DarumaBlue
Smash Rookie
The general consensus around the character forums seems to think poorly of the tether recovery for characters. But I don't really understand why.
Sure, better recoveries get a character back on the stage without any ledge fights, but I like the idea of dropping down below an opponent waiting with a charging smash attack and then tethering to a ledge grab. From there I can roll, jump, attack-recover, or drop down and take a different angle.
Granted, an opponent can ledge grab and deny the tether, but the opponent must use precise timing to make sure his super armor moments co-incide with the second you'd use a tether (like Olimar). Otherwise the tethering character would deal damage and knock the ledge hoarder off, right?
I don't think I'm good enough to understand why the tethers are so bad.
Any explanations?
Sure, better recoveries get a character back on the stage without any ledge fights, but I like the idea of dropping down below an opponent waiting with a charging smash attack and then tethering to a ledge grab. From there I can roll, jump, attack-recover, or drop down and take a different angle.
Granted, an opponent can ledge grab and deny the tether, but the opponent must use precise timing to make sure his super armor moments co-incide with the second you'd use a tether (like Olimar). Otherwise the tethering character would deal damage and knock the ledge hoarder off, right?
I don't think I'm good enough to understand why the tethers are so bad.
Any explanations?