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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Ivysaur | |name = Ivysaur | ||
|image | |image = [[File:Ivysaur SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = SSBB | |base = SSBB | ||
|moveset1 = Ivysaur (SSBB) | |moveset1 = Ivysaur (SSBB) | ||
}} | }} | ||
'''Ivysaur''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Charizard}} and {{PM|Squirtle}}, | '''Ivysaur''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Charizard}} and {{PM|Squirtle}}, she has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. Her [[down special move]], [[Pokémon change]], has been replaced with {{s|bulbapedia|Seed Bomb}} and she 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 | 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. | In the transition to ''Project M'', Ivysaur was significantly buffed and modified to function as a mid-range zoning and anti-air character. She no longer depends on the Pokémon Trainer, losing her stamina system and crippling weakness to fire moves. She now also fights with self-healing moves and status effects befitting the Grass/Poison typing she has in her home series. | ||
Ivysaur's ground moves have all received buffs. | Ivysaur's ground moves have all received buffs. Her up-smash remains the most powerful in the game and comes out more quickly, making it a more viable KO option, and her down-smash is a strong semi-spike useful both for relieving pressure and for edgeguarding. All of her other ground moves were reworked for speed and combo potential, and her jab now consists of two strong hits useful for keeping foes at a distance. | ||
In the air, Ivysaur's buffed air speed gives | In the air, Ivysaur's buffed air speed gives her greater mobility for combos. Combined with her new combo option in neutral-air, her reworked forward-air designed for wall of pain combos, and her 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. Her up-air now shoots her to the ground faster, and her 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. | ||
Synthesis, | Synthesis, her new neutral special, allows Ivysaur to heal herself 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 herself 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 | Once she 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. | ||
Ivysaur can alternatively heal | Ivysaur can alternatively heal herself and charge SolarBeam through some direct attacks, like her pummel (1%), up-throw (6%), and the sweetspots on her up-smash (9%), up-air (7%), and down-air (7%). The latter four will also flower any opponents they hit, and outside of her 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 | 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 her best tool to keep foes in the air; as the projectile rises higher, so does its knockback, which serves the same purpose as her 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, | Despite Ivysaur's numerous buffs, she 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 her survivability and forcing her to use her self-healing moves to stick around. Her grab, while still as laggy as before, was shortened, making setups off of her 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. | ||
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 | 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 her to victory. | ||
==Changes from ''Brawl'' to PM== | ==Changes from ''Brawl'' to PM== | ||
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*{{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.}} | *{{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.}} | *{{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}}. | **{{nerf|However, this also removes Ivysaur's ability to adapt to different matchups by switching to {{PM|Charizard}} or {{PM|Squirtle}}.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
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*{{nerf|Forward smash deals slightly less damage (16% → 15%) hindering its KO potential.}} | *{{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.}} | *{{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 | *{{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 [[grass]] 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.}} | *{{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.}} | ||
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*{{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.}} | *{{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.}} | ||
==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 | **{{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 | *{{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 | | || 2% (hits 1-4), 5% (hit 5) || Ivysaur leans forward and spins the leaves around her 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 | ||
| || 9% (center), 8% (sides) || Ivysaur plants | | || 9% (center), 8% (sides) || Ivysaur plants her vines on the ground and pushes herself into the air. Has good range, with the central hit dealing straight vertical knockback. | ||
|- | |- | ||
! colspan=2 | Down tilt | ! colspan=2 | Down tilt | ||
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|- | |- | ||
! colspan=2 | Forward smash | ! colspan=2 | Forward smash | ||
| || {{ChargedSmashDmgSSBM|15}} || Ivysaur plants | | || {{ChargedSmashDmgSSBM|15}} || Ivysaur plants her vines on the ground and launches her body forward. Decent knockback (30 base, 100 growth); can be used for [[edgeguard]]ing onstage. Can be angled up or down. | ||
|- | |- | ||
! colspan=2 | Up smash | ! colspan=2 | Up smash | ||
| || {{ChargedSmashDmgSSBM|9}} (body), {{ChargedSmashDmgSSBM|12}} (explosion) || Ivysaur launches a burst of spores from | | || {{ChargedSmashDmgSSBM|9}} (body), {{ChargedSmashDmgSSBM|12}} (explosion) || Ivysaur launches a burst of spores from her bulb. The lateral hitboxes deals strong vertical knockback, while the explosion deals more damage, less knockback, [[flower]]s the enemy, and heals 9% to Ivysaur. The percentage healed also increases with the attack's [[charge]], for a maximum of 12.3039% when fully charged). | ||
