A2ZOMG
Smash Legend
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- Oct 13, 2007
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- A2ZOMG
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Horizontal recovery options are an okay bonus but are very very far from necessary for actually recovering successfully. Good DI usually is more than enough to cover the horizontal aspect of recovery, and what is MUCH more important is having vertical mixup. All the characters you mentioned actually have vertical options which COMBINED with their horizontal options (which fall better under the category of momentum altering as opposed to actual practical recovery purposes) make their recoveries much harder to react to.Clearly DK is screwed aswell, becausehaving a horizontal recovery is apparently useless, Wario's Bike, Quick Draw, Skull Bash, Shuttle Loop, Glide Toss, Fox Illusion/Falco Phantasm, Double Slap's push, Shield Breaker's push, [Lucas'] PSI Magnet's push, Spin Dash, Squall Hammer, Green Missle, FLUDD's push, Egg Toss's push, [Samus'] bomb push, and gliding in general give no benefits to the user, since they are horizontally based and do not give that much vertical boost, if any.
I fail to see how nobody cares about horizontal recoveries since half of these are used constantly to recover . . . . . .
Wario's Bike is actually primarily a vertical recovery option. I don't get why you even listed it. Wario's recovery of course would be complete trash without it since he would suffer the same problems Bowser does when recovering due to his priority being bad and lacking many other vertical mixup options.
Quick Draw is a bad recovery move. Doesn't really need to be mentioned here.
Skull Bash is only a good recovery move in momentum cancels. The occasional mixup altering fallspeed is SOMETIMES useful, but it's actually a subpar recovery move for the most part besides that.
You do realize that the reason why all of Metaknight's recovery moves are good is because of their vertical mixup potential right? Metaknight's ability to glide has a LOT of vertical mixup potential and if he couldn't alter his trajectory while gliding, it would be nearly useless.
Fox and Falco's SideBs are actually vertical mixup tools by themselves. They have high jumps and fall speed that is very hard to react to (and Fox can shinestall to make things even more confusing). Bowser doesn't have anything like that to reduce how telegraphed his recovery is. Oh and by the way Fox and Falco also do have the option of Up-Bing, not that it's very good, but the option exists.
Instead of Doubleslap, I assume you mean Pound. Again it actually works as a vertical recovery option and it alters Jigg's fallspeed patterns allowing to evade some forms of edgeguarding.
Marth's rarely ever recover with shieldbreaker, and it's usually a bad idea.
Sonic players don't use spindash for recovery. The Homing attack and Up-B by far are much more useful.
Squall Hammer is only good when both Ice Climbers are together, as it allows Nana to have a more reliable vertical recovery. Otherwise when they are alone, it's a complete garbage recovery move.
Luigi's Green Missile is actually only used because of the threat of the Cyclone giving Luigi an impressive vertical recovery. Without the Cyclone Luigi's SideB would be a complete garbage recovery move.
FLUDD push is nearly useless for distance (if it even gets you any distance at all which I am very doubtful of) and you're better off using that to deflect people who are edgeguarding you. Don't try to convince me otherwise.
Egg Toss's push is not actually for distance. It's for making sure you can avoid getting edgehogged. It is very similar in practical use to Mario's Cape, which MANY MARIO MAINS STILL USE INCORRECTLY.
Samus's Bombs are somewhat telegraphed but actually serve as momentum stallers, similar to Fox's Shine. They are more or less unnecessary for actual distance, but they are valuable for momentum altering, which is MORE IMPORTANT than horizontal recovery.
And I already explained that the real purpose of gliding is not actually to gain horizontal distance. It's a vertical mixup option.
Bowser is the one character in the game who lacks ANY real vertical mixup in his recovery. Bowser's recovery options don't compare to the options you mentioned. They have next to nothing in common in practical use.
And as for DK, his recovery isn't very good, but it's much better than Bowser's. His Up-B gets more vertical AND horizontal distance, can land safely onstage, outlasts edgehogs, and actually has priority. Things which Bowser's recovery doesn't have, and virtually every other recovery in the game does.
Firstoff most players will DI well. Under this assumption most Ness players will try to leave the option of landing on stage open, and they will assume that it is hard for you to challenge their F-air and D-air directly. If they know where Mario's Cape/FLUDD Zone is, they will usually start up Up-B outside of that zone, and if they have any sense in how to aim PKT2, they will make it VERY difficult to actually apply your gimp tools on Ness's PKT, since if they DIed well, you also have to worry about covering their option of grabbing the ledge normally.Not really sure what to say about this, for the most part I just see if the trajectory Ness is going to head at is geared toward the stage itself or the edge and react accordingly. (If FLUDD wasn't an option beforehand) If it's aimed at the stage but can still grab the ledge, I edgeguard then short hop off of it to attack while Ness' freefall/landing lag is still in play.
Ness's recovery isn't spectacular, but it is very very far from being nearly as terrible as Bowser's recovery.