SuSa
Banned via Administration
When responding, please use the following outline to make your information neat, organized, and easy to find and read:
1. Everything seen here is debatable, and everything has its scenarios.
(eg; Some recoveries may be deemed "better" or "worse" depending who the opponent is. Someone with a spike will greatly hurt DK or Bowser's recoveries while a character lacking a spike will not.)
2. The "Tier List" is unofficial, and is several lists.
3. Characters that have multiple recovery options will be on multiple lists.
4. The reasons why something is so high/low will be listed. This may help those who think "but xx should be higher!" notice that they are wrong. - They may only be thinking of the "good" parts of the recovery. Not things like "if Pit gets hit once, he's dead".
5. A recovery is anything that is viable. Marth's side-b, Ice Climbers B, etc. Are considered "midair stalls". While they do help, in most scenario's its insignificant and only a small help. You cannot recover with these moves solely on their own - not viable.
6. Anything that requires an item or projectile is not counted. (eg; Snake using C4. (it may be on stage), Link/Toon Link's bombs blowing up, a character holding an explosive such as Snake's grenade or Link/Toon Link's bombs, etc.)
7. It is assumed all recoveries are done to the best of their ability. That means for Meta Knight's B, Ice Climbers Side-B, Luigi's Down-B, the best height and distance humanly possible is used. That means that no recovery is "screwed up" and therefore "worse".
8. You may notice with all the above rules, that can make this list not accurate. - Accuracy on something that can be close to an opinion is near impossible. We need standards to know which is the best/worst. Obviously Snake's C4 recovery method happens a lot, therefore he "should" be higher on this list. Too bad.
9. If you want your opinion taken seriously, state the recovery, it's Pro's and Con's, and where you think it should be placed. Your opinion will be matched against other players opinions and the recovery placed accordingly.
10. Because of Pit's special scenario, and things like Rob/Pit and needing their up-b's to "refresh" to last the full time. It's assumed that the recovery lasts the maximum time, and Pit gets a handicap on the list for "if he gets hit, he can't recover". While its assumed "perfect conditions", Pit's "handicap" in his recover greatly affects it.
11. Thing's like Luigi's 'misfire' are taken into account as a Pro, if you can think of other examples let me know.
12. If a move can be charged, to be fair with Pit/Rob's "maximum" recovery, it is assumed that it is fully charged. (This being because the only "charge" moves that I know of move horizontally, therefore being lower doesn't really help it if it is charged.
13. If you think any of the above are unfair, talk to me about it. (I know some people will try to debate "rules" like 10, 11, and 12...)
14. Read 1-13 again, make sure you understand it.
Fun Note:
I am not starting this list with any "pre-made" data gathered or decided by myself, except for glides. That is because the glides are actually... pretty standard.
This means, start giving me info and reasons.
Funner note:
All information is pretty much copy+pasted from posts. If I need to do editing to it, I will. The major thing that will change from the information given in posts is in rankings, but that won't happen until every character is listed. If you can think of more Pro's / Con's let me know either via the thread or PM.
________________
I'm getting lost:
Index
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Up-B Recovery
S rank
Sonic Information Post
Pro's of recovery:
Con's of recovery:
ROB Information Post
Pro's of recovery:
Con's of recovery:
Mr. Game and Watch Information Post
Pro's of recovery:
Con's of recovery:
A rank
Pikachu Information Post
Pro's of recovery:
Con's of recovery:
Ice Climbers Information Post
Pro's of recovery:
Con's of recovery:
Snake
Pro's of recovery:
Con's of recovery:
B rank
Peach
Pro's of recovery:
Con's of recovery:
Zero Suit Samus Information Post
Pro's of recovery:
Con's of recovery:
Zelda Information Post
Pro's of recovery:
Con's of recovery:
C rank
Ganondorf Information Post
Pro's of recovery:
Con's of recovery:
Bowser
Pro's of recovery:
Con's of recovery:
Mario Information Post
Pro's of recovery:
Con's of recovery:
Captain Falcon Information Post Information Post 2
Pro's of recovery:
Con's of recovery:
Ness Information Post Information Post 2
Pro's of recovery:
Con's of recovery:
D rank
Ike Information Post
Pro's of recovery:
Con's of recovery:
Squirtle Information Post
Pro's of recovery:
Con's of recovery:
Yoshi Information Post
Pro's of recovery:
Con's of recovery:
Lucario Information Post
Pro's of recovery:
Con's of recovery:
Olimar Information Post
Pro's of recovery:
Con's of recovery:
E rank
Luigi
Pro's of recovery:
Con's of recovery:
Link
Pro's of recovery:
Con's of recovery:
Extreme Fail Tier
The only character to be on a list when the move doesn't do anything. Because everyone but this person has a useful Up-B in some way.
