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From brawl to brawl+, character recovery rankings and changes

Zodac

Smash Journeyman
Joined
Dec 14, 2008
Messages
320
Location
Australia, victoria
My Brawl + recovery rating/10: (based on codeset 3.3 with no-auto sweetspot on)
In order from best to worst (same scores = higher placed character recovery > lower placed character recovery)

Metaknight - 9.75
Jigglypuff - 9.5
Kirby - 9
Sonic - 8.75
Pit - 8.75
Rob - 8.5
Game and Watch - 8.5
Pikachu - 8.5
Wario - 8.5
King DDD - 7.75
Toon Link - 7.75
ZSS - 7.5
Lucario - 7 .25
Lucas - 7.25
Luigi - 7.25
Peach - 6.75
Samus - 6.75
Yoshi - 6.5
Charizard - 6.25
Snake - 6
Sheik - 6
Ice Climbers - 6
Zelda - 5.5
Fox - 5.25
Squirtle - 5
Marth - 4.75
Mario - 4.5
Captain Falcon - 4.5
Diddy Kong - 4.5
Ike - 4
DK - 4
Wolf - 3.75
Falco - 3.75
Ness - 3.5
Link - 3.5
Bowser - 3.25
Ganondorf - 3
Ivysaur - 2.25
Olimar - 2.25
Solo Climber - .5
Solo Olimar - .5


My standard Brawl recovery rating/10: (to compare)
Ratings based on the thread link below and altered to my opinion.
http://www.smashboards.com/showthread.php?t=209374

Metaknight -10
Jigglypuff - 9.5
Pit - 9
Rob - 9
Kirby - 9
Sonic - 8.75
Game and Watch - 8.75
Pikachu - 8.5
Wario - 8.5
Lucas - 8.25
Toon Link - 7.75
King DDD -7.75
ZSS - 7.5
Luigi - 7.5
Lucario - 7.25
Samus - 7.25
Peach - 7
Yoshi - 6.75
Charizard - 6.5
Diddy Kong - 6.25
Fox - 6.25
Snake - 6
Sheik - 6
Ice Climbers - 6
Zelda - 5.5
Squirtle - 5.25
Marth - 5
Captain Falcon - 5
Mario - 4.75
Ness - 4.5
DK - 4.5
Wolf - 4.25
Falco - 4.25
Ike - 4
Bowser - 3.5
Link - 3.5
Ganondorf - 3.5
Ivysaur - 2.25
Olimar - 2.25
Solo Climber - .5
Solo Olimar - .5

changes:

Metaknight - Can no longer use ledges to boost vertical height of shuttle loop (B^).
-Drill rush (B->), Mach tornado (B), diminsion cape (Bv) and glide all un-effected.

Jigglypuff - The same.

Pit - Rising wings of life (B^) won't grab ledge until it runs out.
-Pressing B^ after a jump will greatly increase grab range (weird huh).

Rob - B^ won't grab the egde until you go help-less or fast fall.
- Grab range from fast fall is less than standard brawl and could be punished by an edge-guarder.
-Rotot arm can now be used to boost horrizontal distance.

Kirby - The same.

Sonic - The same.

Game and Watch - B^ will not cling as easy, can be punished by an edge guarder by shielding then attacking.

Pikachu - Quick attack (B^) will not cling as easy, could be punished.
- Can use another direction of B^ from the edge instead of clinging if he has the 2nd direction left.
-Skull bash (B->) the same.

Wario - B^ won't cling as easy and can be punished, although difficult.
-Bike (B->) un-effected, waft (Bv) not sure if it clings in standard brawl but it doesn't matter anyway.

Lucas - PK Thunder (B^) less room for error and can easly stage spike yourself.
- B^ won't cling as easy, landing lag easy punished.
- Rope snake (z-air) un-effected.
- Zap jump unknown changes (never tried it).

Toon Link - B^ won't cling as easy and could be punished, although difficult.
- Chain (Z-air) recovery un-effected)

King DDD - The same.

ZSS - The same.

Luigi - Green missle (B^) won't cling as well, can be easly punished if timed wrong.
- Luigi nado (Bv) and B-> un-effected.

Lucario - The same.

Samus - B^ won't cling as well, extremly punishable if timed wrong.
- Z air and bomb jump recovery un-effected.

Princess Peach - B^ won't cling as easy, could be punished.
- Peach bomb (B->) un-effected.

Yoshi - The same.

