Template:SSB4 to SSBU changelist/Ivysaur: Difference between revisions
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Revision as of 23:34, June 1, 2020
Aesthetics
- Ivysaur's design and proportions have changed. Its flower bud now has multiple layers of petals and a smoother texture. Its pupils and ears are slightly larger, and its toes are much less pronounced. Its patches have also been re-positioned. It is more vibrantly colored overall, with its skin being a lighter shade of blue and its flower bud being a lighter shade of pink with its leaves being a lighter shade of green. In addition, Ivysaur's teeth and toes are white instead of beige. Due to these changes, it now matches match its appearance in more recent Pokémon games.
- Ivysaur has received three new alternate costumes.
- Ivysaur is much more expressive than it was in Brawl It smiles when taunting, has an determined smirk when selected by the Trainer, and scowls during multiple attacks, grabbing an opponent, or shielding.
- Ivysaur always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
- Ivysaur has a new air dodge animation, where it no longer twirls horizontally.
- Opponents now grab Ivysaur by its body, instead of its flower bud.
- The grass type and effect of Ivysaur's moves have been removed and replaced with weapon or typeless and normal effects.
- Ivysaur has a new victory animation, where it performs Vine Whip in front of itself a couple of times. This replaces the victory pose where it walks in place a few times.
- The victory pose where Ivysaur backflips now has it land upright, as opposed to landing on its belly.
- As with all previously cut veterans returning from Melee and Brawl, Ivysaur now has a Boxing Ring title and a Palutena's Guidance conversation, though the former is shared by the group.
- Ivysaur now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.
Attributes
- Like all characters, Ivysaur's jumpsquat animation takes 3 frames to complete (down from 5).
- Ivysaur walks faster (1.05 → 1.1103).
- Ivysaur runs faster (1.5 → 1.595). However, it is slower relative to the rest of the cast, going from average (17th fastest out of 39 characters) to below-average (59th fastest out of 82 characters).
- Its initial dash is much faster (1.4 → 1.903).
- Ivysaur's air speed is much faster (0.752 → 0.998), going from the 3rd slowest in Brawl to the 58th fastest out of 81 characters in Ultimate.
- Ivysaur's crawling speed is slower.
- Ivysaur's traction is much higher (0.0532 → 0.121), allowing it to punish more easily out of shield.
- Ivysaur's fall speed is slightly higher (1.35 → 1.38).
- Its fast falling speed is significantly higher (1.89 → 2.208), leaving it much less vulnerable to juggling.
- Ivysaur's gravity is higher (0.07 → 0.082).
- Ivysaur is lighter (100 → 96). Combined with the removal of momentum canceling, this reduces its survivability.
- The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
- The removal of type effectiveness benefits Ivysaur significantly more than the rest of the Pokémon Trainer's party, as it previously had a disproportionate weakness to the common flame attacks of the cast. This also increases the power of its grass attacks against Charizard.
- However, this also hinders Ivysaur's endurance against water based attacks (which are slightly more prevalent than in Brawl), and reduces the power of its grass attacks against Squirtle.
- The removal of edgehogging improves Ivysaur's tether-dependent recovery.
- The removal of meteor canceling both helps and hinders Ivysaur. While it improves the reliability of its buffed down aerial, it also leaves Ivysaur significantly more vulnerable to meteor smashes, as it had one of the most lenient meteor cancel windows in Brawl.
- Forward roll has less ending lag (FAF 33 → 31).
- Forward roll grants less intangibility (frames 4-19 → 4-15).
- Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 33 → 36).
- Spot dodge has more startup with less intangibility (frames 2-20 → 3-16), and more ending lag (FAF 26 → 27).
- Air dodge has less startup and grants more intangibility (frames 4-29 → 3-29).
- Air dodge has much more ending lag (FAF 40 → 57).
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit faster (frame 13 → 10 (hit), 16 → 13 (no hit)), which transitions into the neutral infinite faster (frame 15 → 8).
- The first two hits have altered angles to keep opponents close to Ivysaur (30° (hit 1), 85° (hit 2) → 361°/180°), and the second hit has altered knockback (10 base/50 scaling → 25/20 base/25/20/15 scaling), allowing them to lock opponents and connect more reliably.
- The second hit has less startup (frame 7 → 5), and can be used without triggering the neutral infinite. If it misses, it can also loop back into the first hit on frame 20 if the button is held, instead of transitioning into the infinite.
- The infinite has a new animation: Ivysaur swings both vines much faster in front of itself, instead of alternatingly slamming them down at a moderate pace.
