...
Is everything on Brawler but neutral B relevant, then? In any case, though, I wonder if any options are so unpopular that they're never used... though, 1/1/1/1 should probably be included regardless, because of tournaments who would screw people into that setup.

An interesting thought-- I wonder if any newcomers might have such trickers... Ness's wallbouncing does have me at least wondering if someone might be able to stall indefinitely, if nothing else. Though, if he damaged himself to do so, wouldn't he eventually KO himself? That might keep it from quiiiite being infinite... and also strikes me as quite the hilarious situation, actually.
In a vaccum yes he would eventually kill himself, but with a stage he can tech the stage infinitely and not die.

also I typically consider getting KOed into a blastzone that is not a lower blastzone not actually failing to recover, that's just being killed, but that is semantics.
 

Darklink401

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Swordsman doesnt have the best recovery ever, but he DOES have the side B that makes him spin a lot, and that has a lot of horizontal reach. Also travels in a slight arc and is fast, so its hard to stop.

Gunner can possibly use side B PKfire clone to get people off of the edge as he tries to recover.
 

Jigglymaster

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Feint Jump + Helicopter Kick gives Mii Brawler absurd Horizontal recovery, so much to the point that I got semi-spiked out of my double jump to the very edge of the side blastzone and I made it back easily with feint jump + Helicopter Kick.

Soaring Axe Kick has slightly better recovery than Piston Punch, but it fails to defend Mii Brawler as he can be easily intercepted from it, unlike the other two that actually have hitboxes coming out of them. Worst recovery of the 3 IMO.

Burning Dropkick does have Horizontal recovery, but it's ending lag causes Brawler to drop so far down that he can't get back up in time, so I don't think its worth including that. And as others have said, none of his neutral B moves help him recover.

So basically these are my recovery rankings for Mii Brawler

1. 1122/2222 (Helicopter Kick + Feint Jump)
2. 1132 (Piston Punch + Feint Jump)
3. 1112 (Soaring Axe Kick + Feint Jump)
4. 1111 (Soaring Axe Kick or Onslaught)
5. 3333 (Piston Punch)
 

Darklink401

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If you have Feint Jump, wouldnt a horizontal recovery special be better, like Piston Punch or Axe Kick?
 

Jigglymaster

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If you have Feint Jump, wouldnt a horizontal recovery special be better, like Piston Punch or Axe Kick?
Not exactly. Just because Mii Brawler doesn't get much vertical recovery with HK + FJ doesn't mean its worse than PP + FJ. Because his Horizontal recovery is so good he can actually make his recovery hard to predict because of all the horizontal options that he has. (and by that I mean he can choose between FJ and HK to recover, or he can FJ back, kick forward and then HK to recover, theres a lot of options) Not to mention, if he gets hit out of his Feint Jump then his horizontal recovery is nerfed heavily.....unless he has helicopter kick. When having Piston Punch, theres only so much you can do with the move and theres only one place you can recover with the move, which is right below the ledge, thats a risk I'm not willing to take.

As for Axe Kick, I'll state it again while it has more horizontal recovery than Piston Punch, there is absolutely nothing protecting you, meaning anybody can safely drop in with an attack and stop you. I honestly don't see anything good at all with that move.

In the end Helicopter Kick provides just enough vertical height that Mii Brawler should generally never have a problem getting back to the stage ever, its almost impossible to edgegaurd him.

1122 beats out 1132 and 1112 when considering this as the criteria for a good recovery.
  • Vertical, Horizontal, and Diagonal Distances
  • Air Speed (both of recovery moves and in general)
  • Hitboxes (strength, size, power, et cetera)
  • Armor/Super Armor/Invulnerability/Intangibility
  • Vulnerability to gimps/spikes (stagespikes or otherwise)
  • Flexibility/Predictability/Options (mixups/mindgames and the like)
  • Reliability/ (Not to be confused with ease-of-use)
  • Defensive Aerials, Actions Out of Up B, Ledge Sweetspots, and more!
 
