Editing Ivysaur (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Ivysaur
|name         = Ivysaur
|image = {{tabber|title1=Classic (PM)|content1=[[File:Ivysaur SSBB.jpg|250x250px]]|title2=Classic (P+)|content2=[[File:PPlus Ivysaur.png|250x250px]]|title3=Substitute (P+)|content3=[[File:PPlus Substitute Ivysaur.png|250x250px]]|title4=Hex Maniac (P+)|content4=[[File:PPlus Hex Maniac Ivysaur.png|250x250px]]}}
|image       = [[Image:Ivysaur SSBB.png|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = Ivysaur (SSBB)
|moveset1     = Ivysaur (SSBB)
|altcostume = [[Substitute|Substitute Ivysaur]] (''[[Project+]]''), Hex Maniac (''Project+'')
}}
}}
'''Ivysaur''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Charizard}} and {{PM|Squirtle}}, it has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. Its [[down special move]], [[Pokémon change]], has been replaced with {{s|bulbapedia|Seed Bomb}} and it has also been given significant buffs.  
'''Ivysaur''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Charizard}} and {{PM|Squirtle}}, it has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. Its [[down special move|down special]], [[Pokémon change]], has been replaced with {{s|bulbapedia|Seed Bomb}}. It has also been given significant buffs.  


Ivysaur ranks 28th out of 41 on the [[Project M#Tier list|official]] [[tier list]], toward the midst of the C tier, roughly the same placement as Pokémon Trainer in ''Brawl''. However, as Ivysaur was considered near-useless as a standalone character in ''Brawl'', this is a significant increase in apparent viability. In the official ''[[Project+]]'' tier list, it places at an even higher placement of 19th, landing in the bottom of A tier.
Ivysaur ranks 28th out of 41 on the [[Project M#Tier list|official]] [[tier list]], toward the midst of the C tier, roughly the same placement as Pokémon Trainer in ''Brawl''. However, as Ivysaur was considered near-useless as a standalone character in ''Brawl'', this is a significant increase in apparent viability.  


==Attributes==
==Attributes==
In the transition to ''Project M'', Ivysaur was significantly buffed and modified to function as a mid-range zoning and anti-air character. It no longer depends on the Pokémon Trainer, losing its stamina system and crippling weakness to fire moves. It now also fights with self-healing moves and status effects befitting the Grass/Poison typing it has in its home series.
In the transition to ''Project M'', Ivysaur was significantly buffed and modified to function as a mid-range zoning and anti-air character. It no longer depends on the Pokémon Trainer, losing its stamina system and crippling weakness to fire moves. It also now fights with self-healing moves and status effects befitting the Grass/Poison typing it has in its home series.


Ivysaur's ground moves have all received buffs. its up-smash remains the most powerful in the game and comes out more quickly, making it a more viable KO option, and its down-smash is a strong semi-spike useful both for relieving pressure and for edgeguarding. All of its other ground moves were reworked for speed and combo potential, and its jab now consists of two strong hits useful for keeping foes at a distance.
Ivysaur's ground moves have all received buffs. Its up-smash remains the most powerful in the game and comes out more quickly, making it a more viable KO option, and its down-smash is a strong semi-spike useful both for relieving pressure and for edgeguarding. All of its other ground moves were reworked for speed and combo potential, and its jab now consists of two strong hits useful for keeping foes at a distance.


In the air, Ivysaur's buffed air speed gives it greater mobility for combos. Combined with its new combo option in neutral-air, its reworked forward-air designed for wall of pain combos, and its back-air – formerly one of the worst moves in the game – which can easily gimp foes offstage, foes approaching from the air are at significant risk of being comboed or simply pushed offstage. Its up-air now shoots it to the ground faster, and its down-air provides enough of a momentum boost to serve as a much more reliable tool for horizontal recovery; when used offensively with Ivysaur's new air speed, they can also serve as a juggling move and an offstage meteor smash, respectively.   
In the air, Ivysaur's buffed air speed gives it greater mobility for combos. Combined with its new combo option in neutral-air, its reworked forward-air designed for wall of pain combos, and its back-air – formerly one of the worst moves in the game – which can easily gimp foes offstage, foes approaching from the air are at significant risk of being comboed or simply pushed offstage. Its up-air now shoots it to the ground faster, and its down-air provides enough of a momentum boost to serve as a much more reliable tool for horizontal recovery; when used offensively with Ivysaur's new air speed, they can also serve as a juggling move and an offstage meteor smash, respectively.   
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Synthesis, its new neutral special, allows Ivysaur to heal itself for as long as the special button is held down, and its slight ending lag can be landing-cancelled. This gives Ivysaur a completely unique camping option, as some characters that rely on projectiles to force an approach can be outplayed if Ivysaur can heal itself quicker than damage can be tacked on. Characters like Falco who have reliable flinching projectiles can still lock down Ivysaur from a distance, but Ivysaur can easily force an approach from slow or non-flinching zoners like Toon Link and Fox, as Synthesis is nearly sufficient to outpace the damage they deal. Even if Ivysaur cannot completely undo damage received while using Synthesis, the move can force an approach anyway because it also charges up Ivysaur's second neutral special.
Synthesis, its new neutral special, allows Ivysaur to heal itself for as long as the special button is held down, and its slight ending lag can be landing-cancelled. This gives Ivysaur a completely unique camping option, as some characters that rely on projectiles to force an approach can be outplayed if Ivysaur can heal itself quicker than damage can be tacked on. Characters like Falco who have reliable flinching projectiles can still lock down Ivysaur from a distance, but Ivysaur can easily force an approach from slow or non-flinching zoners like Toon Link and Fox, as Synthesis is nearly sufficient to outpace the damage they deal. Even if Ivysaur cannot completely undo damage received while using Synthesis, the move can force an approach anyway because it also charges up Ivysaur's second neutral special.