Jigglypuff
Pro's of recovery:
Con's of recovery:
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Side-B Recovery
S rank
A rank
Ice Climbers Information Post
Pro's of recovery:
Con's of recovery:
B rank
C rank
D rank
E rank
Ike Information Post
Pro's of recovery:
Con's of recovery:
____________________
Down-B Recovery
S rank
A rank
B rank
Zero Suit Samus Information Post
Pro's of recovery:
Con's of recovery:
C rank
Meta Knight
Wario
D rank
Luigi
E rank
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B Recovery
S rank
Sonic
Meta Knight
Jigglypuff
B rank
C rank
D rank
Marth
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Tether Recovery
Z-air, other tethers are on the other lists
First:
Samus
Longest of the four tethers.
Second:
Link
Medium length of the four tethers.
Third:
Toon Link
Second shortest of the four tethers.
Fourth:
Lucas
Shortest of the four tethers.
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Glide Recovery
The 3 Gliders and the 1 Floater are in here.
First:
Pit
Quickest glide (I forget if it's Pit of MK. I have no wii, confirm please?)
Second:
Meta Knight
Neither quickest nor slowest of the 3 gliders.
Third:
Peach
I consider her "float" a "glide", to avoid giving her a "best" rank on a "float list". Pro's: Can stay still+move backwards. Con's: Cannot move up or down, cannot alter how long it lasts.
Third:
Charizard
Slowest of the glides
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Jumping
Jumps are only counted for recovery, not from stage. So everyone has "1" recovery jump unless otherwise stated.
Multiple Jumps = 3 or more jumps (# = total jumps) (height = "bad/decent/good")
S rank
Jigglypuff -- Multiple jumps (5)
Kirby -- Multiple Jumps (5)
Meta Knight -- Multiple jumps (5)
King DeDeDe -- Multiple Jumps (4)
Pit -- Multiple Jumps (3)
Charizard -- Multiple Jumps (2)
A rank
B rank
C rank
D rank
E rank
Ganondorf - Bad Jumps
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Horizontal Recovery
This list takes into account moves that can alter (Rob's Bair) horizontal momentum. It will also take into consideration moves like Magnet Pull after the list is done.
Important Information: Click Here
S rank
Meta Knight
Pit
Charizard
Jigglypuff
Peach
B rank
C rank
D rank
E rank
____________________
Vertical Recovery
Jump height (Yoshi=High, Charizard=Low), Up-B's, and later Advanced Techniques.
S rank
A rank
B rank
C rank
D rank
E rank
____________________
Overall Recovery
The best overall recoveries, where how they place in all the others determine how they place in here.
S rank
A rank
B rank
C rank
D rank
E rank
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FAQ
____________________
Recent Updates
Lists:
Lists Started ------ 03-26-09
More lists added ------ 03-26-09
Started Down-B list------ 03-26-09
FAQ Added------ 03-26-09
Format Upgraded------ 03-28-09
Characters:
Peach = Charizard -- Tied for Third Place Glider------ 03-26-09
Wario < Zamus -- Down B------ 03-26-09
Falcon lowered -- Up-B ------3-28-09
Code:
*Character icon* (eg; :snake:)
Character:
[U][B]Pro's of recovery[/B][/U]:
[U][B]Con's of recovery[/B][/U]:
Which recovery:
Rank:
1. Everything seen here is debatable, and everything has its scenarios.
(eg; Some recoveries may be deemed "better" or "worse" depending who the opponent is. Someone with a spike will greatly hurt DK or Bowser's recoveries while a character lacking a spike will not.)