Charizard - Fly (B^) won't cling as well, could be punished. Glide un-effected.

Diddy Kong - Rocket barrel (B^) very high chance to stage spike yourself, need perfect aiming and timing. B^ to avoid edges onto stage extremely punishable.
- Monkey flip (B->) un-effected.

Fox - Shine stall not as good.
- B^ will edge-hog itself vertically if not sweetspoted, making it punishable by an edge-guard or edge-hog.
- B^ horrizontally will take more time to cling if not sweetspoted.
- Fox flash (b->) and F-air 2nd jump un-effected.

Snake - The same.
-C4 recovery not tested.

Sheik - The same.

Ice Climbers - The same.
-"With Lagless Ledges code IC's recovery got better, because if only one makes it to the ledge, it can instantly drop then use Up+b, saving the other one."

Zelda - The same.

Squirtle - B^ won't cling as easy, could be punished although difficult.

Marth - B^ won't cling as easy, could be punished although difficult.
- Dancing blades (B->) recovery un-effected, shieldbreaker un-effected.

Captain Falcon - Falcon dive (B^) won't cling as easy, can be punished by edge-guard or the landing lag.
- Raptor boost (b->) un-effected.

Mario - B^ won't cling as easy, could be punished although difficult.
- Cape (b->) recovery un-effected.

Ness - PK Thunder (B^) less room for error and can easly stage spike yourself.
- PK thunder won't cling as easy, landing lag easy punished.

DK - Massive grab range gone (more notable than others).
- B^ won't cling as easy, can be punished by edge-guard or the landing lag.

Wolf - B^ will edge-hog itself vertically if not sweetspoted, making it punishable by an edge-guard or edge-hog.
- B^ horrizontally will take more time to cling if not sweetspoted.
- B-> will not cling un-less sweespotted and will hit edge-guarders.

Falco - B^ will edge-hog itself vertically if not sweetspoted, making it punishable by an edge-guard or edge-hog.
- B^ horrizontally will take more time to cling if not sweetspoted.
- Falco flash (b->) un-effected.

Ike - The same.

Bowser - B^ won't cling as easy (doesn't really matter due to ease of sweetspotting small distance), can be punished if timed wrong.
- Bowser has 50% less lag on up+b landing

Link- 10% boost on B^, B^ won't cling as easy and can be punished.
- Z air un-effected. Bomb jump un-tested (presumed same/useless).

Ganondorf - B^ won't cling as easy, can be punished by edge-guard or the landing lag. The last hitbox of B^ (where he does the purple punch) will now now stay out when he grabs the edge.
- B-> un-effected.


Ivysaur - The same.

Olimar - The same.

Solo Climber - B^ won't cling as easy.

Solo Olimar - The same.

As you can see the recovery has really evened up and with the possible addition of second chance up-B code for olimar/ivysuar it could close the gap even more.

edit: thinking of moving up falcons and ganons recovery .25 cause their up-B's go through shileds
-50% less landing lag on bowsers up-B added
-ganon B^ hit box added
- removed this "Also i haven't been able to magnet pull in + yet", due to it working fine.
- lucas moved above luigi.
- format clean-up. colours later.
 
D

Deleted member

Guest
Thanks to Lagless Ledges the IC's recovery got better, because if only one makes it to the ledge, it can instantly drop then use Up+b, saving the other one.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Just a little tip: Ganondorf's recovery is actually better now in most situations. Removing the ASL means that his uppercut hitbox isn't cut off, so he can ward off many edgeguards by just punching right the hell through the stage while he stays safe. Try it out!
 

Zodac

Smash Journeyman
Joined
Dec 14, 2008
Messages
320
Location
Australia, victoria
Just a little tip: Ganondorf's recovery is actually better now in most situations. Removing the ASL means that his uppercut hitbox isn't cut off, so he can ward off many edgeguards by just punching right the hell through the stage while he stays safe. Try it out!
do you mean the hitbox on his arms during B^? Or B> chokehold?

I think you mean like recovering under stage (like FD) with B^ and you grab the ledge while doing an attack (like marth) right?
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,131
Location
Montreal, Quebec
do you mean the hitbox on his arms during B^? Or B> chokehold?

I think you mean like recovering under stage (like FD) with B^ and you grab the ledge while doing an attack (like marth) right?
When Ganondorf recovers, and it's not actually that bad a recovery, and grabs the edge with his upB, the last hitbox where he does the purple punch will go through the ledge, forcing the opponent to defend themselves or get hit.
 
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