Once it heals 22 percentage points of damage, Ivysaur's next neutral special will become a one-time SolarBeam, a long-ranged energy beam that travels at a 45º angle from Ivysaur's bulb all the way to the upper blast line on most stages. With a SolarBeam, Ivysaur can deal a powerful finishing blow to opponents otherwise out of reach, and the move's lingering hitbox can stick around if the target airdodges too early. However, a SolarBeam charge can also serve as an effective zoning threat, as the glow of a full charge is easily visible to opponents. As a result, opponents aware of the charge will often try to recover low or approach in ways that don't put them at risk of being hit, enforcing predictable behavior that the player can take advantage of.  
Once it's healed 22 percentage points of damage, Ivysaur's next neutral special will become a one-time SolarBeam, a long-ranged energy beam that travels at a 45º angle from Ivysaur's bulb all the way to the upper blast line on most stages. With a SolarBeam, Ivysaur can deal a powerful finishing blow to opponents otherwise out of reach, and the move's lingering hitbox can stick around if the target airdodges too early. However, a SolarBeam charge can also serve as an effective zoning threat, as the glow of a full charge is easily visible to opponents. As a result, opponents aware of the charge will often try to recover low or approach in ways that don't put them at risk of being hit, enforcing predictable behavior that the player can take advantage of.  


Ivysaur can alternatively heal itself and charge SolarBeam through some direct attacks, like its pummel (1%), up-throw (6%), and the sweetspots on its up-smash (9%), up-air (7%), and down-air (7%). The latter four will also flower any opponents they hit, and outside of its up-smash, they can all chain into themselves reliably. Using these moves in quick succession can self-heal Ivysaur at a startling rate while also building the rate of damage the flower deals, often forcing the target to button-mash and remove the flower instead of readying a counterattack.  
Ivysaur can alternatively heal itself and charge SolarBeam through some direct attacks, like its pummel (1%), its up-throw (6%), and the sweetspots on its up-smash (9%), up-air (7%), and down-air (7%). The latter four will also flower any opponents they hit, and outside of its up-smash, they can all chain into themselves reliably. Using these moves in quick succession can self-heal Ivysaur at a startling rate while also building the rate of damage the flower deals, often forcing the target to button-mash and remove the flower instead of readying a counterattack.  


Razor Leaf was reworked for consistency and combo ability, giving Ivysaur a more reliable mid-range projectile, while Vine Whip's buffed damage and speed let it function as a great KO option out of a down-throw or even to punish foes on platforms. Ivysaur's new down-special, Seed Bomb, is perhaps its best tool to keep foes in the air; as the projectile rises higher, so does its knockback, which serves the same purpose as its forward-air in steadily walling foes to the blast line. Additionally, Seed Bomb has awkward but effective potential for zoning on the ground, as it will stun any foe it lands near, providing opportunities for punishment.  
Razor Leaf was reworked for consistency and combo ability, giving Ivysaur a more reliable mid-range projectile, while Vine Whip's buffed damage and speed let it function as a great KO option out of a down-throw or even to punish foes on platforms. Ivysaur's new down-special, Seed Bomb, is perhaps its best tool to keep foes in the air; as the projectile rises higher, so does its knockback, which serves the same purpose as its forward-air in steadily walling foes to the blast line. Additionally, Seed Bomb has awkward but effective potential for zoning on the ground, as it will stun any foe it lands near, providing opportunities for punishment.  