2. The "Tier List" is unofficial, and is several lists.
3. Characters that have multiple recovery options will be on multiple lists.
4. The reasons why something is so high/low will be listed. This may help those who think "but xx should be higher!" notice that they are wrong. - They may only be thinking of the "good" parts of the recovery. Not things like "if Pit gets hit once, he's dead".
5. A recovery is anything that is viable. Marth's side-b, Ice Climbers B, etc. Are considered "midair stalls". While they do help, in most scenario's its insignificant and only a small help. You cannot recover with these moves solely on their own - not viable.
6. Anything that requires an item or projectile is not counted. (eg; Snake using C4. (it may be on stage), Link/Toon Link's bombs blowing up, a character holding an explosive such as Snake's grenade or Link/Toon Link's bombs, etc.)
7. It is assumed all recoveries are done to the best of their ability. That means for Meta Knight's B, Ice Climbers Side-B, Luigi's Down-B, the best height and distance humanly possible is used. That means that no recovery is "screwed up" and therefore "worse".
8. You may notice with all the above rules, that can make this list not accurate. - Accuracy on something that can be close to an opinion is near impossible. We need standards to know which is the best/worst. Obviously Snake's C4 recovery method happens a lot, therefore he "should" be higher on this list. Too bad.
9. If you want your opinion taken seriously, state the recovery, it's Pro's and Con's, and where you think it should be placed. Your opinion will be matched against other players opinions and the recovery placed accordingly.
10. Because of Pit's special scenario, and things like Rob/Pit and needing their up-b's to "refresh" to last the full time. It's assumed that the recovery lasts the maximum time, and Pit gets a handicap on the list for "if he gets hit, he can't recover". While its assumed "perfect conditions", Pit's "handicap" in his recover greatly affects it.
11. Thing's like Luigi's 'misfire' are taken into account as a Pro, if you can think of other examples let me know.
12. If a move can be charged, to be fair with Pit/Rob's "maximum" recovery, it is assumed that it is fully charged. (This being because the only "charge" moves that I know of move horizontally, therefore being lower doesn't really help it if it is charged.
13. If you think any of the above are unfair, talk to me about it. (I know some people will try to debate "rules" like 10, 11, and 12...)
14. Read 1-13 again, make sure you understand it.
Fun Note:
I am not starting this list with any "pre-made" data gathered or decided by myself, except for glides. That is because the glides are actually... pretty standard.
This means, start giving me info and reasons.
Funner note:
All information is pretty much copy+pasted from posts. If I need to do editing to it, I will. The major thing that will change from the information given in posts is in rankings, but that won't happen until every character is listed. If you can think of more Pro's / Con's let me know either via the thread or PM.
I'm getting lost:
Index
- Up-B Recovery
- Side-B Recovery
- Down-B Recovery
- B Recovery
- Tether Recovery
- Jumping
- Horizontal
- Vertical
- Overall
- FAQ
- Recent Updates
Up-B Recovery
S rank
Sonic Information Post
Pro's of recovery:
- Invincibility during ascent that lasts shortly after it activates to about half the total height gained.
- Ability to airdodge immediately after invincibility frames are over gives a very large invulnerability period.
- Possibly the fastest vertical acceleration of any recovery or attack and one of the highest vertical gains.
- Ability to extend the horizontal distance with an aerial or airdodge after spring, mixed with Sonic's high aerial movement speed mean he can travel huge distances horizontally.
- Ability to attack out of spring can deter edgeguarders.
- If you hit him out of spring with a spike and attempt to edgehog Sonic, he can still footstool jump off an edgehogger's head to recover.