- The infinite has less startup (frame 6 → 4), a much shorter gap between hits (10 frames → 3), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), keeps opponents on the ground (30° → 361°), and deals less knockback (20 base/20/0 scaling → 7/30). Combined with the weakening of SDI, this allows it to connect much more reliably. Additionally, like all neutral infinites since Smash 4, it has gained a finisher in the form of a double vine slap, making it significantly safer.
- The first two hits have smaller hitboxes (3u/4u/4u/3u → 2.3u/2.3u/2.3u/2.8u (hit 1), 3u/3u/3u/3u (hit 2)).
- The first two hits have a shorter hitbox duration (frames 7-9 → 7-8 (hit 1), 5-6 (hit 2)).
- The first hit and the infinite deal less damage (3% → 2% (hit 1), 2%/1% → 0.5% (infinite)).
- The first hit no longer uses set knockback (8 set/100 scaling → 25/20 base/25/20/15 scaling), causing it to connect less reliably at high percents.
- The first hit has a higher hitlag multiplier (1× → 1.3×); however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
- The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Ivysaur more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt's looping hits have a lower hitlag multiplier (1× → 0.7×) and SDI multiplier (1.2× → 1×). Combined with the weakening of SDI, this allows them to connect more reliably.
- The looping hits are placed farther horizontally (Z offset: 11u/5.3u/0u/15u → 11.5u/6u/1u/16u), increasing their range.
- The last hit deals more knockback (40/30/20 base/100 scaling → 55/136).
- Due to the changes to the jostle mechanics, Ivysaur can no longer cross-up opponents at point blank range and cause them to fall out of the move.
- It has more startup (frame 6 → 10), with its total duration increased as well (FAF 42 → 46).
- The last hit has a much higher hitlag multiplier (1× → 2.1×), making it easier to DI.
- The looping hits deal consistent damage (2%/1% → 1.5%; 14%-8% total → 11%).
- Up tilt:
- Up tilt has less startup (frame 9 → 7), with its total duration reduced as well (FAF 35 → 33).
- Due to the changes to the jostle mechanics, it is harder to connect against grounded opponents.
- It has more base knockback (50/60 → 85), but much less knockback scaling (100/90 → 61), removing its KO potential at very high percents.
- It has an altered animation, with Ivysaur looking more towards the screen and no longer performing a frontflip.
- Down tilt:
- Down tilt hits once instead of twice.
- It has less ending lag (FAF 38 → 32).
- It keeps the angle of the previous first hit rather than the second hit's (361° → 30°), increasing its effectiveness for gimping and setting up edgeguards.
- It deals less damage (2% (hit 1), 5% (hit 2) → 5.5%) and knockback (60 base/100 scaling → 50/65).
- It has a longer duration than the previous first hit, but still a shorter overall duration due to the removal of the second hit (frames 4-5, 9-10 → 4-6).
- Dash attack:
- The hitbox is placed farther horizontally (Z offset: 3u → 5.6u/6.4u/6.2u/6u/5.5u (clean), 1u → 3.6u/2.8u/2.5u/1.5u (late)), increasing its range.
- The clean hit has less knockback scaling (70 → 57), greatly hindering its KO potential, despite launching at a slightly higher angle (70° → 74°).
- The late hit launches at a slightly higher angle (70° → 73°).
- It has an altered animation, with Ivysaur performing a tackle rather than a headbutt.
- Forward smash:
- Forward smash has a longer duration (frames 15-18 → 15-20), although with a late hit during the last two frames that deals less damage (16% → 14%) and has smaller hitboxes (6u/5u → 5u/4u).
- The clean hit deals less knockback (20 base/99 scaling → 45/78), and can no longer lock or trip opponents at lower percents due to its higher base knockback.
- It starts charging earlier (frame 14 → 10), no longer having immediate startup when released.
- The sweetspot launches at a slightly higher angle when angled up (361° → 44°).
- Up smash:
- The topmost hitbox is larger (11u → 13u) and placed farther vertically (Y offset: 15u → 17u), increasing its already impressive range.
- It deals much less knockback (80 base/90 scaling → 78/78), no longer being the strongest in the game.
- It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.
- It has an altered animation, with Ivysaur raising its front legs before unleashing the spores.
- Down smash:
- Down smash has less startup (frame 16 → 13) and ending lag (FAF 54 → 46).
- All hitboxes except the innermost one deal more damage (8% → 8%/10%/12%), giving the move a ranged middlespot and sweetspot.
- The middlespot and sweetspot launch at lower angles (361° → 34°/30°) and deal more knockback (40 base/80 scaling → 45/50 base/84/77 scaling). Combined with their increased damage, this significantly improves the move's KO potential, no longer being the weakest down smash in the game.
Aerial attacks
- All aerials except neutral aerial have less landing lag (28 frames → 13 (forward), 10 → 7 (back), 22 → 11 (up), 28 → 13 (down)). In combination with the higher shieldstun for aerials compared to Brawl, this makes them much safer on shield.
- Neutral aerial:
- Ivysaur has a new neutral aerial: it points its bud towards the screen and spins its leaves. It hits eight times, up from seven.
- The looping hits are consistently active throughout and use a faster rehit rate, instead of possessing gaps between each hit (frames 4-5, 8-9, 12-13, 16-17, 20-21, 24-25 → 7-26; rehit rate: 3). They also have a lower hitlag multiplier (1× → 0.7×), and aside from the innermost hitbox, they use the autolink angle (90°/270° → 361°/367°). In combination with the weakening of SDI, this allows them to connect much more reliably, despite having a higher SDI multiplier (0.2× → 1.2×).
- The hitboxes are spread better around Ivysaur, more disjointed due to the new animation, and larger for the last hit (3u/6u/6u → 6.5u/6.5u/6.5u/6.5u), improving the move's range and coverage, despite the looping hits' smaller hitboxes overall (3u/6u/6u → 4.5u/4.5u/4.5u/4.5u).
- The last hit has altered knockback (10 base/220 scaling → 30/200), increasing its safety on hit at low percents. In combination with the changes to hitstun canceling, this also allows it to combo into a forward or back aerial from low to mid percents if Ivysaur does not land during it.
- It deals much less damage (2% (hits 1-7) → 1% (hits 1-7), 2% (hit 8); 14% total → 9%).
- It has more startup (frame 4 → 7) and landing lag (11 frames → 16).
- It auto-cancels later (frame 35 → 41), no longer doing so in a short hop.
- The last hit launches at a different angle (361° → 43°), removing its ability to lock opponents.
- Forward aerial:
- Forward aerial deals consistent damage (12%/10% → 12%).
- One of its hitboxes launches at a higher angle (80°/70°/60°/60° → 80°/70°/70°/60°), improving its consistency for KOing.
- The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
- It deals less knockback (35 base/103 scaling → 51/46/45 base/76/81/90 scaling), hindering its KO potential.
- It has smaller hitboxes (4u/4u/4u/2.5u → 3.6u/3.2u/3u/2u), slightly reducing its range despite the hitboxes being placed a bit farther horizontally (Z offset: 3.7u/3u/2.8u/2.8u → X offset: 0u/2u/3.8u/4u).
- Back aerial:
- Back aerial deals much more damage (2% → 3% (hit 1), 3%/2% → 6% (hit 2); 5%/4% total → 9%), no longer being the least damaging back aerial in the game. The second hit's knockback was not fully compensated (10 base/160/170 scaling → 25 base/118 scaling), improving its utility for edgeguarding.
- The first hit has more startup (frame 4 → 7).
- However, the second hit's startup remains unchanged, thus reducing the gap between both hits. This allows the move to connect more reliably, despite the first hit's increased knockback (20 base/20 scaling → 30/27).
- It can no longer auto-cancel in a short hop due to Ivysaur's higher gravity and faster falling speed.
- It has higher hitlag multipliers (0.5× → 0.8× (hit 1), 1× → 1.2× (hit 2)), making it easier to DI.
- Ivysaur does not extend its vines as far, reducing the move's range despite having slightly larger hitboxes (3u/4u/4u/2.5u → 4.2u/3.8u/3.4u/3u (hit 1), 4u/4u/4u/3u → 4.8u/4.4u/4u/3u (hit 2)).
- The first hit launches at a slightly lower angle (80° → 76°).
- Up aerial:
- Up aerial gives Ivysaur a weaker vertical boost downward (-1.8 → -0.3), making it less risky to use offstage. Ivysaur can still fall fast manually when using up aerial, allowing it to mix up its positioning when using the move.
- The hitboxes are placed higher (Y offset: 14u/9u → 20u/20u), improving its vertical range.
- The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
- It deals less damage (16% → 15%), and has altered knockback (32 base/97 scaling → 64/72). While this further aids in the move's combo potential at lower percents, it most significantly hinders its KO potential, despite launching at a higher angle (83° → 90°).
- The second hitbox is much larger (6u → 13u), matching the first hitbox, but due to its altered Y offset, both hitboxes now occupy the same space, the only difference being that the first one only affects grounded opponents and the second one only affects aerial opponents.
- Down aerial:
- Down aerial's sweetspot deals more damage (8% → 10%), dealing as much as the sourspot.
- The sweetspot deals more knockback (20 base/80 scaling → 27/80 (grounded), 9/98 (aerial)).