Despite Ivysaur's numerous buffs, it still has some weaknesses from ''Brawl'' that can be exploited. Ivysaur's power and flexibility in mid-range situations do not extend to close-range or long-range fights. Ivysaur's moves all have some startup that close-range combatants can take advantage of, especially out of shield, while Razor Leaf and Seed Bomb aren't enough to reach ranged fighters. While previously a middleweight in ''Brawl'', Ivysaur is now a lightweight, worsening its survivability and forcing it to use its self-healing moves to stick around. Its grab, while still as laggy as before, was shortened, making setups off of its throws much harder to achieve. Despite ''Project M''{{'}}s improved tether recovery mechanics, Ivysaur can still be knocked out of a Vine Whip mid-animation.  
Despite Ivysaur's numerous buffs, it still has some weaknesses from ''Brawl'' that can be exploited. Ivysaur's power and flexibility in mid-range situations do not extend to close-range or long-range fights; Ivysaur's moves all have some startup that close-range combatants can take advantage of, especially out of shield, while Razor Leaf and Seed Bomb aren't enough to reach ranged fighters. While previously a middleweight in ''Brawl'', Ivysaur is now a lightweight, worsening its survivability and forcing it to use its self-healing moves to stick around. Its grab, while still as laggy as before, was shortened, making setups off of its throws much harder to achieve. And despite ''Project M'''s improved tether recovery mechanics, Ivysaur can still be knocked out of a Vine Whip mid-animation.  


However, if players can consistently keep foes at mid-range or in the air, Ivysaur's plethora of combo and KO options can easily carry it to victory.
However, if players can consistently keep foes at mid-range or in the air, Ivysaur's plethora of combo and KO options can easily carry it to victory.


==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
In ''Brawl'', Ivysaur was tied to the {{SSBB|Pokémon Trainer}} and was considered the worst out of the three Pokémon and it was even considered a contender for the worst character in the game when judged as a standalone character. As a result, Ivysaur was [[buff]]ed greatly from ''Brawl'' to PM. Ivysaur is no longer tied to the Pokémon Trainer and its moveset has been heavily revamped. Many of Ivysaur's biggest weaknesses including its abysmal aerial game and recovery have been greatly improved. All of Ivysaur's aerials have seen many improvements in different areas and its air speed has been increased granting it a much stronger aerial game. [[Vine Whip]] is stronger, has more range and it can no longer be [[edgehog]]ged making Ivysaur's recovery much less exploitable especially when combined with its higher air speed and the introduction of directional [[air dodging]]. Many of Ivysaur's attacks have seen either improvements to their speed or power and Ivysaur now has a new very powerful tool in its kit with its Solar Beam which has replaced [[Bullet Seed]]. Ivysaur can now synthesise to build up charge for its Solar Beam. It can do this by either using its neutral special to slowly build it up or to land attacks which involve its bulb including its up smash, up throw, up and down aerials and pummel. All these attacks now heal Ivysaur and they all have a flower effect to further increase their damage output (although up smash, up aerial and down aerial require landing a sweetspot to perform this). Once the Solar Beam has been fully charge, Ivysaur can release a devastating beam which deals 25%, crosses the entire screen and has very high KO power giving it incredible KO and edgeguarding potential.
Ivysaur was [[buff]]ed greatly from ''Brawl'' to PM.
 
Despite these huge buffs, Ivysaur also received a few nerfs. Ivysaur is much lighter greatly hindering its endurance. Its KO moves including the afforementioned up smash and up aerial are far less consistent due to receiving sourspots (although those moves have seen significant buffs in other areas and they still have excellent KO power when sweetspotted) while moves such as forward smash, forward aerial and up throw have reduced KO potential. This is especially poor as killing was already one of Ivysaur's weaknesses although this is compensated with Solar Beam. Ivysaur's zoning is also weaker in some ways as its back aerial is slower and has less range while [[Razor Leaf]] is slower and only one leaf can be out at a time. Lastly as it is no longer apart of the Pokémon Trainer, Ivysaur cannot switch out with {{PM|Charizard}} or {{PM|Squirtle}} to cover up its poor matchups.
 
Overall, Ivysaur is far superior to its ''Brawl'' incarnation and is significantly more viable in competitive play than the Pokémon Trainer despite still being in the lower half of the tier list.  


===Aesthetics===
===Aesthetics===
*{{change|New [[on-screen appearance]]: Ivysaur unplants itself from the ground.}}
*{{change|New [[on-screen appearance]]: Ivysaur unplants itself from the ground.}}
*{{change|Pokémon Trainer victory pose has been removed.}}
*{{change|Pokémon Trainer victory pose has been removed.}}
*{{change|Ivysaur has many new alternate costumes.}}


===Attributes===
===Attributes===
*{{buff|Ivysaur's air speed is higher (0.752 → 0.88) improving its recovery and aerial approach.}}
*{{buff|Has a drastic increase in air speed, having the 4th best air speed in ''Project M'', from the 3rd worst in ''Brawl''.}}
*{{nerf|Ivysaur is significantly lighter (100 → 85), drastically worsening its horizontal endurance.}}
*{{nerf|It is significantly lighter, drastically worsening its survivability.}}
**{{buff|This also makes Ivysaur invulnerable to {{PM|Fox}}'s [[waveshine]] combos.}}
**{{buff|This also makes it invulnerable to {{PM|Fox}}'s [[waveshine]] combos.}}
*{{change|Ivysaur's fall speed is higher (1.35 → 1.7) though it is lower relative to the cast.}}
*{{buff|The removal of [[Type effectiveness|type effectiveness]] means that Ivysaur no longer takes additional knockback from fire attacks.}}
*{{change|Ivysaur's gravity is slightly higher (0.07 → 0.075).}}
*{{change|Ivysaur's traction is higher (0.0532 → 0.06). This makes it easier for Ivysaur to punish out of shield but reduces the distance its new [[wavedash]] covers.}}
*{{buff|Ivysaur is no longer tied to the {{SSBB|Pokémon Trainer}}. Because of this, Ivysaur is no longer affected by stamina or [[Type effectiveness|type effectiveness]] meaning that Ivysaur no longer takes additional knockback from fire attacks nor does its attacks get weaker over time.}}
**{{nerf|However, this also removes Ivysaur's ability to adapt to different matchups by switching to {{PM|Charizard}} or {{PM|Squirtle}}. It also means Ivysaur doesn't resist Squirtle's Water moves}}.