Con's of recovery:
- No auto sweetspot on ledge makes recovering from very low unsafe and it vulnerable to being spiked, grabbed and due to the grab release KO option
- Vs characters with large grab range if you recover low you generally have to either airdodge or try to space an aerial to hit them and not get grabbed.
- If someone edgehogs you while you fall past them after using spring, if they time the invincibility frames right, you can't footstool them to recover.
ROB Information Post
Pro's of recovery:
- Gains the longest distance (not including those with glides)
- Does not leave in freefall
- Can attack out of
- Can be wavebounced to recover quickly from a failed gimp
Con's of recovery:
- Can't air-dodge
- Fuel can run out leaving ROB helpless even if hit again.
Mr. Game and Watch Information Post
Pro's of recovery:
- Initial upB: Great vertical rise, can be angled, 5 frames of invincibility, surprising priority that has serious potential to stage spike edgehoggers, performing an aerial or special immediately fast falls it, offers survivability by meteor canceling at lower percents, has a windbox that pushes enemies up and off, and auto grabs the ledge.
- Parachute: Massive horizontal drift, easy to change directions on the fly, can be canceled into aerials/specials or dropped normally (allowing G&W to footstool edgehoggers), doesn't leave G&W in a freefall, doesn't remove his second jump if not used, and getting hit by a windbox gives back his upB.
Con's of recovery:
- Suffers landing lag when landing at the very peak of the up-B
- Windbox may keep enemies close if angled inwardly.
A rank
Pikachu Information Post
Pro's of recovery:
- Quick and safe.
- Has 2 parts, you can choose to use 1 or both.
- Angle can be altered for both dashes making it very difficult to predict.
- Distance covered by this recovery both horizontally and vertically is one of the best in the game.
- Recovery counts as an attack which will poke off edgehoggers who don't have invincibility frames.
Con's of recovery:
- Leaves in helpless afterwards
- Angles can be messed up easily due to sensitivity
- Can be predicted and hit out of.
Ice Climbers Information Post
Pro's of recovery:
- Long range
- Nana can edgehog, or secure the edge for Popo
- Has great knockback if it lands a hit
- Nana has invincibility frames
- Can be used from large distances as long as the Ice Climbers are synced.
- Fast travlling after startup.
Con's of recovery:
- Popo is left helpless until reaches ledge
- If it hits whilst recovering, Popo may end up falling to his death
- Easy to edgehog.
- Without Nana, it is greatly nerfed and borderline useless.
- Slow startup speed compared to many Up-B's
Snake
Pro's of recovery:
- Cypher Armour - Moves that don't do 7% or more will not knock him out of recovery
- If knocked out, Snake can use it again.
- Good vertical and horizontally.
- Can blow self up with C4 or Grenades to use it again. (Does not affect rank)
- Can choose to end early or later.
- Doesn't put into helpless
Con's of recovery:
- Easy to predict recovery path
- Easy to spike out of, since you are left pretty helplessly until you can recover.
- Easy to edgeguard unless you recovery really high.
- Moves slowly unless used right after a second jump.
- Using aerials or specials puts you into a fall where you cannot use up-b again.
- If grabbed from Cypher, and not attacked, you can fall to your death.
- Will not sweetspot ledge.
- Recovering safely often has you blowing yourself up. (Does not affect rank)
B rank
Peach
Pro's of recovery:
- Parasol covers good vertical height
- Has a lot of hitboxes around her body
- Has active hitboxes throughout the entire recovery
- Allows amazing horizontal movement when it reaches the apex of it's height
- Long pole helps protect from attacks from above (some spikes, etc)
- Cannot be properly edgehogged well because the top of the Parasol will always hit the opponent off the ledge and Peach will grab it immediately depending on their percent, how much invincibility they have, etc.
