Editing Ivysaur (SSBU)
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*Inuko Inuyama in Japanese, succeeding Tomoko Kawakami's portrayal also from ''Brawl''. | *Inuko Inuyama in Japanese, succeeding Tomoko Kawakami's portrayal also from ''Brawl''. | ||
*Jean-Marc Delhausse in French. | *Jean-Marc Delhausse in French. | ||
* | *Achim Barrenstein in German. | ||
==How to unlock== | ==How to unlock== | ||
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Ivysaur's grab game is also useful. While all of its grabs are active on frame 13, they are among the longest-reaching in ''Ultimate'' and are decently fast overall, which further adds to Ivysaur's already strong range. To boot, all of its throws deal at least 7% damage. While its forward throw is ironically unsuitable for both combos and KOs due to its high base knockback and low knockback growth, its back throw is a good KO option at the edge, and its up throw is a decent low-percentage combo tool. However, of particular note is its down throw: despite its low damage, its has strong combo potential until around 100%, while its knockback scaling also makes it the strongest down throw in the game, allowing it to KO in situations where back throw cannot. | Ivysaur's grab game is also useful. While all of its grabs are active on frame 13, they are among the longest-reaching in ''Ultimate'' and are decently fast overall, which further adds to Ivysaur's already strong range. To boot, all of its throws deal at least 7% damage. While its forward throw is ironically unsuitable for both combos and KOs due to its high base knockback and low knockback growth, its back throw is a good KO option at the edge, and its up throw is a decent low-percentage combo tool. However, of particular note is its down throw: despite its low damage, its has strong combo potential until around 100%, while its knockback scaling also makes it the strongest down throw in the game, allowing it to KO in situations where back throw cannot. | ||
Finally, Ivysaur has a useful array of special moves. [[Bullet Seed]] is a fast, multi-hitting attack that hits foes directly above Ivysaur with decent damage, allowing it to work well as an anti-air. [[Razor Leaf]] is a projectile that despite its slow startup, lingers for a short time and has low knockback, allowing it to be used effectively for stage control | Finally, Ivysaur has a useful array of special moves. [[Bullet Seed]] is a fast, multi-hitting attack that hits foes directly above Ivysaur with decent damage, allowing it to work well as an anti-air. [[Razor Leaf]] is a projectile that despite its slow startup, lingers for a short time and has low knockback, allowing it to be used effectively for stage control and combo setups. Lastly, [[Vine Whip]] is Ivysaur's primary recovery move and a strong KO option when sweetspotted, and like other tethers in ''Ultimate'', has a very long range. Notably, it can hit below the ledge and its animation is very fast, leading to tricky mix-ups for unsuspecting opponents. | ||
However, Ivysaur is held back by various flaws. Perhaps Ivysaur's most prominent issue is its ground game: while its tilt attacks have strong range, they are also equally lacking in power. Down tilt serves as a quick "get-off-me" option, and is his fastest grounded option at frame 4. Up tilt hits directly above Ivysaur and can lead into up air at certain percentages, though it does not have a scoop hitbox, leading to it being a niche move at best. While its smash attacks possess high power, they are generally predictable due to slow startup. Its up smash is among the strongest in the game, but it has very slow startup at 26 frames, while its horizontal range renders it hard to approach with against grounded opponents. Down smash suffers from the opposite problem: while decently fast, it fails to KO until very high percentages, a fact made worse by its sourspots. Arguably its most useful smash attack is forward smash, which when timed correctly can cover all ledge options and is generally safe on shield at full range. Its dash attack is a good burst option, but also suffers from low knockback scaling and cannot KO reliably. Finally, due to said problems, Ivysaur is very susceptible to stale-move negation, meaning it will almost constantly rely on its ranged attacks, all of which deal low damage. | However, Ivysaur is held back by various flaws. Perhaps Ivysaur's most prominent issue is its ground game: while its tilt attacks have strong range, they are also equally lacking in power. Down tilt serves as a quick "get-off-me" option, and is his fastest grounded option at frame 4. Up tilt hits directly above Ivysaur and can lead into up air at certain percentages, though it does not have a scoop hitbox, leading to it being a niche move at best. While its smash attacks possess high power, they are generally predictable due to slow startup. Its up smash is among the strongest in the game, but it has very slow startup at 26 frames, while its horizontal range renders it hard to approach with against grounded opponents. Down smash suffers from the opposite problem: while decently fast, it fails to KO until very high percentages, a fact made worse by its sourspots. Arguably its most useful smash attack is forward smash, which when timed correctly can cover all ledge options and is generally safe on shield at full range. Its dash attack is a good burst option, but also suffers from low knockback scaling and cannot KO reliably. Finally, due to said problems, Ivysaur is very susceptible to stale-move negation, meaning it will almost constantly rely on its ranged attacks, all of which deal low damage. | ||
