Editing Ivysaur (PM)
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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Ivysaur | |name = Ivysaur | ||
|image | |image = [[Image:Ivysaur SSBB.png|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Ivysaur (SSBB) | |moveset1 = Ivysaur (SSBB) | ||
| | |tier = High | ||
|ranking = 8 | |||
}} | }} | ||
'''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 | '''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. <!--tier position paragraph--> | ||
==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 | 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. | 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 | 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 | 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 like Pit. 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== | ||
Ivysaur was [[buff]]ed greatly from ''Brawl'' to PM. | |||
===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.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff| | *{{buff|Has a drastic increase in air speed. Having the 4th best air speed in ''Project M'', from the 3rd worst in ''Brawl''.}} | ||
*{{nerf| | *{{nerf|It is significantly lighter, drastically worsening its survivability.}} | ||
**{{buff|This also makes | **{{buff|This also makes it invulnerable to {{PM|Fox}}'s [[waveshine]] combos.}} | ||
*{{buff|The removal of [[Type effectiveness|type effectiveness]] means that Ivysaur no longer takes additional knockback from fire attacks.}} | |||
*{{buff| | |||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|Jab combo has more range | *{{buff|Jab combo has more range (which now hits just twice) does more damage and is faster, and does more knockback.}} | ||
*{{ | *{{buff|Up tilt has been sped up and does more damage.}} | ||
*{{buff|Forward tilt links much better and hits faster.}} | |||
*{{buff|Forward tilt links much better and | *{{buff|Down tilt has more range and does slightly more damage at the tip.}} | ||
*{{buff|Down Smash does much more damage and knockback, and has a semi-spike angle.}} | |||
*{{buff| | *{{buff|Up smash has dramatically faster start-up, and has a sweetspot which [[flower]]s foes and heals Ivysaur.}} | ||
*{{buff|Forward smash can now be [[angled]].}} | |||
*{{buff|Down | *{{nerf|Forward tilt has slightly less damage potential.}} | ||
*{{ | *{{nerf|Forward Smash does slightly less damage and is less of a KO move.}} | ||
*{{buff|Forward smash | *{{nerf|Up smash does slightly less damage and knockback, but the damage is compensated by the flower.}} | ||
*{{nerf|Forward | |||
*{{ | |||
*{{nerf|Up smash | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff| | *{{buff|Down air gives a momentum boost aiding recovery, and its sourspot does more damage while the sweetspot flowers foes and heals Ivysaur.}} | ||
*{{ | *{{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 | *{{buff|Forward air has a sweetspot which does slightly more damage and the move in general allows for better follow-ups and combos.}} | ||
*{{buff|Back air does significantly more damage and has much more knockback with major gimping potential.}} | |||
*{{buff|Neutral air has a bigger hitbox that connects much better and does more damage and has higher knockback.}} | |||
*{{buff|Back | *{{nerf|Back air has less range.}} | ||
*{{ | *{{nerf|Up air has a sourspot and the sweet spot does less damage and knockback, damage is compensated with the flowering.}} | ||
*{{ | *{{nerf|Forward air does less knockback and now has a sourspot.}} | ||
*{{nerf|Up | |||
*{{ | |||
===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 | *{{buff|Forward throw does more damage.}} | ||
*{{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.}} | |||
===Special Moves=== | ===Special Moves=== | ||
*{{buff| | *{{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.}} | ||
*{{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 | *{{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.}} | ||
*{{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 | *{{nerf|Razor Leaves vanish upon making contact with a surface, worsening their overall durability, and only one can be out at a time.}} | ||
*{{buff| | |||
*{{nerf| | |||
==Revisions== | ==Revisions== | ||
===v2.6=== | ===v2.6=== | ||
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*{{buff|Charged {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} transition to Special Fall can now grab ledges backward.}} | *{{buff|Charged {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} transition to Special Fall can now grab ledges backward.}} | ||