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Darklink401

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Not exactly. Just because Mii Brawler doesn't get much vertical recovery with HK + FJ doesn't mean its worse than PP + FJ. Because his Horizontal recovery is so good he can actually make his recovery hard to predict because of all the horizontal options that he has. (and by that I mean he can choose between FJ and HK to recover, or he can FJ back, kick forward and then HK to recover, theres a lot of options) Not to mention, if he gets hit out of his Feint Jump then his horizontal recovery is nerfed heavily.....unless he has helicopter kick. When having Piston Punch, theres only so much you can do with the move and theres only one place you can recover with the move, which is right below the ledge, thats a risk I'm not willing to take.

As for Axe Kick, I'll state it again while it has more horizontal recovery than Piston Punch, there is absolutely nothing protecting you, meaning anybody can safely drop in with an attack and stop you. I honestly don't see anything good at all with that move.

In the end Helicopter Kick provides just enough vertical height that Mii Brawler should generally never have a problem getting back to the stage ever, its almost impossible to edgegaurd him.

1122 beats out 1132 and 1112 when considering this as the criteria for a good recovery.
  • Vertical, Horizontal, and Diagonal Distances
  • Air Speed (both of recovery moves and in general)
  • Hitboxes (strength, size, power, et cetera)
  • Armor/Super Armor/Invulnerability/Intangibility
  • Vulnerability to gimps/spikes (stagespikes or otherwise)
  • Flexibility/Predictability/Options (mixups/mindgames and the like)
  • Reliability/ (Not to be confused with ease-of-use)
  • Defensive Aerials, Actions Out of Up B, Ledge Sweetspots, and more!
Okay, I'll give it that. I guess it's just that my Mii Brawlers are usually fast, so their helicopter kick's vertical height is like literally nonexistant.

What I DO like about that tho, is that you can even move back a bit before moving forward with the helicopter kick.
 

One Tilt

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In a vaccum yes he would eventually kill himself, but with a stage he can tech the stage infinitely and not die.
Aaah, hadn't even thought of teching for it. I can almost imagine a Snake at 999% hilariously blasting himself along an infinite ceiling with repeated techs or the like, now...
Feint Jump + Helicopter Kick gives Mii Brawler absurd Horizontal recovery, so much to the point that I got semi-spiked out of my double jump to the very edge of the side blastzone and I made it back easily with feint jump + Helicopter Kick.

Soaring Axe Kick has slightly better recovery than Piston Punch, but it fails to defend Mii Brawler as he can be easily intercepted from it, unlike the other two that actually have hitboxes coming out of them. Worst recovery of the 3 IMO.

Burning Dropkick does have Horizontal recovery, but it's ending lag causes Brawler to drop so far down that he can't get back up in time, so I don't think its worth including that. And as others have said, none of his neutral B moves help him recover.

So basically these are my recovery rankings for Mii Brawler

1. 1122/2222 (Helicopter Kick + Feint Jump)
2. 1132 (Piston Punch + Feint Jump)
3. 1112 (Soaring Axe Kick + Feint Jump)
4. 1111 (Soaring Axe Kick or Onslaught)
5. 3333 (Piston Punch)
Extremely helpful! Particularly since it includes that his neutral Bs are mostly irrelevant to recovery, the lack of safety to axe kick, and a good starting point for typical sets without burning dropkick or the like turning this into a headache of fractals.

:4miisword:Neutral and down specials seem to be irrelevant to the swordfighter, in any case, with the question becoming whether slash launcher (2) is more/less viable than airbourne assault (1). Beyond that, there's the usual comparisons of up specials, though I'm curious as to what others tend to use-- I tend to find myself using something like 3133, with airborne assault and power thrust sometimes swapped out. I've tried stone scabbard for a while, but the hero's spin feels a lot more consistent whilst having a use beyond recovery (roll punish). The down special I tend to just shift based on what feels needed... Reversal slash helps against heavily zoning sorts with powerful projectiles like Samus, while power thrust cuts nicely through weaker projectiles for the occasional hitlag punish a la upperdash arm. Counter's my least frequent choice, but feels nice against some characters who're high pressure with minimal grab game... so, mostly LM, thinking of it. It's a shame that the swordfighter's base attacks are so underwhelming, but if I were forced to play a single-number set, at least 3333 is nearly my usual set... But I'm getting off-topic...