- You have the option of moving in any direction you want to to avoid attacks (except up)
Con's of recovery:
- Has nice vertical recovery, but not the best
- If you get spiked, don't expect on recovering
- Can be spiked out of even when the top is above her if done right
- Slow falling speed works against her as well since she's more open to attacks
- If you Parasol the wrong way, you have to tap down to make her free fall (this makes you lose some height)
Zero Suit Samus Information Post
Pro's of recovery:
- Very Fast.
- Can be used multiple times without entering helpless state.
- Can Tether from a very wide angle. (almost 45 degrees on either side of vertical as long as the stage is not in the way)
- Can be used in conjunction with a jump for a 40-50% boost in jump height. This is also true for footstool and flipstool jumps.
- Can be B-reversed (wavebounced?) for a horizontal boost. Although, this is rare.
- Useful attack, the tip can spike people who stay on the edge too long and it's fast enough to tether afterward.
Con's of recovery:
- Does not increase character height by itself (big con!)
- Easy to edgehog if it is exclusively relied upon. (This can be mitigated with use of her other recovery moves)
- ZSS is vulnerable while hanging on a tether before she has reached the edge
Zelda Information Post
Pro's of recovery:
- Very long distance (can recover vertically from off-screen on Battlefield)
- Can be angled in many ways, meaning you have amazing distance in all directions.
- Invincible and invisible during the teleport.
- Can sweetspot the ledge to become invincible throughout the move.
- Upon reappearing, has a fairly large hitbox that will clear the area around Zelda.
Con's of recovery:
- Edgehogging isn't difficult due to the recovery taking so long.
- Punishable if the reappearing attack doesn't connect.
- Characters like R.O.B. and Jigglypuff can hit you out of the fairly long start-up animation.
- Only goes in straight lines.
- Being forced to freefall as Zelda really sucks.
C rank
Ganondorf Information Post
Pro's of recovery:
- Very nice vertical height
- Both the grab part and the punch at the end can stage spike if the person is caught on the ledge without invincibility
- Can be controlled slightly, which prevents it from ever getting caught under the stage if used correctly
- Can be used again if connected with opponent
Con's of recovery:
- Predictable
- Easy to edgehog, especially by tethers
- Not enough distance to make up for getting hit away during it
- No priority if attacked from above
- If it hits the opponent and the opponent has a very fast aerial and is at a high percent, the aerial can hit as soon as the grab ends. This is pretty much an automatic gimp for characters such as Falco and MK, who can Dair Ganon to death.
Bowser
Pro's of recovery:
- Goes higher than it's sister recovery (DK's, which it will always be compared to).
- Has great priority
- 5 frames of invincibility in the start up that tapers of toward the end.
- A revolving multi-hit recovery that's hard to interrupt.
Con's of recovery:
- Only okay height
- Short horizontal distance compared to sister recovery (DK)
Mario Information Post
Pro's of recovery:
- Fastest Up-B in the game.
- It's invincible throughout the entire ascending animation.
- Can reach either higher or farther, depending on how you aim the control stick.
- It has decent distance, but it's nothing too impressive.
- Hard to edgehogg due to it's ability to stagespike and long duration.
Con's of recovery:
- Mediocre distance, it's only the equivalent of a second jump that attacks.
- Does not auto-ledgegrab if you overshoot the ledge.
- Easily edgehogged by tethers like Zamus, Samus, and Link.
Captain Falcon Information Post Information Post 2
Pro's of recovery:
- Grabs an opponent if close enough for an attack; landing the grab gives the player another Up B which can be indefinitely returned as long as an opponent can be grabbed.
- Can be reversed while continuing in the original direction which sends opponents out away from the stage if a grab is landed.
- Captain Falcon has a slight "teleport" which when combined with the moves fairly high priority will allow Falcon to go through potential gimp attempts and land the move.
- If the opponent is attempting to edge hog Falcon and runs out of invincibility frames, or the opponent is just off stage and close to the edge of the stage, Falcon will grab them and instantly stage spike them.
Con's of recovery:
- It's distance both vertical and horizontal leads a lot to be desired, the only reason it doesn't suck is the auto sweetspot improvement from Melee and 64.