*{{change|[[Razor Leaf]] animation is faster all around, Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on-screen at a time and can now be fastfalled.}} | *{{change|[[Razor Leaf]] animation is faster all around, Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on-screen at a time and can now be fastfalled.}} | ||
*{{change|[[Vine Whip]] | *{{change|[[Vine Whip]]s sweetspot hitbox size decreased, grounded [[Vine Whip]] now matches aerial [[Vine Whip]] (has an extra active frame).}} | ||
*{{bugfix|Fixed a glitch where the [[Vine Whip]] | *{{bugfix|Fixed a glitch where the [[Vine Whip]]s "hop" wouldn't happen immediately after hitstun.}} | ||
*{{buff|{{s|bulbapedia|Seed Bomb}} can be angled to the left or right (less so while in the air), aerial {{s|bulbapedia|Seed Bomb}} no longer pushes Ivysaur downward.}} | *{{buff|{{s|bulbapedia|Seed Bomb}} can be angled to the left or right (less so while in the air), aerial {{s|bulbapedia|Seed Bomb}} no longer pushes Ivysaur downward.}} | ||
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*{{buff|Back throw knockback growth increased.}} | *{{buff|Back throw knockback growth increased.}} | ||
*{{buff|Down throw knockback growth increased.}} | *{{buff|Down throw knockback growth increased.}} | ||
*{{buff|[[Vine Whip]] | *{{buff|[[Vine Whip]]s sweetspot hitbox size slightly increased.}} | ||
*{{buff|[[Vine Whip]] | *{{buff|[[Vine Whip]]s sweetspot damage increased to 18%.}} | ||
*{{buff|Up throw knockback growth decreased,so it makes it easier to go for a back aerial at higher percents.}} | *{{buff|Up throw knockback growth decreased,so it makes it easier to go for a back aerial at higher percents.}} | ||
*{{buff|Up throw angle increased to send slightly behind Ivysaur,which perfectly sets up a back aerial gimp.}} | *{{buff|Up throw angle increased to send slightly behind Ivysaur,which perfectly sets up a back aerial gimp.}} | ||
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*{{buff|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} max charge lowered from 22% to 18%.}} | *{{buff|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} max charge lowered from 22% to 18%.}} | ||
*{{change|Aerial {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} land-cancels only if the Special Button is not held.}} | *{{change|Aerial {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} land-cancels only if the Special Button is not held.}} | ||
*{{change|[[Razor Leaf]] checks if existing leaf is out on frame 1 instead of 15.}} | *{{change|[[Razor Leaf]] checks if existing leaf is out on frame 1 instead of 15.}} | ||
*{{change|[[Razor Leaf]] hit refresh rate | *{{change|[[Razor Leaf]] hit refresh rate slower , damage increased per hit by 1, hit angle increased to send further vertical.}} | ||
*{{change|[[Razor Leaf]] | *{{change|[[Razor Leaf]]s leaves slowed down to v2.5 timings while physics/floats ported from v2.5, but lasts 5 frames longer.}} | ||
===3.01=== | ===3.01=== | ||
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*{{buff|Invincibility starts 3 frames earlier when using {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} }} | *{{buff|Invincibility starts 3 frames earlier when using {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} }} | ||
**{{change|Moved the Graphic forward 1 frame so the hitboxes appear on the frame the beam has fully expanded}} | **{{change|Moved the Graphic forward 1 frame so the hitboxes appear on the frame the beam has fully expanded}} | ||
*{{nerf|[[Vine Whip]] | *{{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 rowspan=2 | Neutral attack | ! colspan=2 rowspan=2 | Neutral attack | ||
| rowspan=2 | || 3% || rowspan=2 | Ivysaur strikes with one | | rowspan=2 | || 3% || rowspan=2 | Ivysaur strikes with one vines twice followed by another vine that deals stronger horizontal knockback. | ||
|- | |- | ||
|4% | |4% | ||
|- | |- | ||
! 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 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 | ||
| || 9% (center), 8% (sides) || Ivysaur plants its vines on the ground and | | || 9% (center), 8% (sides) || Ivysaur plants its vines on the ground and launches itself 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 | Dash attack | ! colspan=2 | Dash attack | ||
| || 12% (clean), 10% (late) || | | || 12% (clean), 10% (late) || Ivusaur lunges and tackles the foe. Connecting during the early part of the animation deals powerful base knockback. | ||