:4miigun:Neutral and side specials seem to be the irrelevant ones for gunners, with, IIRC, absorbing vortex (3) being the only one that benefits recovery. I've heard that it's mostly used on sets that make use of cannon uppercut (2) as their up B, to compensate for its worse recovery than lunar launch/arm rocket, so I suppose the sets used might be 1111, 2222, 3333, and ??23... or some such thing. Since only the third much matters unless the vortex is used, 1111 and so on can fill in for '??1?' sets and the like. Though, it'll take two more sets for ??13 and ??33 if others use vortex sans arm rocket. Still, that's an upper range of 7, and it's certainly possible for there to be multiple with the same placement (arm rocket and lunar launch might be fairly equivalent recoveries, for example-- the former has a bit more range/control while the latter has a hitbox/speed). I mostly use bomb drop for down B, though, myself, so I wouldn't really know much about vortex recovery yet.

Additionally, for custom moves, I think placing them in a manner similar to Shulk's Monado Arts, with just the ()'s if they're anything but default, should work for now. Also, if any neutral Bs strike you as relevant for Kirby's recovery, I can go ahead and add him in. Thus far, I have Kirby(Jump/Speed/Defense) (questionably relevant outside of jump, given Kirby's air time), Jigglypuff (questionably relevant), Marth/Lucina (questionably relevant), Metaknight (tornado nerfs make relevance a bit iffy), and Sonic (100% relevant! Finally!).
 

One Tilt

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Updated to 3.0!

Miis are finally a part of the recovery rankings, a full .1 skipped to mark the fact that it's two updates worth of content at once (and thrice the updates worth of work). S+ has been redefined as the top 3, as giving Monado Art Kirby a full tier to himself would simply be ridiculous-- instead, it now marks the top 3 recoveries in order. There are also new E and F tiers, to keep the new additions from bloating existing tiers to a crowded mess, and everything started by my moving everything from B- and below down a full tier to open up some of that space. Additonally, I went and added +/- tiers to the definitions, which are rewritten entirely, and the whole thing's color-coded by tier because I'm a complete idiot whose vanity exceeded their concept of practicality. Curiously, Kirby's monado arts proved largely irrelevant outside of jump, as did his copy abilities bar Shulk/Sonic, so they've been ignored as 'too close to default to matter'. Similarly, Shulk's monado arts are largely closer to him, most notably Speed, for having far less of an effect than my minimal prior testing had concluded. Sheik, by the by, is rated the 3rd best in the game at recovering, now, for having range, hitboxes, a teleport, a mixup, wallcling, and so on...

In the S/A tiers, there are actually few other changes, save for Game & Watch heading to S- after intensive testing showing him to be what we always expected Palutena of-- totally ungimpable. That, and he has good range, if mostly vertically. I don't see him dropping below A+ at worst, regardless. Wario slips past Kirby, while Kirby's Sonic form is placed a bit above, but other than Rosalina settling in just behind Olimar, the only other change in the S/A's is Peach dropping down, for being a bit too alike to Fox in terms of tools. Ike shifts to B+, though, while (*112) Brawler firmly takes a slot alongside him as the strongest Mii recovery in the game. Swordfighter (*13*) follows a bit behind, placed shortly behind Link for sharing the 'spin attack plus something else' setup, if doing it less effectively than Link. In the newly cleared B-, WFT moves up while Speed Shulk drop down, while the rest of it is populated by mid-range Miis. Brawler (**22) is outstanding despite its vertical issues, Swordfighter (*33*) is, meanwhile, a tier below Link for sharing the spin attack but lacking mixups like (*13*).

In C+, meanwhile, Shulk/Marth/Lucina move up to get past Diddy/Ness, who dropped down. Bowser Jr., in fact, dropped down even further, landing around Mario/Bowser's new spot... that said, Mario/Bowser moved up to an empty tier, as well, but oh gog I'm so lost. Um... this is a nightmare to describe, so... moving on... Gunner 1 placed a mite above Robin, for being very similar, but having a bit better speed/drift. Gunner 3 is a bit lower, below Robin for having far less freedom with up B, and thus being more predictable... it also has less range than Gunner 3, for that matter. Alongside Bowser/Mario/Bowser Jr., Swordfighter and Brawler 1s both slip just below Bowser, for having a similarly singular direction they just can't recover in, for them diagonal. Swordfighter 2 is a touch below them, for having a worse horizontal option, while Brawler 3 is a bit below that, for lacking the horizontal option entirely.