Ivysaur also has a problematic recovery | Ivysaur also has a problematic recovery. While its up and down aerials provide different vertical movement options, they are only useful when close to the stage due to their ending lag. Vine Whip has long range as a tether, but only works if Ivysaur is sufficiently close to a ledge, where it is susceptible to stage spikes. Altogether, this makes it infeasible for Ivysaur to recover when above the stage, where any sufficiently strong semi-spike or meteor smash can potentially keep it away from ledges. | ||
Finally, due to a lackluster air speed and falling speed, Ivysaur is highly susceptible to juggle situations and has a poor overall disadvantage state. Although Ivysaur has a plethora of amazing aerials, none of them are particularly effective in disadvantage and without a jump Ivysaur has few options to get back on the ground. Ivysaur has the opportunity to switch to Charizard for better air speed and another jump, but such options are committal and can lead to an even further punish. | Finally, due to a lackluster air speed and falling speed, Ivysaur is highly susceptible to juggle situations and has a poor overall disadvantage state. Although Ivysaur has a plethora of amazing aerials, none of them are particularly effective in disadvantage and without a jump Ivysaur has few options to get back on the ground. Ivysaur has the opportunity to switch to Charizard for better air speed and another jump, but such options are committal and can lead to an even further punish. | ||
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A large part of Ivysaur's moveset has been modified and is significantly more useful overall. The addition of a finisher and the changes to neutral infinites makes its [[neutral attack]] more reliable for racking up damage, while [[down tilt]] consists of a single hit that [[semi-spike]]s. Some of Ivysaur's notoriously weak attacks, such as [[down smash]] and [[back aerial]], have had their damage and knockback considerably increased, with down smash gaining a sweetspot that can KO at realistic percents. Tying in with its improved air physics, Ivysaur's aerial game has received several enhancements: it has a new, disjointed [[neutral aerial]] that performs much better than its old one, due to its [[autolink angle]] and the weakening of [[SDI]] from ''Brawl'' enabling it to connect much more reliably. [[Up aerial|Up]] and [[down aerial]]s' momentum changes are less extreme, and down aerial has been heavily buffed, as its small meteor smash sweetspot deals more damage and is slightly larger, and its large sourspot now meteor smashes as well, turning the move into a powerful edgeguarding tool. | A large part of Ivysaur's moveset has been modified and is significantly more useful overall. The addition of a finisher and the changes to neutral infinites makes its [[neutral attack]] more reliable for racking up damage, while [[down tilt]] consists of a single hit that [[semi-spike]]s. Some of Ivysaur's notoriously weak attacks, such as [[down smash]] and [[back aerial]], have had their damage and knockback considerably increased, with down smash gaining a sweetspot that can KO at realistic percents. Tying in with its improved air physics, Ivysaur's aerial game has received several enhancements: it has a new, disjointed [[neutral aerial]] that performs much better than its old one, due to its [[autolink angle]] and the weakening of [[SDI]] from ''Brawl'' enabling it to connect much more reliably. [[Up aerial|Up]] and [[down aerial]]s' momentum changes are less extreme, and down aerial has been heavily buffed, as its small meteor smash sweetspot deals more damage and is slightly larger, and its large sourspot now meteor smashes as well, turning the move into a powerful edgeguarding tool. | ||
In addition, Ivysaur's throw game is vastly more useful; it now has a more reliable KO throw in its [[back throw]], alongside reliable combos from [[up throw]] and [[down throw]], while it is also one of the characters to be the least affected by the universal nerfs to [[grab]]s, as only its pivot grab's lag was increased, and all grabs except its dash grab have more range. Lastly, its entire special moveset has been improved in several ways: [[Bullet Seed]] has gained a finisher (though the move remains situational overall), [[Razor Leaf]] is noticeably more useful as a [[projectile]] due to its previously unreliable trajectory being more consistent and the changes to | In addition, Ivysaur's throw game is vastly more useful; it now has a more reliable KO throw in its [[back throw]], alongside reliable combos from [[up throw]] and [[down throw]], while it is also one of the characters to be the least affected by the universal nerfs to [[grab]]s, as only its pivot grab's lag was increased, and all grabs except its dash grab have more range. Lastly, its entire special moveset has been improved in several ways: [[Bullet Seed]] has gained a finisher (though the move remains situational overall), [[Razor Leaf]] is noticeably more useful as a [[projectile]] due to its previously unreliable trajectory being more consistent and the changes to histun canceling granting it extreme combo potential, and Vine Whip has faster startup, can be angled, and no longer causes helplessness, giving Ivysaur a powerful combo finisher and more opportunities to recover. Altogether, these changes immensely improve Ivysaur's neutral game, damage racking, and zoning abilities, putting them more in line with the rest of the cast. | ||