|- | |- | ||
! colspan=2 | Forward smash | ! colspan=2 | Forward smash | ||
| || {{ChargedSmashDmgSSBM|15}} || Ivysaur plants its vines on the ground and launches its body forward. Decent knockback (30 base, 100 growth); can be used for [[edgeguard]]ing | | || {{ChargedSmashDmgSSBM|15}} || Ivysaur plants its vines on the ground and launches its body forward. Decent knockback (30 base, 100 growth); can be used for [[edgeguard]]ing on-stage. 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 its 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 | | || {{ChargedSmashDmgSSBM|9}} (body), {{ChargedSmashDmgSSBM|12}} (explosion) || Ivysaur launches a burst of spores from its 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 (which also increases along with the attack's [[charge]], for a 12.3039% when fully charged). | ||
|- | |- | ||
! colspan=2 | Down smash | ! colspan=2 | Down smash | ||
| || {{ChargedSmashDmgSSBM|14}} (center), {{ChargedSmashDmgSSBM|12}} (tip) || Ivysaur quickly whips out vines across the ground simultaneously on both sides. Has a [[semi-spike]] trajectory akin to {{PM|Jigglypuff}}'s down smash. | | || {{ChargedSmashDmgSSBM|14}} (center), {{ChargedSmashDmgSSBM|12}} (tip) || Ivysaur quickly whips out vines across the ground simultaneously on both sides. Has a [[semi-spike]] trajectory, akin to {{PM|Jigglypuff}}'s down smash. | ||
|- | |- | ||
! colspan=2 | Neutral aerial | ! colspan=2 | Neutral aerial | ||
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|- | |- | ||
! colspan=2 | Forward aerial | ! colspan=2 | Forward aerial | ||
| || 9% (center), 13% (tip) || Ivysaur slaps forward with both vines. Has some start-up, but the tip is powerful, while the center can set up combos at low percentages. | | || 9% (center), 13% (tip) || Ivysaur slaps forward with both vines. Has some start-up, but the tip is powerful, while the center can set-up combos at low percentages. | ||
|- | |- | ||
! colspan=2 | Back aerial | ! colspan=2 | Back aerial | ||
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|- | |- | ||
! colspan=2 | Up aerial | ! colspan=2 | Up aerial | ||
| || 7% (bulb interior), 10% (explosion), 6% (descent) || Ivysaur shoots a burst of spores out of its bulb | | || 7% (bulb interior), 10% (explosion), 6% (descent) || Ivysaur shoots a burst of spores out of its bulb, then quickly falls down. The bulb interior flowers the opponent and heals 7% to Ivysaur. The descent [[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 its bulb. Similar to its 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 | | || 7% (bulb interior), 10% (explosion) || Ivysaur turns upside-down and shoots a burst of spores out of its bulb. Similar to its 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, whilst healing 7%. Resets Ivysaur's falling speed when used. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
<!--Glide attack--> | <!--Glide attack--> | ||
|- | |- | ||
! colspan=2 | Grab | ! colspan=2 | Grab | ||
| || — || Stretches | | || — || 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 | ||
| || 1% || Squeezes the opponent. Heals 1% to Ivysaur every time it is used. | | || 1% || Squeezes the opponent. Heals 1% to Ivysaur every time it is used. Amount charged/healed accounts for [[stale moves]]. | ||
|- | |- | ||
! colspan=2 | Forward throw | ! colspan=2 | Forward throw | ||
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|- | |- | ||
! colspan=2 | Up throw | ! colspan=2 | Up throw | ||
| || 6% || Ivysaur puts the foe over its bulb, then bounces them into the air with | | || 6% || Ivysaur puts the foe over its bulb, then bounces them into the air with the bud on its back. Charges/Heals 6 points to Ivysaur every time it is used. Can [[chaingrab]] fastfallers. | ||
|- | |- | ||
! colspan=2 | Down throw | ! colspan=2 | Down throw | ||
| || 10% || Ivysaur does a flip and slams the foe into the ground with its vines. | | || 10% || Ivysaur does a flip and slams the foe into the ground with its vines. Another throw for chaingrabbing fastfallers. At higher percentages, or against other characters, it can lead into an aerial or SolarBeam. | ||
|- | |- | ||
! colspan=2 | Floor attack (front) | ! colspan=2 | Floor attack (front) | ||
| || 6% || Ivysaur get up with | | || 6% || Ivysaur get up with an horizontal spin, swinging its vines. | ||
|- | |- | ||
! colspan=2 | Floor attack (back) | ! colspan=2 | Floor attack (back) | ||