- A predictable pattern lets people who can out prioritize the move keep Falcon away for as long as they want until Falcon finally dies.
- Slow move in terms of covering the distance it goes which makes it easier to quickly snap to the ledge for a hog than other recoveries.
- Hitbox is only in front, leaving back, above, and below vulnerable.
- Attack portion is not the entire move, making it only useful at closer ranges.
Ness Information Post Information Post 2
Pro's of recovery:
- When launched, travels fast and inflicts damage/knockback when in contact with an opponent.
- Has great range, can recover from bottom of the starter stages
- Will sweetspot ledge
- Can travel in any direction
Con's of recovery:
- Easily gimpable/absorabable.
- Long start up time.
- Will bounce off edge if aimed incorrectly.
- PKT can be canceled with a projectile or move.
- You can miss with PKT- leading to death.
- If you hit something, the length of PKT2 is shortened.
- Gives enough time to easily gimp Ness
- Any character can just jump into the PKT to cancel it.
D rank
Ike Information Post
Pro's of recovery:
- Super Armor frames for majority of startup.
- Semi-spikes.
- Can drag people off of the stage edge.
- Can screw over edgehogging attempts better then a lot of recoveries due to duration.
- Average vertical reach.
- Bigger ledge grab range if it hits someone.
- Can stage spike.
Con's of recovery:
- No ledge sweetspot until Ike goes down.
- SAFs don't last nearly long enough
- Ike's hurtbox extends right to the edges of the hitbox during the spinning part, if not slightly pass the hitbox.
- Easy to spike or screw over in general outside of edgehogging.
- Very minimal horizontal movement (a radius of the spinning sword at max, even less when moving backwards).
Squirtle Information Post
Pro's of recovery:
- Keeps him safe from the front or downward.
- Lasts a while.
- Given with how mobile Squirtle is, and the range of its "mouth", It can be somewhat unpredictable.
- It can be angled vertically or more horizontally.
Con's of recovery:
- Even though Squirtle has the front and under covered. He is vulnerable from the back and above.
- Prone to many things such as gimps and spikes.
Yoshi Information Post
Pro's of recovery:
- Can safely attack edgeguarders/edgehoggers.
- Gives Yoshi a slight boost both vertically and horizontally.
- Can be used five times before having to touch the ground.
- Due to Yoshi's air-speed, he really only needs to use this move instead of double-jumping.
Con's of recovery:
- The boosts obtained from this move get lower and lower the more you use it without touching the ground.
- Not good at recovering completely vertically.
- Makes recovery a bit predictable.
- Is completely vulnerable during the entire move.
- Momentum lowers a bit after using the move.
- Cannot sweetspot ledge.
Lucario Information Post
Pro's of recovery:
- Travels a very long distance with a massive edge sweetspot
- Ability to wall-cling out of extreme speed gives him a 3rd choice of landing on an stage with an edge (FD, Delfino, Yoshis Island: Brawl, Frigate)
- Can curve the flight path in any sort of shape to fly around edgeguard attempts
- Very low landing lag if Lucario lands extreme speed when angled into the ground at maximum distance
Con's of recovery:
- No hitbox on Extreme speed means edgehoggers can hang on ledge indefinitely with no risk of getting stage spiked or damaged
- No invincibility or high priority, any attack will knock him out of it
- Some landing lag if extreme speed is used above the stage level and not cancelled into the ground
- Some start up time and set distance means the timing and direction of extreme speed can be predicted and punished
Olimar Information Post
Pro's of recovery:
- Comes out fairly fast
- Large length
- Can double as an attack.
- The tether comes out fairly fast, making it harder for the enemy to edgehog.
- Seeks straight for the edge.
- With no Pikmin, ledge sweetspot is larger
- Pikmin can grab ledge at almost a 90 degree angle dependent on stage
Con's of recovery:
- Recovery is useless if enemy grabs edge, once enemy grabs the edge the tether will no longer seek for the edge and just go straight in an 45 degree angle.