Also in the D's, Ganondorf is up next to DK again, while Defense Shulk follows for having the exact traits of Ganondorf: a sucky double jump but usable up B. Dr. Mario and Little Mac thus get their own tiers for D- and E respectively, while F tier had to be made just to explain how utterly terrible Mii Gunner 2 is-- with or without the Absorbing Vortex, being that far below Little Mac that you can't share a tier with him is just embarrasing. That said, absorbing vortex adds half a Kirby height worth of distance... which is hilariously pointless, given that the up B itself has zero range.

Edit: The original post has been deleted to make way for the update, which covers the last post's content regardless, but you're still welcome to read it if you're so inclined-- I rather dislike to delete information that might be useful, even if my perspective has already been changed and these questions largely already resolved.
Not exactly. Just because Mii Brawler doesn't get much vertical recovery with HK + FJ doesn't mean its worse than PP + FJ. Because his Horizontal recovery is so good he can actually make his recovery hard to predict because of all the horizontal options that he has. (and by that I mean he can choose between FJ and HK to recover, or he can FJ back, kick forward and then HK to recover, theres a lot of options) Not to mention, if he gets hit out of his Feint Jump then his horizontal recovery is nerfed heavily.....unless he has helicopter kick. When having Piston Punch, theres only so much you can do with the move and theres only one place you can recover with the move, which is right below the ledge, thats a risk I'm not willing to take.

As for Axe Kick, I'll state it again while it has more horizontal recovery than Piston Punch, there is absolutely nothing protecting you, meaning anybody can safely drop in with an attack and stop you. I honestly don't see anything good at all with that move.

In the end Helicopter Kick provides just enough vertical height that Mii Brawler should generally never have a problem getting back to the stage ever, its almost impossible to edgegaurd him.

1122 beats out 1132 and 1112 when considering this as the criteria for a good recovery.
  • Vertical, Horizontal, and Diagonal Distances
  • Air Speed (both of recovery moves and in general)
  • Hitboxes (strength, size, power, et cetera)
  • Armor/Super Armor/Invulnerability/Intangibility
  • Vulnerability to gimps/spikes (stagespikes or otherwise)
  • Flexibility/Predictability/Options (mixups/mindgames and the like)
  • Reliability/ (Not to be confused with ease-of-use)
  • Defensive Aerials, Actions Out of Up B, Ledge Sweetspots, and more!
It's very difficult for me to make a call on helicopter kick. It's like a horizontal screw attack in that it's a powerful move that feels very safe when used correctly, while its vertical recovery is a step below Donkey Kong... Yet, it gets you onto the stage, not just the ledge, far safer than any up B I've ever tested, and its use as an attack whilst onstage is far above that of the other two, so I can see why one would want for it... Feint jump, meanwhile, can be used with its kick and lose zero vertical distance even at the bottom of the kick before you can double jump/up B, which is huge. Its safety feels on par with Palutena, despite distance below DK... which is hell to try and consolidate. That said, I've found onslaught to be a hugely important tool that can fulfill the same purpose of helicopter kick in terms of granting an extra move after the feint kick's second input. That said, while axe kick has minimal hitboxes, piston punch doesn't feel significantly safer, so I would call them 'close enough' to being equivalent and a matter of preference, for now. It's a difference between having LM or Kirby's up Bs, while helicopter kick is more like opting out for a souped up version of DK's. It's tempting to call them all equivalent, really, and to point out how useless piston punch or the like are at vertical and diagonal recovery when one lacks feint jump and onslaught. Burning dropkick is strictly worse than onslaught as a move and a recovery, no matter the context, so I'm marking that as irrelevant unless you're forced to use it (the 1111/2222/3333 sets). Likewise for lack of a feint jump-- the alternatives flatly aren't good enough to justify eschewing it, as it's flatly better as an attack (again, barring one forced to pick a single-number set).

To summarize :4miibrawl::
-Neutral B is irrelevant (but don't use Falcon Punch Exploding Side Kick)
-Side B is always to be considered Onslaught(1), outside of single-number sets.
-Down B is always to be considered Feint Kick(2), outside of single-number sets.
-Up Bs Piston Punch and Soaring Axe Kick can be considered loosely equivalent.
-With access to Onslaught+Feint Jump, Helicopter Kick may be strictly worse than or equivalent to other up Bs...

I'm having trouble deciding if Helicopter Kick is worse than or equal to the other two, both in a vaccum and with access to feint kick+onslaught. The main sets that will be considered now are as follows, in their current standings.
Top B- *112/*132 (Onslaught+Feint Jump+Piston Punch/Soaring Axe Kick)
Top C+ **22/2222 (Feint Jump+Helicopter Kick)
Low C 1111 (Onslaught+Soaring Axe Kick)
Low C- 3333 (Piston Punch)

As for :4miigun:, only up B feels relevant, with Lunar Launch>Arm Rocket>Sandbag>Cannon Uppercut. The distance absorbing vortex attains is laughably miniscule, about half a Kirby height, and I honestly feel that such is too negligible a distance to ever make Cannon Uppercut justifiable... particularly given that it's not even that impressive as an attack.

With :4miisword:, only Airborne Assault(1) feels relevant outside of numbered sets for side B, as it's strictly better than slash launcher given that both induce special fall. Curiously, all the numbered sets have a horizontal recovery tool, with 3333 getting Blade Flurry's shield-breaker-like range but at a quicker charge. It's still highly situational, however. Also, as all of those options take charging (or overwriting slots), none can be really 'stacked' effectively.

Up B 1 is equivalent to Soaring Axe Kick or Piston Punch Mii Brawler
Up B 2 is equivalent to Falco's
Up B 3 is equivalent to Link's

As such... from worst to best...
2222 is slightly below Brawler's 1111, as its horizontal option is a touch weaker, but it exists, unlike Brawler's 3333.
1111 is about the same as Brawler's 1111, as both have a vertical and horizontal tool of similar range/safety
3333 is slightly above Wii Fit Trainer, as it has Link's spin attack and Blade Flurry trickery, but no tether.
*13* is slightly below Link, as it has the same up B and a horizontal option (while Link has a tether), but lacks bomb trickery.

---

I've spent the past few days trying them out, and it seems that there are exactly four 'places' for each Mii, other than the gunner only taking three. Some will have multiple listed sets in a given slot, but, beyond that, the whole process seems quite painless. As for Kirby, Jump Art requires redefining tiers a bit to accomodate, while Speed Art and Defense Art are going to be... strange, to say the least. That said, this update is going to be massive, and so I think I'll be calling it 3.0, considering that I'm also doing the usual character changes on top of this Mii madness. Also? This has given me the chance to play Mii Brawler a lot more than I have previously, and they're feeling remarkably solid. In fact, I feel like their recovery, curiously enough, might be what's most likely to hold them back from a top 10 or so as far as viability, if anything else... but I don't want to open that can of worms.

Anywho, what other characters bear moving, by the by? All this Mii chat has rather distracted me from finding as many, but they still abound... Ganondorf will likely rejoin DK, Falco might pass the Links or even Samus, Ike might slip down within B, B- might be rearranged (WFT remaining on top), Yoshi's Bair/Dair to stage options might have him inch closer to Charizard, Peach's similarity to Fox might have her inch closer to him, Rosalina's distance/speed might have her inching closer to Olimar... B+/A- are a bit chaotic at the moment overall, really. All the while, though, G&W is up up and away, deserving S- for doing everything Palutena did for safety, but better and without sacrificing range. Alternatively, he may take Dedede's spot... A may bear rearranging as well, in general, once G&W is out. Aaalso toying with the idea of Marth/Lucina being above Bowser Jr, but I'm not sure who'd move up to compensate, if anyone. Diddy might fall further as well, though ROB/Ness are likely safe near WFT. I'd move Marth/Lucina up, but Shulk feels equivalent... hm... Anywho, Kirby's only relevant copy ability outside of Shulk feels to be Sonic, which is probably enough to bump him up to Jump art Shulk's approximate spot, twistedly enough... or at least enough to stay high A if Kirby falls within A.