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab combo has more range, the second hit deals more damage (2% → 4%) and both hits have less startup lag (frame 7 → 2 (hit 1), frame 8 → 6 (hit 2)) and deal more knockback. The first hit also has less ending lag (frame 28 → 16).}}
*{{buff|Jab combo has more range (which now hits just twice) does more damage and is faster, and does  more knockback.}}
*{{nerf|Ivysaur no longer has a rapid jab hindering jab's damage racking potential. The first hit also has a shorter duration (frames 7-10 → 2-4).}}
*{{buff|Up tilt has been sped up and does more damage.}}
*{{buff|Dash attack has a new animation where Ivysaur break dances. This gives it less ending lag (frame 44 → 35) which when combined with the removal of [[hitstun canceling]], improves its combo potential.}}
*{{buff|Forward tilt links much better and hits faster.}}
*{{buff|Forward tilt links much better and has less startup (frame 6 → 5) and ending lag (frame 42 → 36).}}
*{{buff|Down tilt has more range and does slightly more damage at the tip.}}
*{{nerf|Forward tilt deals slightly less damage (14% → 13%).}}
*{{buff|Down Smash does much more damage and knockback, and has a semi-spike angle.}}
*{{buff|Up tilt has a slightly longer duration (frame 9-14 → 9-15) and deals more damage (7% → 9%/8%).}}
*{{buff|Up smash has dramatically faster start-up, and has a sweetspot which [[flower]]s foes and heals Ivysaur.}}
*{{nerf|Up tilt has more ending lag (frame 35 → 36).}}
*{{buff|Forward smash can now be [[angled]].}}
*{{buff|Down tilt has more range and does slightly more damage at the tip (2% → 3%) It also has less ending lag (frame 38 → 32) and both hits have a longer duration (1 frame → 2 (frames (hit 1), 4 frames (hit 2)). It also has more range and the second hit launches opponents vertically granting it combo potential.}}
*{{nerf|Forward tilt has slightly less damage potential.}}
*{{nerf|Down tilt has more startup lag (frame 4 (hit 1), frame 9 (hit 2) → 8 (hit 1), 12 (hit 2)).}}
*{{nerf|Forward Smash does slightly less damage and is less of a KO move.}}
*{{buff|Forward smash has less startup lag (frame 17 → 15) and can now be [[angled]].}}
*{{nerf|Up smash does slightly less damage and knockback, but the damage is compensated by the flower.}}
*{{nerf|Forward smash deals slightly less damage (16% → 15%) hindering its KO potential.}}
*{{buff|Up smash has dramatically faster startup (frame 26 → 13) and ending lag (frame 60 → 47), and has a sweetspot which has a [[flower]] effect increasing its maximum damage output (17% → 24%) and heals Ivysaur.}}
*{{nerf|Up smash's clean hit deals less base damage (17% → 9%) and while its knockback growth was compensated (90 → 150), the universally increased falling speeds hinder its KO potential. It also now has a sourspot with a {{b|grass|effect}} effect which deals less damage (17% → 12%) and knockback (80 (base), 90 (scaling) → 50/100) and sends opponents at a less vertical angle.}}
*{{buff|Down smash has less startup (frame 16 → 10) and ending lag (frame 64 → 48), does much more damage (8% → 14%/12%) and knockback, and has a semi-spike angle.}}