However, Ivysaur did receive a few notable nerfs. Ivysaur's [[weight]] has been decreased, which combined with the removal of [[momentum canceling]] hinders its survivability. Although [[forward tilt]] connects much more reliably due to the weakening of SDI, it has noticeably more startup, while it retains high ending lag and a lack of KO power. Some of Ivysaur's KO options were toned down as well, such as [[dash attack]], [[forward smash]], [[forward aerial]], and its notorious up aerial and [[up smash]], with the latter no longer being the strongest in the game. Most importantly, however, Bullet Seed has slower startup with no intangibility, and racks up a significantly lower amount of damage due to its shortened duration, greatly reducing its utility despite the new finisher. As a result, Ivysaur is more reliant on racking up damage with its various buffed moves to KO effectively, which is exacerbated by all its aerials except neutral and down aerial launching at upward angles that are ineffective for edgeguarding, often compelling the player to switch to Charizard and utilize its greater KO potential once opponents are at high percents. | However, Ivysaur did receive a few notable nerfs. Ivysaur's [[weight]] has been decreased, which combined with the removal of [[momentum canceling]] hinders its survivability. Although [[forward tilt]] connects much more reliably due to the weakening of SDI, it has noticeably more startup, while it retains high ending lag and a lack of KO power. Some of Ivysaur's KO options were toned down as well, such as [[dash attack]], [[forward smash]], [[forward aerial]], and its notorious up aerial and [[up smash]], with the latter no longer being the strongest in the game. Most importantly, however, Bullet Seed has slower startup with no intangibility, and racks up a significantly lower amount of damage due to its shortened duration, greatly reducing its utility despite the new finisher. As a result, Ivysaur is more reliant on racking up damage with its various buffed moves to KO effectively, which is exacerbated by all its aerials except neutral and down aerial launching at upward angles that are ineffective for edgeguarding, often compelling the player to switch to Charizard and utilize its greater KO potential once opponents are at high percents. | ||
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|dairname=Rear Exploding Flower ({{ja|うらばくれつフラワー|Ura Bakuretsu Furawā}}) | |dairname=Rear Exploding Flower ({{ja|うらばくれつフラワー|Ura Bakuretsu Furawā}}) | ||
|dairdmg={{ShortHopDmgSSBU|10}} | |dairdmg={{ShortHopDmgSSBU|10}} | ||
|dairdesc=Turns upside-down and expels a burst of spores downwards from its bulb, similarly to its up aerial. Ivysaur's descent is stalled slightly when this move is used. Like up aerial, it is a powerful aerial, dealing decent knockback for a [[meteor smash]], while having fast startup | |dairdesc=Turns upside-down and expels a burst of spores downwards from its bulb, similarly to its up aerial. Ivysaur's descent is stalled slightly when this move is used. Like up aerial, it is a powerful aerial, dealing decent knockback for a [[meteor smash]], while having fast startup and an extremely large disjointed hitbox. The move has a sweetspot closer to the bulb that deals much more knockback, though the sourspot still meteor smashes. It is capable of hitting opponents easily out of a short hop, even from above platforms; at higher percents, it will cause grounded opponents to launch off the floor, allowing Ivysaur to punish missed techs and/or tech-chase with a multitude of moves, including any ground move or [[Bullet Seed]]. At even higher percents, up aerial will work as a KO combo at 130%, while up smash can act as a potent hard read from a wide range of percentages. Its enormous hitbox allows it to hit most characters below the stage before they can even sweetspot the ledge. As a result, down aerial is one of Ivysaur's most useful aerial moves. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Extends its vines forward to grab an opponent with them. High range for a non-tether grab, but slow startup and high ending lag for a standard grab. | |grabdesc=Extends its vines forward to grab an opponent with them. High range for a non-tether grab, but slow startup and high ending lag for a standard grab. | ||
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<gallery> | <gallery> | ||
Pokémon Trainer English Announcer SSBU.wav|English/Japanese/Chinese | Pokémon Trainer English Announcer SSBU.wav|English/Japanese/Chinese | ||
</gallery> | </gallery> | ||