In terrifying news, though, Little Mac might be looking forward to actually being better than someone else at recovery...
 
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One Tilt

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I hate to turn an inadvertent double-post into a self-aware triple, but I think jamming two posts into one last sunday was a bit much for a bloated post as-is... I've been pondering whether to add custom moves to the formula, in any case, and I think now's a fairly decent time to start with them, since I'm foreseeing far less character shifts for 3.1 than usual. The top Mii Brawler is the main one I'm a mite iffy on, but that'd only be for its potential to rise further through the ranks. As for the core cast, I figured I'd make mention of some suspects whilst wondering a bit at the new S+...

Does anyone disagree with the idea of a top 3? If not, do those standings feel accurate? What about the order S is left in? I'm tentatively 'okay' with S- to A-, barring the slightest unease at G&W and Sonic, though... not that Pac Man or Wario necessarily feel to be pinned down... I think I'm liking the look of B+, though, in general. I'm a bit speculative of MM at A-, as I am with Sonic at A, but they're still likely close. My biggest question, though, is Ness.

Ness is most certainly heading up, given that his PK thunder being catchable is possible to play around due to the properties of the tail. That said, I'm still a bit iffy on where to place him, but I'd guess somewhere in the B to B- range. Luigi, Falcon, DHD, and DK all feel to have the potential to shift a place or two, but I don't see them making any drastic tier shifts... Ness feels to solidly be the main outlier now. Diddy might move, thinking of it, but it's quite difficult to consolidate his vulnerability with his bit of range... I suppose he could end up as low as DHD or as high as ROB, but it's a tough call, given that all I can say for sure is that it's 'average at-best'.

---

As for custom moves, I'd rather add as much of the roster's at once as possible, as with the Miis. The key to this, of course, would be deciding on whose will be most relevant. Given how infeasible that may be, I'll start with the most drastic and move on to less influential custom sets later. So, for now, only custom sets that are clearly superior to the default will be considered for the implementation of custom moves. Regardless of viability, we will also eschew inferior recoveries, no matter how significantly different they are-- at least for now, while we get the basics laid down. I'm not certain that including recoveries that are barely different or completely identical would be anything but a waste of time, even down the line, though, so those might remain eschewed entirely.

That all said, who do we feel is granted significantly different recovery by a custom set? Who feels to have their recovery unaffected by custom moves? Who feels to have less significant changes in recovery? Those who have clear tradeoffs (trading hitboxes for range or such), like Mario, are apt to be considered irrelevant until proven otherwise, but some have clearly superior options (recovery-wise-- not commenting on what's more viable for competitive play as a moveset just yet), like Luigi.
 

Masonomace

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About the top 3
As silly as it sounds having a lonely Tier just for Jump Kirby, I have to agree. Kirby has 5 mid-air jumps & a fairly good Up-B vertically by himself, but when you augment Kirby with Monado Art Jump, everything becomes improved by so much that even Kirby's flaws in the air are solved completely. If you look here, you see that Kirby has one of the worst air speeds in Smash 4, but everything poor about Kirby's aerial mobility is entirely improved thanks to Jump mode. Vertically, Jump Kirby is S+ Tier for sure, & Jump Kirby ignores edge-guarding because it literally requires 1 or 2 mid-air jumps to bypass that ugly off-stage business. Jump Kirby can also recover from practically anywhere, even if Kirby has no moves aiding his recovery other than Final Cutter. Pikachu & Sheik may have multiple tools in assisting them recover, but really Jump Kirby doesn't need tools, because all it takes is a couple of jumps, & that's why Jump Kirby is in a league of its own no matter how rare & unlikely Kirby inhales Shulk.

As for the current top 3, I'm content with Pikachu & Sheik being at the top. Their placements don't bother me too much, though I do feel Lucario can be top 3 with or without walls in the equation, but if we're including walls, then Lucario for sure should be in top 3, if top 3 is staying as the top 3 I mean.
 