===Aerial Attacks===
===Aerial Attacks===  
*{{buff|Neutral aerial has a bigger hitbox that connects much better and deals more damage (14% → 16%) and has higher knockback.}}
*{{buff|Down air gives a momentum boost aiding recovery, and its sourspot does more damage while the sweetspot flowers foes and heals Ivysaur.}}
*{{nerf|Neutral aerial has more ending (frame 41 → 42) and landing lag (11 frames → 14).}}
*{{buff|Up air shoots Ivysaur to the ground faster, and has a sweetspot which flowers foes and heals Ivysaur and has a hitbox coming down which can lightly meteor, makes getting to the ground very easy.}}
*{{buff|Forward aerial's sweetspot deals slightly more damage (12% → 13%) and forward aerial has less ending lag (frame 51 → 35) which when combined with the removal of hitstun canceling greatly improves its follow-up potential. It also has less landing lag (28 frames → 19).}}
*{{buff|Forward air has a sweetspot which does slightly more damage and the move in general allows for better follow-ups and combos.}}
*{{change|Forward aerial's sourspot and sweetspot have been swapped around. This makes forward aerial a stronger spacing tool but makes the sweetspot harder to land.}}
*{{buff|Back air does significantly more damage and has much more knockback with major gimping potential.}}
*{{nerf|Forward aerial deals less knockback especially the sourspot which deals less damage (10% → 9%).}}
*{{buff|Neutral air has a bigger hitbox that connects much better and does more damage and has higher knockback.}}
*{{buff|Back aerial deals significantly more damage (2% → 4% (hit 1), 2%/3% → 5%/7%/8% (hit 2)) and has much more knockback giving it stronger gimping potential. It also has less ending lag (frame 46 → 41).}}
*{{nerf|Back air has less range.}}
*{{nerf|Back aerial has more startup lag (frame 4 (hit 1), 13 (hit 2) → 7/17), landing lag (10 frames → 17) and has less range.}}
*{{nerf|Up air has a sourspot and the sweet spot does less damage and knockback, damage is compensated with the flowering.}}
*{{buff|Up aerial has less startup (frame 12 → 9), ending (frame 53 → 36) and landing lag (22 frames → 21). It also shoots Ivysaur to the ground faster, has a sweetspot with a flower effect making it deal more total damage (16% → 18%), deals slightly more knockback and heals Ivysaur. It now has a hitbox during Ivysaur's descent which can lightly meteor smash, greatly increasing its safety and making it a strong landing option.}}
*{{nerf|Forward air does less knockback and now has a sourspot.}}
*{{nerf|Up aerial now has a sourspot which deals much less damage (16% → 10%) and knockback and the sweetspot deals less base damage (16% → 7%).}}
*{{buff|Down aerial has less startup lag with a longer duration (frame 11 → 8-10) and has less ending (frame 64 → 48) and landing lag (28 frames → 24) and it now [[auto-cancel]]s in a short hop. It also gives Ivysaur a momentum boost rather than halting all of Ivysaur's momentum allowing it to aid Ivysaur's recovery, and both the sourspot and  sweetspot are much stronger and the sweetspot now has a flower effect greatly increasing its damage output (8% → 20%) and it also heals Ivysaur.}}


===Grabs and Throws===
===Grabs and Throws===
*{{nerf|[[Grab]] range has been reduced, now just being of a slightly-above-standard range rather than acting as an extended grab. Ivysaur's standing grab also has more startup lag (frame 13 → 14).}}
*{{buff|Forward throw does more damage.}}
*{{buff|Dash grab has less startup lag (frame 13 → 12).}}
*{{nerf|[[Grab]] range has been reduced, now just being of a slightly-above-standard range rather than acting as an extended grab, forcing Ivysaur to get closer to opponents in order to start combos.}}
*{{buff|Pummel now heals Ivysaur.}}
*{{nerf|Pummel deals less damage (3% → 1%) and has more ending lag (frame 25 → 28).}}
*{{buff|Forward throw deals more damage (8% → 10%).}}
*{{buff|Back throw deals more damage (10% → 11%).}}
*{{buff|The universally decreased falling speeds and the removal of hitstun canceling grant up throw and down throw combo potential.}}
*{{buff|Up throw now has a flower effect increasing its overall damage output (10% → 17%) as well as healing Ivysaur.}}
*{{nerf|Up throw deals less base damage (10% → 6%) hindering its KO potential.}}