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|- | |- | ||
! colspan=2 | Neutral special | ! colspan=2 | Neutral special | ||
| {{s|bulbapedia|Synthesis}}/{{s|bulbapedia| | | {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} || 4% (charge), 25% (SolarBeam) || Holding the special button slowly heals 1% to Ivysaur and builds up bulb charge. The charge start-up produces [[wind]] and also damages nearby foes (though with no [[knockback]]). 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 18% 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 falls [[helpless]] after firing the beam. | ||
|- | |- | ||
! colspan=2 | Side special | ! colspan=2 | Side special | ||
| [[Razor Leaf]] || 3% each hit || Ivysaur fires a spinning leaf forward, which hits enemies consecutively | | [[Razor Leaf]] || 3% each hit || Ivysaur fires a spinning leaf forward, which hits enemies consecutively. The leaf can be reflected, but cannot be angled and vanish upon hitting a surface. Can pass through foes and [[shield]]s. | ||
|- | |- | ||
! colspan=2 | Up special | ! colspan=2 | Up special | ||
Line 310: | Line 283: | ||
|- | |- | ||
! colspan=2 | Down special | ! colspan=2 | Down special | ||
| {{s|bulbapedia|Seed Bomb}} || 10% || Ivysaur fires a flashing seed upwards in a motion similar to its old neutral special. It can be slightly angled sideways | | {{s|bulbapedia|Seed Bomb}} || 10% || Ivysaur fires a flashing seed upwards, in a motion similar to its old neutral special. It can be slightly angled sideways, and keeps momentum when used in midair. The seed then falls down and releases Stun Spores upon hitting a surface. The seed itself has decent vertical knockback, while the spores [[stun]]s any opponent in range, being able to [[punish]] opponents attempting to dodge Ivysaur. The seed can be reflected, though when doing so, the trajectory will be unaltered; it will just damage Ivysaur if it comes close to the explosion. | ||
|- | |- | ||
! colspan=2 | Final Smash | ! colspan=2 | Final Smash | ||
| {{s|bulbapedia|Sunny Day}} || 25% (each SolarBeam) || Ivysaur summons strong sunlight, restoring 66% of damage and | | {{s|bulbapedia|Sunny Day}} || 25% (each SolarBeam) || Ivysaur summons strong sunlight, restoring 66% of damage and charging up SolarBeam. Ivysaur then is capable of releasing three blasts without charging. | ||
|} | |} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Machiavelli|USA}} Ranked 26th on the 2016 PMRank, one of the best ivies of all time. | |||
*{{Sm|Sothe|USA}} Ranked 36th on the 2016 PMRank, top player in the Midwest. | |||
*{{Sm|Steel Kangaroo|USA}} One of the best players in CO. | |||
*{{Sm|Bobo|Canada}} One of the best players in Canada. | |||
*{{Sm| | *{{Sm|Miniboulet|France}} Top player in France and one of the most innovative ivies in the game. | ||
*{{Sm| | *{{Sm|Ark|USA}} Ranked 1st in Alabama. | ||
*{{Sm| | *{{Sm|Betch|USA}} Top player in Texas. | ||
*{{Sm| | *{{Sm|Sabre|USA}} Norcal player and theorycrafter, notable for inventing the "flop lock", a pseudo-infinite for Ivy. | ||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
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. | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=7|[[ | |colspan=7|[[Image:Ivysaur Palette (PM).png|frame|center|Ivysaur's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:IvysaurHeadSSBB.png]] | ||
|[[ | |[[Image:IvysaurHeadRedPM.png]] | ||
|[[ | |[[Image:IvysaurHeadGreenPM.png]] | ||
|[[ | |[[Image:IvysaurHeadBluePM.png]] | ||
|[[ | |[[Image:IvysaurHeadPurplePM.png]] | ||
|[[ | |[[Image:IvysaurHeadWhitePM.png]] | ||
|[[ | |[[Image:IvysaurHeadBlackPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Ivysaur's Solar Beam has a 2D sprite (that comes from Suicune's Pokeball 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 | |||
*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. | ||
* | *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 | *In older versions of ''Project M'', Ivysaur's Solar Beam was shot out of its mouth. | ||
* | *Ivysaur's green color scheme is based off of its shiny coloration in the ''Pokémon'' series. | ||
* | *In regards to its new down special Seed Bomb, only its pre-evolution Bulbasaur can naturally learn it in the original Pokémon games (unless it is carried over upon evolution or taught through move tutor) | ||
{{Project M}} | {{Project M}} | ||
[[Category:Ivysaur]] | [[Category:Ivysaur]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |