Beat has got no hitbox though and is slow-moving, you're left wide open to super strong blow aerials (usually a Bair) or spikes and meteors. Same with
and
's recoveries, even though you go a long a distance you are almost completely helpless while flying and almost any competent opponent will just gimp you anyway with a meteor smash or a single strong blow (you can shoot a danger wrap bubble to protect yourself to an extent, but DW gets out-prioritized by everything). Its kinda hard to recommend almost any recovery without a hitbox unless you can angle it like
or
's to make it less predictable, since even if you don't die, you'll still take damage as you come back, which puts you closer to death percents.
Beat's saving grace is the momentum glitch and double jump thing, and would be pretty horrible without those imo. Tornado Hold is still a mediocre recovery, but in turn at least I get a hitbox, an amazing out of shield option, a combo tool, and edgeguarding weapon in exchange. TH has also freed me from opponents grabbing me sometimes if I do it just before I get grabbed, which is pretty nifty. I find Tornado Hold's utility better used offensively than a recovery with all the cool stuff you can do with it, gives MegaMan more combo ability and makes his already strong edgeguarding even stronger. Beat is okay but personally, if I'm gonna be gimped, I should at least have a good tradeoff for it.
This match shows why I love TH, I admit I played pretty badly in this game but at lest showcases some cool uses for the move if you wanna see it. Would use a better better video source if I had one, I kinda sucked in here.
https://www.youtube.com/watch?v=2u4ZkI360Zc