===Special Moves===
===Special Moves===
*{{buff|Ivysaur has a new neutral special: {{s|bulbapedia|Synthesis}} and {{s|bulbapedia|Solar Beam}}. Synthesis has a weak hitbox with set knockback on startup and holding the special button slowly heals Ivysaur and builds up charge. Charge is shown as a glowing light in Ivysaur’s bulb that grows bigger and fills the bulb when fully charged. Once the charge is full, using the move fires a powerful energy beam diagonally upwards. It can also be charged by connecting with Ivysaur's bulb attack sweetspots (including up smash, up throw, up and down aerials and pummel). Compared to [[Bullet Seed]], Solar Beam is a much more powerful KO move/[[edge-guard]]ing tool and has much more range. Solar Beam also has intangibility.}}
*{{buff|New neutral special: {{s|bulbapedia|Synthesis}} and {{s|bulbapedia|Solar Beam}}. Holding the special button slowly heals Ivysaur and builds up charge. Charge is shown as a glowing light in Ivysaur’s bulb that grows bigger and fills the bulb when fully charged. Once the charge is full, using the move fires a powerful energy beam diagonally upwards. It can also be charged by connecting with Ivysaur's bulb attack sweetspots and pummel. This gives Ivysaur a greater KO/[[edge-guard]]ing potential and percent advantage that its previous [[Bullet Seed]] didn't have, as Ivysaur can now rack up damage efficiently with its improved standard attacks.}}
*{{nerf|Compared to Bullet Seed, Solar Beam has more startup lag (frame 4 (initial hit), frame 16 (seeds) → 20) and it cannot be held greatly reducing its maximum damage output (60% → 25%) and duration (6 seconds → frames 20-41). It is also worse for catching landings if the opponent is directly above Ivysaur and Solar Beam leaves Ivysaur helpless if used in the air.}}
*{{buff|[[Razor Leaf]] has slightly faster startup, and it can now hit multiple targets and deal damage consecutively. It additionally flies in the same straight path instead of randomly angling, making the move more consistently usable.}}
*{{buff|[[Razor Leaf]] has a longer duration (frames 22-69 → 22-74), and it can now hit multiple targets and deal damage consecutively. It additionally flies in the same straight path instead of randomly angling, making the move more consistently usable.}}
*{{buff|[[Vine Whip]]'s sweetspot is stronger, dealing higher damage and knockback and playing the [[ping]] SFX. The move is also better for recovering thanks to ''Project M''{{'}}s improved tether recovery managements.}}
*{{nerf|Razor Leaf travels much slower covering a significantly shorter distance and it now deals consistent damage (8% (near), 6% (mid), 4% (far) → 3%). It also vanishes upon making contact with a surface, worsening its overall durability, and only one Razor Leaf can be out at a time.}}
*{{buff|Down special is now {{s|bulbapedia|Seed Bomb}}, which sends a powerful [[projectile]] vertically similar to Snake's up smash. It releases {{s|bulbapedia|Stun Spore}}s upon hitting the ground, which [[stun]] opponents in range. The move can also be angled left or right slightly. It's great for both punishing aerial [[approach]]ing foes and catching grounded enemies off-guard.}}
*{{buff|[[Vine Whip]]'s sweetspot is stronger, dealing higher damage (13% → 15%) and knockback. Vine Whip also has more range and can no longer be [[edgehog]]ged due to ''Project M''{{'}}s new tether mechanics.}}
*{{nerf|Razor Leaves vanish upon making contact with a surface, worsening their overall durability, and only one can be out at a time.}}
*{{change|Vine Whip now plays the [[ping]] SFX if the sweetspot connects.}}
*{{buff|Ivysaur has a new down special: {{s|bulbapedia|Seed Bomb}}, which sends a powerful [[projectile]] vertically similar to Snake's up smash. It releases {{s|bulbapedia|Stun Spore}}s upon hitting the ground, which [[stun]] opponents in range. The move can also be angled left or right slightly. It's great for both punishing aerial [[approach]]ing foes and catching grounded enemies off-guard. Compared to [[Pokémon Change]], it has much less ending lag (>frame 120 → 58) making it far less punishable.}}
*{{nerf|Unlike Pokémon Change, Seed Bomb does not grant Ivysaur intangibility nor does it reset [[stale move negation]].}}
*{{change|Ivysaur has a new [[Final Smash]] {{s|bulbapedia|Sunny Day}}. Ivysaur synthesises, heals 66% damage and gains access to three fully charged Solar Beams.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===v2.6===
===v2.6===
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*{{nerf|[[Vine Whip]]'s base knockback from bast to tip changed from 40/40/40/60/80 to 40/40/40/40/80}}
*{{nerf|[[Vine Whip]]'s base knockback from bast to tip changed from 40/40/40/60/80 to 40/40/40/40/80}}
**{{nerf|As well the damage from base to tip changed from 11/11/11/13/14 to 11/11/11/11/15}}
**{{nerf|As well the damage from base to tip changed from 11/11/11/13/14 to 11/11/11/11/15}}
**{{buff|Fixed a bug that caused [[Vine Whip]] tether to fail if used near the end of its tether range}}
**{{buff|Fixed a bug that caused [[Vine Whip]] tether to fail if used near the end of her tether range}}
**{{change|Fixed a visual bug that made two vines appear on [[Vine Whip]] if Ivy had tethered to a ledge at least once.}}
**{{change|Fixed a visual bug that made two vines appear on [[Vine Whip]] if Ivy had tethered to a ledge at least once.}}
*{{nerf|Back air angles reduced by 15% on the first swing and 5% on the second}}
*{{nerf|Back air angles reduced by 15% on the first swing and 5% on the second}}
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*{{change|Dash Attack has been given a new animation to differentiate it from running and dashing, in which Ivysaur does a full-bodied lunge. Hitbox and distance properties function the same.}}
*{{change|Dash Attack has been given a new animation to differentiate it from running and dashing, in which Ivysaur does a full-bodied lunge. Hitbox and distance properties function the same.}}
*{{change|Added vine motion trails to jab, d-tilt, d-smash, f-air, and b-air.}}
*{{change|Added vine motion trails to jab, d-tilt, d-smash, f-air, and b-air.}}
*{{bugfix|Fixed a bug where attempting to heal an amount greater than Ivysaur's current percent wouldn't heal it at all}}
*{{bugfix|Fixed a bug where attempting to heal an amount greater than Ivysaur's current percent wouldn't heal her at all}}
*{{bugfix|Fixed a bug allowing gaining or losing an unrelated amount of charge/health when hitting projectiles}}
*{{bugfix|Fixed a bug allowing gaining or losing an unrelated amount of charge/health when hitting projectiles}}


