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Mmmm.... Razor Leaf, Plasma Whip, Fox/Falco Illusion, Wolf Flash, Flame Choke, Koopa Klaw....There's also Squall Hammer, Spin Dash, Quick Draw, Plasma Whip, Monkey Flip, Peach Bomber, Din's Fire, Withdraw, Chain, and maybe a few more.
Shhh.... you know people don't read.Razor Lead/Plasma Whip are virtually useless for recovery.
Had Plasma Wire grabbed the ledge horizontally, I would've agreed. But it doesn't, so Plasma Whip can come in handy sometimes.Razor Leaf/Plasma Whip are virtually useless for recovery.
No, we didn't. =_=
Tether Recovery
Z-air, other tethers are on the other lists
You're joking right? Decent is not the word to use, more like horrible. Decent is like maybe Ike's side B uncharged, Zelda hardly moves foward at all. It's more like a little foward, then at a downwards angle.-Has a decent horizontal distance
If you get hit while Din's Fire-ing the ball will just continue going, it doesn't explode when automatically when you get hit.-Can be aimed at an opponent while recovering, so if you are hit the opponent also is.
You don't even get a little boost when you end Din's Fire, you're left in a free fall state, and as you said earlier, her air speed is not the greatest.-Has more flexibilty when it comes to the distance you want to travel, for you can end the attack fast for a small little boost
It doesn't give you any noticable boost by holding it!!!or hold it longer for bigger boost.
whilst on DK, its probably worthy to note that his up b cancels all momentum in the air
Pros
- Fair amount of horizontal distance
- Priority stops some gimp/edgeguard attempts
- Invincibility on frames 4-6
Cons
- Little vertical distance
- Some attacks, particularly disjoints, can outprioritize it
- Vulnerable to spiking
Probably D rank.
Well, I guess this one is a matter of preference, I personally can get Din's to get me the distance that I would call "decent" so I can't really argue with you about this one.You're joking right? Decent is not the word to use, more like horrible. Decent is like maybe Ike's side B uncharged, Zelda hardly moves foward at all. It's more like a little foward, then at a downwards angle.
Ok I guess I was unclear here. Ok, when I said "aim at the opponent" I meant put it at an angle so that it will explode where the opponent will land after the attack. So when you get hit, the DF has a CHANCE of hitting your opponent also, if you angle it at the portion of the stage where they land. Make sense by my views?If you get hit while Din's Fire-ing the ball will just continue going, it doesn't explode when automatically when you get hit.
At this point of starting to question a if you've actually tried this recovery move. If you hold it to a certain point you DO get a little boost, you go into a free fall state immediately if you stop the move immediately. You move farther the longer you hold it, excluding the very last parts of the move.You don't even get a little boost when you end Din's Fire, you're left in a free fall state, and as you said earlier, her air speed is not the greatest.
Again, see above. You do get a longer boost by holding it.It doesn't give you any noticable boost by holding it!!!
Again, preference, and the list will be altered with more information.I'd personally say Rank F or lowest of D.
Sorry if I come off a bit rude here, but it sounds to me like you've never used this move on purpose for recovering, could you please try it before you bash me.Sorry zeldaspazz if I came off a little rude but I just kind of found it a little irritating because whenever I'm recovering and accidently use Din's Fire for recovering, it doesn't help at all. So I'm just a little angry at the move recovery wise
Why would your opponent go to the ground where Din's fire will explode?Ok I guess I was unclear here. Ok, when I said "aim at the opponent" I meant put it at an angle so that it will explode where the opponent will land after the attack. So when you get hit, the DF has a CHANCE of hitting your opponent also, if you angle it at the portion of the stage where they land. Make sense by my views?
The amount of distance that you move further is quite small and far from anything notable.At this point of starting to question a if you've actually tried this recovery move. If you hold it to a certain point you DO get a little boost, you go into a free fall state immediately if you stop the move immediately. You move farther the longer you hold it, excluding the very last parts of the move.
Why would he have to try it for recovery?Sorry if I come off a bit rude here, but it sounds to me like you've never used this move on purpose for recovering, could you please try it before you bash me.
Why would you want to recover with this move in the first place?? ISorry if Icould you please try it before you bash me.
It does seem to affect momentum to put it as the worst side-B, but still a side-b recovery.I would actually say that Din's Fair IS worthless for recovery. To the point I'd say worse then Quick Draw. At least with Quick Draw you actually have to bother with jumping in front of Ike. DF gives a VERY minimal post horizontally (yes, I have tried to use it as a recovery move.) and leaves you in a painfully bad free fall in exchange for a minimal chance of hitting the opponent to tack on minimal amount of damage. I'd use Farore's Wind over this any day. At least I'm not open the ENTIRE time I use FW, and I actually get some distance and unpredictability to boot.
Saying DF is a good recovery move, or even usable is flat out lying. It's quite possibly the worse Side B you can classify as a recovery move. I'm having trouble thinking of anything else that's worse but still actually moves you towards the stage.
Pros: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.
If you hit solid ground before you can perform an aerial then you can air trip.A con for Sonic's recovery is Air Tripping.
If you hit solid ground before beginning your tumble animation, the next time you go airborne you will be in the tumble animation, unable to do anything.
Actually, you can regain momentum by pausing in-between Egg Tosses.[*]The boosts obtained from this move get lower and lower the more you use it without touching the ground.
I disagree with this, too. Yoshi can recover from literally any direction at any time. He can stall his way back or return immediately, he can recover low, medium or high, and fight back as he's doing it. This coupled with the fact that a lot of people still don't realize that Yoshi can Egg Toss double-jump makes him a challenge to intercept.[*]Makes recovery a bit predictable.
Actually, there's a Yoshi AT dedicated ENTIRELY to sweet-spotting the ledge using Egg Toss, so, I'm not sure this is true, either.[*]Cannot sweetspot ledge.
Needlessly using up your DJ because you fail at button mashing is not a pro.I suppose that "Becomes easier after a jump" could be listed as a pro for Luigi Cyclone?
There are other reasons you might need to use your double jump before the cyclone.Needlessly using up your DJ because you fail at button mashing is not a pro.