- If you hit the opponent off the edge the tether shall not grab the edge.
- Pikmin have been known to separate, or die, and shorten the length of the recovery.
- Once the tether recovery is done, Olimar along with his pikmin fall down helpless.
E rank
Luigi
Pro's of recovery:
- Mediocre distance both vertically and horizontally
Con's of recovery:
- Horrible Priority
- Easy to spike out of if sweetspot is missed
- Easy to hit during
- No hitstun if not sweetspotted
- Leaves in helpless after a weird fall animation
- Laggy landing since you land on your head
Link
Pro's of recovery:
- Protects Link's sides to a degree
Con's of recovery:
- Horrible horizontally
- If hit with a weak attack, then use up-B, it loses almost all horizontal movement.
- Has poor vertical boost.
- Easy to spike Link out of.
- Easy to hit Link out of with any disjointed attack. (eg; Marth Fair)
- Being spiked, even at low %'s, often means death due to bad vertical recovery.
- Predictable recovery pattern
- Relatively slow recovery, and will not sweetspot ledge until later in recovery
Extreme Fail Tier
The only character to be on a list when the move doesn't do anything. Because everyone but this person has a useful Up-B in some way.
Jigglypuff
Pro's of recovery:
- ....
Con's of recovery:
- Gives no recovery
- Immobilizes you
- You fall to your doom.
- Cannot put airborne opponents to sleep.
- Easily spiked and hit out of.
Side-B Recovery
S rank
A rank
Ice Climbers Information Post
Pro's of recovery:
- One of the greatest vertical distance recoveries, fast, harder to edgehog than others.
- Faster than the Climbers fast fall when used without mashing B, so can be safer to get back on stage when above it.
- Has decent horizontal distance as well.
- Pretty good priority.
Con's of recovery:
- Can only be used best with both climbers.
- They can can be hit out of hit
- Must be relatively close and synced.
- One ice climber is usually left free-falling if only one climber is hit.
- Vertical height is lessened if you hit an opponent
B rank
C rank
D rank
E rank
Ike Information Post
Pro's of recovery:
- Moves relatively quick.
- Fairly strong knockback at higher %s.
- If it hits a edgehogger out of the invincibility frames, Ike will grab the ledge.
- Can charge up for more distance
- Can hold the charge as long as you want
- Still keep some horizontal momentum if you DJ -> QD.
- VERY occasionally it's a better choice then Aether (eg; against Marth who keeps trying to counter aether)
Con's of recovery:
- Extremely easy to gimp
- Slow coming into charge mode
- Any time you use Quick Draw to recovery, you could have double jumped to Aether instead
- Sound gives away that you are attempting to use Quick Draw
Down-B Recovery
S rank
A rank
B rank
Zero Suit Samus Information Post
Pro's of recovery:
- This move is invincible in frames 1 to 12 inclusive
- Does not leave ZSS in helpless state. Thus can be mixed with other recoveries
- Has a built in wall-jump (will happen 4 times if in an enclosed area)
- Has a strong, high-priority, spiking, sex-kick that makes opponents hesitate before attempting to gimp ZSS
- Good horizontal distance (3 small blocks), similar to her side-B
- Can somewhat increase horizontal survival in a manner similar to bucket braking (with much less success however, so it's a minor pro)
- Has a built in footstool jump (called the Flipstool) which can be triggered on any non-stage physical object and will travel the length of Battlefield horizontally or vertically. Can be activated on an edge-hogging character even if they are invincible.
Con's of recovery:
- When used far from the stage, does not give any increase in height
- Predictable arc that can be punished from above if used improperly
- Can only be used once
- If used while being hit upwards, this can actually make ZSS die earlier (minor con)
C rank
Meta Knight
- Small distance
- Can go any direction.
- Turns Meta Knight invisible
Wario
- Must be charged to be of any use
- Great vertically when fully charged
- Bad horizontally
- Can only be used sparingly.