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|-
|-
! colspan=2 | Forward tilt
! colspan=2 | Forward tilt
| || 2% (hits 1-4), 5% (hit 5) || Ivysaur leans forward and spins the leaves around its main bulb like a helicopter blade, hitting multiple times. This move can be aimed up or down.
| || 2% (hits 1-4), 5% (hit 5) || Ivysaur leans forward and spins the leaves around the main bulb like a helicopter blade, hitting multiple times. This move can be aimed up or down.
|-
|-
! colspan=2 | Up tilt
! colspan=2 | Up tilt
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|-
|-
! colspan=2 | Grab
! colspan=2 | Grab
| || — || Stretches Ivysaur's vines and binds the opponent. Has shorter range compared to other extended grabs, but less ending lag.
| || — || Stretches its vines and binds the opponent. Has shorter range compared to other extended grabs, but less ending lag.
|-
|-
! colspan=2 | Pummel
! colspan=2 | Pummel
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|-
|-
! colspan=2 | Neutral special
! colspan=2 | Neutral special
| {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} || 4% (charge), 25% (SolarBeam) || Holding the special button heals Ivysaur of approximately 1% damage per second and builds up bulb charge at the same rate. The charge start-up produces [[wind]]. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 22% or more damage healed, either by the move itself or by bulb attacks and pummel. The SolarBeam has an [[electric]] effect and cannot be [[reflect]]ed, but can be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]. Ivysaur becomes [[helpless]] after firing the beam.
| {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} || 4% (charge), 25% (SolarBeam) || Holding the special button heals Ivysaur of approximately 1% damage per second and builds up bulb charge at the same rate. The charge start-up produces [[wind]]. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 22% or more damage healed, either by the move itself or its bulb attacks and pummel. The SolarBeam has an [[electric]] effect and cannot be [[reflect]]ed, but can be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]. Ivysaur becomes [[helpless]] after firing the beam.
|-
|-
! colspan=2 | Side special
! colspan=2 | Side special
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Ark|USA}}-Ranked 1st in Alabama.
 
*{{Sm|Betch|USA}}-Ranked within the S Tier on the San Antonio Project M Power Rankings.
''See also: [[:Category:Ivysaur players (PM)]]''
*{{Sm|Bobo|Canada}}-The best Ivysaur in Canada, 2nd on the [[Montreal Power Rankings#Project_M_Rankings|Montreal Project M Power Rankings]].
 
*{{Sm|Cala|USA}}-Ranked 3rd on the Florida Project M Power Rankings.
*{{Sm|Cala|USA}} - Ranked 33rd on [[PMRank 2018]].
*{{Sm|Denti|USA}}-Formerly the best Ivysaur player in the world.
*{{Sm|Kendrick|USA}} - Ivysaur/ROB dual main ranked #34 on [[PMRank 2023]].
*{{Sm|Machiavelli|USA}}-Ranked 26th on the [[PMRank 2016]].
*{{Sm|Nogh|USA}} - Ranked 26th on [[PMRank 2019]], now dual mains Ivysaur.
*{{Sm|Miniboulet|France}}-The best Ivysaur player in France.
*{{Sm|Sabre|USA}} - Ranked 2nd in SoCal and 40th on PMRank 2019, and inventor of character-specific tech including the Flop Lock.
*{{Sm|Sothe|USA}}-Ranked 10th on the [[PMRank 2017]]. Considered the best Ivysaur player in the world.
*{{Sm|Sothe|USA}} - Ranked 10th on the [[PMRank 2019]] and a notable inactive on [[PMRank 2023]]. Considered the best Ivysaur player in the world.
*{{Sm|Steel Kangaroo|USA}}-Ranked 1st on the [[Colorado_Power_Rankings#Project_M_rankings|Colorado Project M Power Rankings]].
*{{Sm|Tomo|Japan|p=Project M}}-The best Ivysaur player in Japan.
*{{Sm|Yoru|Mexico}}-The best Ivysaur player in Mexico.


==Alternate costumes==
==Alternate costumes==
===Project M===
Ivysaur now has more significant [[palette swap]]s to be more distinctive in [[Team Battle]]s. In addition, it has received  blue, purple, white, and black recolors.
Ivysaur now has more significant [[palette swap]]s to be more distinctive in [[Team Battle]]s. In addition, it has received  blue, purple, white, and black recolors. Ivysaur's green color is now their {{s|bulbapedia|Shiny}} palette.
 
