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A quick note on recovery

CCCM89

Smash Ace
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Sep 1, 2009
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Man, I don't even know...
not sure if anyone else has noticed this, but Little Mac's recovery, while normally would go less distance in the air, seems to go quite high immediately after a wall jump. perhaps it's based on aerial momentum? I've yet to test his recovery right after/during an air jump, but if I'm right, it might go significantly higher then just doing it while falling.

I bring this up, because I walled jumped from off the bottom of Omega Sonic stage into up special and made it back up. the recovery went just about the full height of the stage's platform, which it normally doesn't.

Think some others could confirm this? If it's true, Little Mac's recovery might not be as garbage as initially thought, and should make for some rather amusing psuedo-cides, if that wasn't patched out with 1.0.4.

EDIT: just testing it out on pac-maze. Hold ledge, press back to slow fall down. there's a maze wall in the background near the bottom. The moment Little mac's foot passed it, I hit the up special...and died.
Again, held the ledge, fell down, passed the bar until off screen slightly. I then jumped and hit up-b...and made it right back up to grabbing the ledge.
Fast fell and immediately hit up-b from mid-point of platform, much higher then the background wall I've been measuring from. I never made it close.

Should also point out, just doing up-b while falling, mac's foot has a bit of a red effect once near the middle, but doing it after a jump gave added momentum, with additional red streaks over his feet to indicate the higher recovery.

So yeah, it looks like little mac's recovery is based on aerial momentum. Could someone else please confirm this?
 
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CCCM89

Smash Ace
Joined
Sep 1, 2009
Messages
500
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Man, I don't even know...
I honestly thought I found something useful here, but I really would like confirmation on whether or not this works for anyone else.

did a little more testing, and I'm not sure, but I think wall jumping just before using up-special gives him more momentum then just a double jump. it's not much of a difference, mind, but I think it's still noticeable enough.
 
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ndayday

stuck on a whole different plaaaanet
BRoomer
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Jun 12, 2008
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I see what you mean. It doesn't seem that if you up-b immediately after inputting a second jump the reach is considerably further, but that doing this is the exact same as using the second jump, waiting to reach the apex of the second jump, and then using up-b. Interesting.

Basically it's a much faster way to recover low from the side of the stage since you don't risk all those frames of you just waiting to reach the highest point of your second jump.

The other application I can think of for this is that instead of killing with the shorter ranged jump > up-b, or the really slow double jump > up-b, you could jump, jump > immediately up-b and get grounded up-b levels of reach quickly.

Thanks for the thread, I'm not sure if other people knew about this but I sure as hell didn't.

also I found this while messing around with wall jumps, again don't know if many people know about it but it's kind of cool: a way to autosnap to the ledge without leaving yourself super open with up-b/waiting for the full height of wall jump/


I should mention what you have to do is cancel haymaker immediately btw
 
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CCCM89

Smash Ace
Joined
Sep 1, 2009
Messages
500
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Man, I don't even know...
@ ndayday ndayday actually, I think it gives a bit more recovery then just hitting it at the apex of your double jump. by then your momentum is gone, so as long as you activate this while your character is still going up, you'll get the boost.

also, at about 0:20-0:23 in the video, you see how you actually reach beyond the ledge from your up-b after a double jump? had you just done an up from that spot after a fast fall(or regular fall for more distance), you would not have made the ledge. also, if you had double jumped, then at the apex recovered, if the height of that jump was the same point/position where you recovered in that video, your up-B would not have the range to reach the ledge.

practice with it more. get a feel for just how much higher you can recover with it. I mean hell, I found this out by watching a replay of mine in a little mac mirror match when I was below the very bottom of the battlefield stage, and still managed to recover. Seriously, try it yourself. test the distance of a normal fall, fast fall, and you're moving up from a jump, and just after said jump starts. see how they compare if you start your recovery at the exact same point each time(I.E. that line I mentioned in pac-maze. it's really a good way to judge distance for this.)
 
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ndayday

stuck on a whole different plaaaanet
BRoomer
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I did test it, I know what you're talking about but yeah it's hard to judge distance on Wii U imo. I must have jumped and up-b for almost an hour after reading this thread haha.

and yeah that single up-b was right after the second jump, which is why it was so high...but on-stage experiments and comparing height by using the tree on that Duck Hunt stage made it seem like boosted up-b and double jump up-b were about the same, it's hard to accurately judge so I believe you (I don't want to whip out Smash 3DS now ;;)

I am gonna have to mess with it more, it seems like something you don't want to do whenever since such a long up-b that doesn't snap to the ledge could be trouble. It's good to know for sure though, I'm honestly surprised more people haven't said anything since this is not intuitive or easy to notice at all imo
 
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