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One Tilt

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About the top 3
As silly as it sounds having a lonely Tier just for Jump Kirby, I have to agree. Kirby has 5 mid-air jumps & a fairly good Up-B vertically by himself, but when you augment Kirby with Monado Art Jump, everything becomes improved by so much that even Kirby's flaws in the air are solved completely. If you look here, you see that Kirby has one of the worst air speeds in Smash 4, but everything poor about Kirby's aerial mobility is entirely improved thanks to Jump mode. Vertically, Jump Kirby is S+ Tier for sure, & Jump Kirby ignores edge-guarding because it literally requires 1 or 2 mid-air jumps to bypass that ugly off-stage business. Jump Kirby can also recover from practically anywhere, even if Kirby has no moves aiding his recovery other than Final Cutter. Pikachu & Sheik may have multiple tools in assisting them recover, but really Jump Kirby doesn't need tools, because all it takes is a couple of jumps, & that's why Jump Kirby is in a league of its own no matter how rare & unlikely Kirby inhales Shulk.

As for the current top 3, I'm content with Pikachu & Sheik being at the top. Their placements don't bother me too much, though I do feel Lucario can be top 3 with or without walls in the equation, but if we're including walls, then Lucario for sure should be in top 3, if top 3 is staying as the top 3 I mean.
Alright... I might make a tier past S+ just for Jump Art Kirby, then, and throw Lucario in S+ instead. Not sure what I'd call it, short of 'Brawl Metaknight Tier' or some such contrivedness... S+++ tier? I suppose I could do the 'move everyone down' bit again... would put Doc at E+, so I could have E as E+, E, and then E-, actually, so that'd work... that's supposing, of course, that it's justified to put a gap between Pikachu/Sheik/Lucario and ZSS/Greninja/Villager to begin with, though. I can agree with Lucario being near the top, though I do keep thinking of a game as Mario where I managed to Dair a Lucario out of Extremespeed a few times... not that it kept him from actually recovering after that, though.
 

David Viran

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Alright... I might make a tier past S+ just for Jump Art Kirby, then, and throw Lucario in S+ instead. Not sure what I'd call it, short of 'Brawl Metaknight Tier' or some such contrivedness... S+++ tier? I suppose I could do the 'move everyone down' bit again... would put Doc at E+, so I could have E as E+, E, and then E-, actually, so that'd work... that's supposing, of course, that it's justified to put a gap between Pikachu/Sheik/Lucario and ZSS/Greninja/Villager to begin with, though. I can agree with Lucario being near the top, though I do keep thinking of a game as Mario where I managed to Dair a Lucario out of Extremespeed a few times... not that it kept him from actually recovering after that, though.
There is a one frame vulnerability when grabbing the ledge and some characters can spike lucario right when he grabs the ledge and kill him. It's hard to do though and this goes for every character.
 

Masonomace

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Alright... I might make a tier past S+ just for Jump Art Kirby, then, and throw Lucario in S+ instead. Not sure what I'd call it, short of 'Brawl Metaknight Tier' or some such contrivedness... S+++ tier? I suppose I could do the 'move everyone down' bit again... would put Doc at E+, so I could have E as E+, E, and then E-, actually, so that'd work... that's supposing, of course, that it's justified to put a gap between Pikachu/Sheik/Lucario and ZSS/Greninja/Villager to begin with, though. I can agree with Lucario being near the top, though I do keep thinking of a game as Mario where I managed to Dair a Lucario out of Extremespeed a few times... not that it kept him from actually recovering after that, though.
How about SS Tier? If you wanna quote it something like "Uncommon SS Tier", then maybe that fits, heh idk, it seems like it would be less effort than the 'move everyone down' thing.
 

TriTails

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I disagree with Luigi's placement here...

His Cyclone rises him crazy height and nice horizontal distance by itself. His air speed isn't really a problem since Green Missile covers most of horizontal distance Luigi need, and the point of Luigi Cyclone is to rise. The extra horizontal distance is pretty nifty too.