- Can only be used "fully charged" 3-4 times in a full 8 minute match.
D rank
Luigi
- Can go great vertically
- Decent horizontally
- Can only be used once without touching ground.
- Cannot sweetspot ledge
- Poor priority
E rank
B Recovery
S rank
Sonic
- Can be used multiple times
- Homes on opponent
- Only shoots "one way" if missed (please correct me if wrong)
- Does not leave in helpless.
- Can be used to recover from underneath stage in some cases.
Meta Knight
- Has decent vertical recovery
- Great horizontal recovery.
- Leave's in helpless afterwards.
Jigglypuff
- Can be charged
- Shoots forward.
- Good horizontally and bad vertically.
B rank
C rank
D rank
Marth
- Can be charged
- Moves forward greatly. (Can just be aerial drifted rather then using this, but you can.)
Tether Recovery
Z-air, other tethers are on the other lists
First:
Samus
Longest of the four tethers.
Second:
Link
Medium length of the four tethers.
Third:
Toon Link
Second shortest of the four tethers.
Fourth:
Lucas
Shortest of the four tethers.
Glide Recovery
The 3 Gliders and the 1 Floater are in here.
First:
Pit
Quickest glide (I forget if it's Pit of MK. I have no wii, confirm please?)
Second:
Meta Knight
Neither quickest nor slowest of the 3 gliders.
Third:
Peach
I consider her "float" a "glide", to avoid giving her a "best" rank on a "float list". Pro's: Can stay still+move backwards. Con's: Cannot move up or down, cannot alter how long it lasts.
Third:
Charizard
Slowest of the glides
Jumping
Jumps are only counted for recovery, not from stage. So everyone has "1" recovery jump unless otherwise stated.
Multiple Jumps = 3 or more jumps (# = total jumps) (height = "bad/decent/good")
S rank
Jigglypuff -- Multiple jumps (5)
Kirby -- Multiple Jumps (5)
Meta Knight -- Multiple jumps (5)
King DeDeDe -- Multiple Jumps (4)
Pit -- Multiple Jumps (3)
Charizard -- Multiple Jumps (2)
A rank
B rank
C rank
D rank
E rank
Ganondorf - Bad Jumps
Horizontal Recovery
This list takes into account moves that can alter (Rob's Bair) horizontal momentum. It will also take into consideration moves like Magnet Pull after the list is done.
Important Information: Click Here
S rank
Meta Knight
- 6 jumps
- A glide
- Either Up-B (into 2nd glide), Side-B, or B
Pit
- Gliding
- Up-B
- Multiple jumps
Charizard
- Gliding
Jigglypuff
- 6 jumps
- Rising pound (side-B)
- Rollout
- Great aerial maneuverability.
Peach
- Being able to float
- Peach Bomber (Side-B)
- Parasol. (Up-B)
B rank
C rank
D rank
E rank
Vertical Recovery
Jump height (Yoshi=High, Charizard=Low), Up-B's, and later Advanced Techniques.
S rank
A rank
B rank
C rank
D rank
E rank
Overall Recovery
The best overall recoveries, where how they place in all the others determine how they place in here.
S rank
A rank
B rank
C rank
D rank
E rank
FAQ
Q:
Why do you skip ranks?
A:
Because information is still being fed, those ranks may be filled in, and after the list has all characters on it, the ranks will be evened out and the lower ranks trimmed off. Then it's just a matter of moving characters up or down in a list.
Q:
Why do some have 'ranks' and others have 'places'?
A:
That is because those 'places' would fit into 1 rank, no matter what information found.
Recent Updates
Lists:
Lists Started ------ 03-26-09
More lists added ------ 03-26-09
Started Down-B list------ 03-26-09
FAQ Added------ 03-26-09
Format Upgraded------ 03-28-09
Characters:
Peach = Charizard -- Tied for Third Place Glider------ 03-26-09
Wario < Zamus -- Down B------ 03-26-09
Falcon lowered -- Up-B ------3-28-09