Right on. Also an advantageous way of making Jump & Speed even better for recovering is by mashing B to deactivate the Art during hit-stun / launch, or cycle to Jump during the hit-stun / launch if you don't have an Art active. The Art will self-activate after hit-stun finishes, but this way you don't have to wait until you're off-stage & proceeding to mash B 4x to deactivate the Art, or pressing B 2x cycling to Jump. The difference seems low, but when you're drifting towards the stage after hit-stun finishes, you'll notice the air speed difference with Vanilla against Jump or Speed.
I think another reason why people mention Jump (besides the given boosts to his overall recovery) is because it's the first Art in the cycle, which I must say is highly convenient. But let's say Jump were to be on cooldown (cooldown = 10 seconds), then it's either Vanilla recovery, or it's Speed. That's basically the only way I can think of players using Speed to recover with atm.
Mashing B to deactivate the art... I'm not sure I follow that exact bit of what you mean, there-- can you deactivate an art manually by switching back to its spot on the cycle, or does mashing itself do something, or am I just misinterpreting that altogether? Ah, wait, from the context (mash B x4), I see that you're meaning
deactivation of
Defense specifically, so I'll assume the
'blank' spot is for deactivation--- good to know. Was aware that you can start to cycle to
Jump during hitstun/launch, if only because of how human-nature it is to start mashing for it the second you realize you need to get back onstage from what's going to be quite the deathly launch distance. Where do you think that
Defense and, more importantly,
Speed might come on the rankings? Given the lack of activity, I think things have settled enough to add them in.
Defense definitely feels D+/- range, while
Speed feels a letter-or-so above deactivated Shulk... Given your input thus far, I'd certainly say you're apt to have some valuable input on narrowing down where they belong, though. Does
Defense feel Little Mac bad? Does
Speed feel nearer to
Jump, or only a bit above
deactivated?
By the by, your color coding is so intuitive to discussion of the Arts that I rather think it a great method for using Shulk on the rankings, rather than the wordy 'with jump monado' parenthetical and such. For that matter, I think gray for
Default might increase clarity when discussing Shulk, as well. As always, most definitely appreciate the input, and expect some placement for Shulk next update (likely in a day-ish).
---
In any case, at the moment, the characters I'm least certain of are as follows (the 'current suspect test', if you will):
Olimar because his air speed is so vulnerable, like DHD, and, while spikes are able to KO anyone, his lack of safety has me a bit... concerned. Can't say he feels
too wrong next to Rosalina, but... maybe she's even too high, given how safe Sonic/Megaman can be... yet, they lack diagonal distance... Pac Man, meanwhile, is almost impossible to rate, given the unique nature of his recovery. Weak hitboxes, repeated bounces, reuse on lost trampoline, side B doesn't cause special fall, great recovery distance, super armor on side B, predictability, wildly variable recovery speed... just in general, I'm having a hard time comparing him. Near to Sonic feels, again,
close, but it's a bit hard to really get a read on him in-depth without a lot more playtime, given how unique his recovery is. And that's not even getting into up Bs to force an opponent into the air or Bonus Fruits...
Moving on, though, Peach's floating makes her recovery potentially about the same as Sonic's, and her up B feels far safer than I keep expecting of it, yet, if she gets her double jump taken via some hits, she doesn't even have the recovery of Marth... who I was tempted to add, but, honestly, I can't be sure of how close Marth is/isn't to Samus and co., while being
near Falco feels close... BowJow, meanwhile, is a case of far too little information-- his side B means he has more horizontal than Sonic and MM, in theory, but I have no idea how his slower up B and his actions out of it help his safety... I don't feel like he's lower, but it's also hard to justify putting him past others when I'm sincerely at a loss to figure his comparative safety... Speaking of stumped, Diddy has me clueless-- I've used him almost exclusively for testing, and I'm positive that there are far more qualified Diddy mains (if recent trends are any indication, at least) who can update me on his feel when recovering.
DHD has barely moved since the start, in any case, as his similarity to Olimar but worsened speed and range has me wondering if such an extreme distance between them is really justified. Ness is another case of 'hasn't much moved, ever', as all I've really heard of him on is the custom move trick with PK Thunder 2-- he has decent range and all, which Fox has shown can overcome some gimpability on up B, but is that enough to move up? Or is he actually so gimpable that even LM laughs at him? Ganon, meanwhile, hasn't moved when Falcon did, which simply has me a bit wary that Dorf may now be a bit low, given his similar up B and all... though, his side B certainly is quite a difference. Doc has me a bit befuddled, though, as I can finally use his down B on a 3ds (can't test the GCC until adapters stop being out of stock
...). Not consistently, granted, but I can use it enough on Luigi to feel he's pretty solid where he's at... but Doc's ability to use down B puts him nearer to Mario, in theory. Still below, I'd suspect, but still... any able to use Doc's down B on the Wii U version that can supplement my testing a bit? 3ds makes a few things difficult...
Also, as an aside, how do Greninjas SD with Shadow Sneak? I've recovered with Hydro Pump after
two failed inputs before in testing, because good gog that range... am I just seeing newbies with poor reflexes? Then again, I can't claim I've never lost my place on screen once or twice... ^^"
In any case, next update should be in a day or so... if there's little to change of moving people from tier to tier, by the by, we might start testing for ordering
within tiers instead-- as well as adding Mii recoveries (a precursor to custom moves, since Miis are usable with their up Bs in 'non-custom-with-friends'. Currently, testing only covers FG 'legality'. After those, we can get into the custom move tricks and whatnot... though I'm still a bit shakey on how to format that.