|- | |- | ||
! colspan=2 | Down smash | ! colspan=2 | Down smash | ||
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|- | |- | ||
! colspan=2 | Back aerial | ! colspan=2 | Back aerial | ||
| || 4% (hit 1), 5% (hit 2 near), 7% (hit 2 mid), 8% (hit 2 far) || Ivysaur spins vertically and hits backwards with | | || 4% (hit 1), 5% (hit 2 near), 7% (hit 2 mid), 8% (hit 2 far) || Ivysaur spins vertically and hits backwards with her two respective vines. The second hit has a semi-spike angle that can easily [[gimp]] recoveries. | ||
|- | |- | ||
! colspan=2 | Up aerial | ! colspan=2 | Up aerial | ||
| || 7% (bulb interior), 10% (explosion), 6% (descent) || Ivysaur shoots a burst of spores out of | | || 7% (bulb interior), 10% (explosion), 6% (descent) || Ivysaur shoots a burst of spores out of her bulb and propels herself downward. The bulb interior flowers the opponent and heals 7% to Ivysaur. The descent weakly [[meteor smash]]es enemies and can be quickly [[L-cancel]]ed for follow-ups. Ivysaur starts [[fast fall]]ing as soon as the move is executed. | ||
|- | |- | ||
! colspan=2 | Down aerial | ! colspan=2 | Down aerial | ||
| || 7% (bulb interior), 10% (explosion) || Ivysaur turns upside-down and shoots a burst of spores out of | | || 7% (bulb interior), 10% (explosion) || Ivysaur turns upside-down and shoots a burst of spores out of her bulb. Similar to her up aerial, but deals slightly less knockback. The regular hit has a more horizontal trajectory for gimps, while the bulb interior powerfully meteor smashes the opponent in addition to flowering them and healing 7% from Ivysaur. The move completely stops Ivysaur's descent, and its quick animation can be combined with Ivysaur's fast air speed to provide a good horizontal recovery option. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
<!--Glide attack--> | <!--Glide attack--> | ||
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|- | |- | ||
! colspan=2 | Forward throw | ! colspan=2 | Forward throw | ||
| || 10% || Ivysaur tosses the foe forward with | | || 10% || Ivysaur tosses the foe forward with her vines. | ||
|- | |- | ||
! colspan=2 | Back throw | ! colspan=2 | Back throw | ||
| || 11% || Ivysaur spins, then tosses the foe backwards with | | || 11% || Ivysaur spins, then tosses the foe backwards with her vines. Higher base knockback and knockback growth than the forward throw, and a more horizontal angle. | ||
|- | |- | ||
! colspan=2 | Up throw | ! colspan=2 | Up throw | ||
| || 6% || Ivysaur puts the foe over | | || 6% || Ivysaur puts the foe over her bulb, then bounces them into the air with it. The move charges and heals 6 points every time it is used and will flower opponents. Can [[chaingrab]] fastfallers. | ||
|- | |- | ||
! colspan=2 | Down throw | ! colspan=2 | Down throw | ||
| || 10% || Ivysaur does a flip and slams the foe into the ground with | | || 10% || Ivysaur does a flip and slams the foe into the ground with her vines. A good throw for chaingrabbing fastfallers. At higher percentages, or against other characters, it can lead into an aerial, a Vine Whip, or SolarBeam. | ||
|- | |- | ||
! colspan=2 | Floor attack (front) | ! colspan=2 | Floor attack (front) | ||
| || 6% || Ivysaur get up with a horizontal spin, swinging | | || 6% || Ivysaur get up with a horizontal spin, swinging her vines. | ||
|- | |- | ||
! colspan=2 | Floor attack (back) | ! colspan=2 | Floor attack (back) | ||
| || 6% || Ivysaur gets up and strikes both sides with | | || 6% || Ivysaur gets up and strikes both sides with her vines. | ||
|- | |- | ||
! colspan=2 | Floor attack (trip) | ! colspan=2 | Floor attack (trip) | ||
| || 5% || Ivysaur stands up and hits both sides with | | || 5% || Ivysaur stands up and hits both sides with her vines. | ||
|- | |- | ||
! colspan=2 | Edge attack (fast) | ! colspan=2 | Edge attack (fast) | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Cala|USA}} - Ranked 3rd on the Florida ''Project M'' Power Rankings. Placed 13th at Smash 'n' Splash 4 and considered the second best Ivysaur player in the world. | |||
*{{Sm|Machiavelli|USA}} - Ranked 26th on the [[PMRank 2016]]. | |||
*{{Sm|Miniboulet|France}} - The best Ivysaur player in France. | |||
*{{Sm|Sabre|USA}} - Ranked 8th in SoCal, and inventor of character-specific tech including the Flop Lock. | |||
*{{Sm|Cala|USA}} - Ranked | *{{Sm|Sothe|USA}} - Ranked 10th on the [[PMRank 2017]]. Considered the best Ivysaur player in the world. | ||
*{{Sm| | *{{Sm|Steel Kangaroo|USA}} - Ranked 1st on the [[Colorado Power Rankings#Project M rankings|Colorado ''Project M'' Power Rankings]]. | ||
*{{Sm| | *{{Sm|Todayyz|USA}} - Ranked 2nd in Houston. Is considered to be the best Ivysaur in Texas. | ||
*{{Sm|Sabre|USA}} - Ranked | *{{Sm|Tomo|Japan|p=Project M}} - The best Ivysaur player in Japan. | ||
*{{Sm|Sothe|USA}} - Ranked 10th on the [[PMRank | *{{Sm|Yoru|Mexico}} - The best Ivysaur player in Mexico. | ||
==Alternate costumes== | ==Alternate costumes== | ||
Ivysaur now has more significant [[palette swap]]s to be more distinctive in [[Team Battle]]s. In addition, she 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, | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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|[[File:IvysaurHeadBlackPM.png]] | |[[File:IvysaurHeadBlackPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*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]]. | *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 | *Unlike Squirtle and Charizard, Ivysaur's Pokémon Trainer victory pose has not been replaced, making her 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 | *In older versions of ''Project M'', Ivysaur's Solar Beam was shot out of her mouth. | ||
* | *Ivysaur's green color scheme is based on her [[bulbapedia:Shiny Pokémon|Shiny]] coloration in the ''Pokémon'' series. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Ivysaur]] | [[Category:Ivysaur]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |