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===Jump Landing Recovery=== | ===Jump Landing Recovery=== | ||
:1 Frame. | :Jump recovery is always 1 Frame, regardless of whether an attack was performed in air or not. | ||
:It is possible to hit opponents in | :It is possible to hit opponents in the 1F recovery. Punishing jumps this way is much easier with attacks that have a low hitbox & long active time, since if done early, the opponent will fall into the active hitbox and get hit standing, whereas standing attacks that usually have large vertical hitboxes need 1F-timing to avoid an early air hit. | ||
===Quick Shift Landing Recovery=== | ===Quick Shift Landing Recovery=== | ||