So his recovery goes like this:
Green Missile (Charge it) -> Double jumped Luigi Cyclone (If you aren't getting roughly 1.33x to 1.5x height of SJP, then I believe you are doing something wrong) -> SJP.

He is also hard to gimp. Unless you gimp Luigi Cyclone, he will come back. And gimping Luigi Cyclone itself is a problem. Considering on how high and fast it rises, and it has quite huge hitbox.

He also has Fireballs for safety, and his SJP provides him invunerability when rising, making it perfect to grab ledges from below. His vertical, horizontal, and diagonal all above average IMO. I don't see why Luigi is placed in C tier: Where clear flaws often hinders one's recovery. He can also go high or low if he want to, and he is still not helpless unless he does his SJP. His mixups can also get him away from stagespikes or whatnot.

I doubt if he is below Marth/Lucina, as he has options to defend himself. You get caught in the Cyclone and it can potentially soft spike you. You get caught in Green Missile and you'll be send flying. Plus, he can choose to not to use his Cyclone, going for a SJP right below the ledge, which I'd say helps for his safety.

That is all complaint I have. Argue with me if you find something off, but I believe this is true.

Oh, and lol to tier below LM. There is somebody who has worse recovery than LM himself! Never knew about this, thanks!
 

Darklink401

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I disagree with Luigi's placement here...

His Cyclone rises him crazy height and nice horizontal distance by itself. His air speed isn't really a problem since Green Missile covers most of horizontal distance Luigi need, and the point of Luigi Cyclone is to rise. The extra horizontal distance is pretty nifty too.

So his recovery goes like this:
Green Missile (Charge it) -> Double jumped Luigi Cyclone (If you aren't getting roughly 1.33x to 1.5x height of SJP, then I believe you are doing something wrong) -> SJP.

He is also hard to gimp. Unless you gimp Luigi Cyclone, he will come back. And gimping Luigi Cyclone itself is a problem. Considering on how high and fast it rises, and it has quite huge hitbox.

He also has Fireballs for safety, and his SJP provides him invunerability when rising, making it perfect to grab ledges from below. His vertical, horizontal, and diagonal all above average IMO. I don't see why Luigi is placed in C tier: Where clear flaws often hinders one's recovery. He can also go high or low if he want to, and he is still not helpless unless he does his SJP. His mixups can also get him away from stagespikes or whatnot.

I doubt if he is below Marth/Lucina, as he has options to defend himself. You get caught in the Cyclone and it can potentially soft spike you. You get caught in Green Missile and you'll be send flying. Plus, he can choose to not to use his Cyclone, going for a SJP right below the ledge, which I'd say helps for his safety.

That is all complaint I have. Argue with me if you find something off, but I believe this is true.

Oh, and lol to tier below LM. There is somebody who has worse recovery than LM himself! Never knew about this, thanks!
I've said all this.



Also I'd like to appeal for Little Mac being better at recovering than Doctor Mario.

Crazy, I know. But hear me out.

From almost any point near the side blast zones, if Little Mac is sent diagonally, his jump + side B can usually recover.

He's also got a walljump, and his up B is realy hard to edguard, as it goes through the stage's edges.

If he's high up and just needs to land on the stage, he can neutral B to put himself in super armor, and most aerials don't have the power to break through that, especially at later stages.


His best mixup though, is the counter. The counter not only boosts Little Mac forward, but also stops any gimping attempt. The best part is, no matter what, if your opponent tries to gimp you, even if you miss after the counter, Little Mac WILL still move forward.

Horizontally, Little Mac can recover much better than Doc, since Doc only has pills and up B (as well as down B, but his isn't nearly as good as Luigi's)
 

TriTails

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Yeah, I know that you say Luigi's recovery is better than he is credited now. I just explained it further.

Oh, and for LITTLE MAC!(Sorry, can't resist) V.S. Doc, your reasons are true. But I guess I'll look at it more. But I still think that Doc is better, but then again, I tried Doc in Smash Run, his jumps are underwhelming for Mario clone. His SJP is weaker in height, too.

Interesting. I'll look at it further. And yeah, they messed up Dr. Tornado. It is basically a completely inferior version of Luigi Cyclone.
 
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