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=7|[[File:Ivysaur Palette (PM).png|frame|center|Ivysaur's alternate costumes in PM]]
|colspan=7|[[Image:Ivysaur Palette (PM).png|frame|center|Ivysaur's alternate costumes in PM]]
|-
|-
|[[File:IvysaurHeadSSBB.png]]
|[[Image:IvysaurHeadSSBB.png]]
|[[File:IvysaurHeadRedPM.png]]
|[[Image:IvysaurHeadRedPM.png]]
|[[File:IvysaurHeadGreenPM.png]]
|[[Image:IvysaurHeadGreenPM.png]]
|[[File:IvysaurHeadBluePM.png]]
|[[Image:IvysaurHeadBluePM.png]]
|[[File:IvysaurHeadPurplePM.png]]
|[[Image:IvysaurHeadPurplePM.png]]
|[[File:IvysaurHeadWhitePM.png]]
|[[Image:IvysaurHeadWhitePM.png]]
|[[File:IvysaurHeadBlackPM.png]]
|[[Image:IvysaurHeadBlackPM.png]]
|}
|}
===Project+===
In ''[[Project +]]'', Ivysaur received a complete color revamp, and has a blue skin tone that matches the modern design. Ivysaur also obtains an alternate costume based on the [[Substitute]] doll with further recolors, including a pink color based off of the {{s|bulbapedia|Poké Doll}}. Ivysaur's third costume is Hex Maniac Ivysaur, inspired by the {{s|bulbapedia|Hex Maniac}} Trainer Class as it appears in ''{{s|bulbapedia|Pokémon Ruby & Sapphire}}''. The costume includes ghostly effects over the standard leaf and seed effects. The pink Hex Maniac costume has an outfit design similar to the White Mage class from the ''Final Fantasy'' series, while the green Hex Maniac costume resembles Grunty from Banjo-Kazooie. The blue costume resembles the Hex Maniac design from ''{{s|bulbapedia|Pokémon X & Y}}''.
[[File:Ivysaur Palette (P+).png|1200px|thumb|center|Ivysaur's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Ivysaur Z P+.png|160px]] [[File:Ivysaur R_P+.png|160px]]
'''Z-Secret Costume:''' "Clone Ivysaur": Based particularly on both Bulbasaurtwo and Venusaurtwo from ''Pokémon: Mewtwo Strikes Back''.
'''R-Secret Costume:''' Cactus/Desert based costume: May have been inspired by desert-dwelling {{s|bulbapedia|Grass}}-type Pokémon resembling cacti, such as {{s|bulbapedia|Cacnea}} and {{s|bulbapedia|Maractus}}.


==Trivia==
==Trivia==
*Strangely, Ivysaur and {{PM|Squirtle}} are the only characters in ''Project+'' that cannot appear as opponents in [[All-Star Mode]].
*Ivysaur's Solar Beam has a 2D sprite (that comes from Suicune's Poké ball move); unlike other objects with this feature, it won't keep facing the screen and will instead remain flat like [[Mr. Game and Watch]].
*Ivysaur's Solar Beam has a 2D sprite (that comes from Suicune's Poké Ball move); unlike other objects with this feature, it won't keep facing the screen and will instead remain flat like [[Mr. Game & Watch]].
*Solar Beam is one of only two moves that can be absorbed but not reflected, the other being {{PM|Zero Suit Samus}}'s down smash.
*Solar Beam is one of only two moves that can be absorbed but not reflected, the other being {{PM|Zero Suit Samus}}'s down smash.
*Seed Bombs use the same graphic as [[Deku Nut]]s.
*Seed Bombs use the same graphic as [[Deku Nut]]s.
*Unlike Squirtle and Charizard, Ivysaur's Pokémon Trainer victory pose has not been replaced, making it the only character in the game with just two victory poses.
*Ivysaur's Pokémon Trainer victory pose has not been replaced, compared to with Charizard and Squirtle, making it the only character in the game with just two victory poses.
*In older versions of ''Project M'', Ivysaur's Solar Beam was shot out of it’s  mouth.
*In older versions of ''Project M'', Ivysaur's Solar Beam was shot out of its mouth.
*In [[The Subspace Emissary]], Ivysaur cannot be selected as a playable character during cutscenes; the Pokémon Trainer (who is referred to with {{PM|Mewtwo}}'s name) will always default to {{PM|Squirtle}} prior to Charizard's capture and {{PM|Charizard}} after its capture, and [[Pokémon Change]] does not exist in ''Project M''.
*Ivysaur's green color scheme is based off of its shiny coloration in the ''Pokémon'' series.
*Originally, its Z-Secret costume took visual inspiration from [[bulbapedia:Vileplume (Pokémon)|Vileplume]] who, like Ivysaur, is a Grass/Poison-type Pokémon originating from ''{{s|bulbapedia|Pokémon Red & Blue}}'' and could be seen as a counterpart to another fully-evoled Grass/Poison-type Pokémon, [[bulbapedia:Victreebel (Pokémon)|Victreebel]].
 
==External links==
*[https://pmunofficial.com/en/characters/ivysaur/ Ivysaur's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/i3n94h/labbing_discord_results_ivysaur/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Ivysaur]]
[[Category:Ivysaur]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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