- The sweetspot is larger (2.2u → 4u) and placed lower (-9u → -13.5u), improving its range.
- The sourspot meteor smashes opponents like the sweetspot (50° → 270°). This allows the move to lock opponents more reliably, and combined with the removal of meteor canceling, significantly improves its effectiveness for edgeguarding.
- It halts Ivysaur's horizontal momentum for a significantly shorter time.
- The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos onstage even up to high percents.
- The sourspot deals much less knockback (32 base/92 scaling → 17/62 (grounded), 8/62 (aerial)), significantly hindering its KO potential onstage.
- The move gives Ivysaur a weaker vertical boost (0.8 → 0.3). Combined with Ivysaur's higher gravity and faster falling speed, this allows it to land faster after using the move, but makes it riskier to use offstage.
Throws and other attacks
- Grabs:
- Standing and pivot grab have larger hitboxes against grounded opponents (3u → 3.3u).
- Standing grab has less ending lag (FAF 50 → 43).
- Dash grab has smaller hitboxes against grounded opponents (3u → 2.6u), and all grabs have smaller hitboxes against aerial opponents (3u → 1.65u (standing, pivot), 1.3 (dash)).
- Pivot grab has more ending lag (FAF 36 → 45).
- Pummel:
- Ivysaur has a new pummel: it headbutts the opponent, rather than squeezing them with its vines.
- It deals more hitlag (5 frames → 14), but has less startup (frame 6 → 1) and much less ending lag (FAF 25 → 7), shortening its effective duration.
- It deals much less damage (3% → 1.3%).
- The speed of Ivysaur's throws is no longer weight-dependent.
- Forward throw:
- Ivysaur has a new forward throw: it tackles the opponent away, rather than tossing them with its vines.
- It has gained a hitbox before the throw, allowing it to hit bystanders.
- It deals more damage (8% → 5% (hit 1 and throw); 10% total).
- It releases opponents later (frame 16 → 17) and has more ending lag (FAF 34 → 38).
- The throw's knockback was not fully compensated for its reduced individual damage output (60 base/55 scaling → 80/60).
- Back throw:
- Back throw deals more damage (10% → 12%) with no compensation on knockback. This greatly improves its KO potential, allowing it to KO at around 130% near the edge.
- It releases opponents later (frame 18 → 20), with its total duration increased as well (FAF 34 → 36), making it easier to DI.
- Ivysaur no longer spins around once before the throw, but it has a more pronounced animation.
- Up throw:
- Up throw has a different animation, where Ivysaur jumps and bumps the opponent upward with its bud.
- It has gained a hitbox before the throw, allowing it to hit bystanders.
- It releases opponents later (frame 13 → 21) and has more ending lag (FAF 28 → 40).
- The changes to hitstun canceling and Ivysaur's faster jumpsquat allow up throw to combo into a neutral or up aerial from low to mid percents, and Vine Whip even up to high percents, despite its increased ending lag.
- It deals less damage (10% → 4% (hit 1), 5% (throw); 9% total), with knockback not fully compensated on the throw (70 base/72 scaling → 75/95). This greatly hinders its KO potential, no longer KOing at around 170% from ground level.
- Down throw:
- Down throw deals less damage (10% → 7%).
- It has altered knockback (83 base/50 scaling → 44/122). Combined with its lower damage and Ivysaur's faster jumpsquat, this turns it into an excellent combo starter until up to high percents, even gaining a KO setup into Vine Whip's sweetspot near the edge, while also granting it KO potential at very high percents.
- Floor attacks:
- Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack less startup (frame 24 → 21) and one more frame of intangibility (frames 1-22 → 1-23).
- It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
- It has less range (6u/6u/6u → 5u).
Special moves
- Bullet Seed:
- Bullet Seed has less ending lag (FAF 86 → 80).
- It fires a finishing seed when ended, which deals more damage (2% (clean), 1% (late) → 3%) with much more knockback (10 base/40 scaling → 100/46). Coupled with its reduced ending lag, this makes it less punishable.
- The seeds have altered knockback (10 base/40 scaling → 15/30) and launch at slightly higher angles (86°/80° → 90°/88°), allowing them to connect more reliably at higher percents.
- The seeds' late hits deal more damage (1% → 1.3%).
- It has more startup lag (frame 4 → 7).
- It no longer grants Ivysaur full intangibility on frames 1-3.
- It has a significantly shorter maximum duration, with Ivysaur firing a much smaller amount of seeds (35 → 11), lasting only around one second instead of four.
- The first hit and the seeds' clean hits deal less damage (4% → 3% (hit 1), 2% → 1.5% (clean seed)). Combined with the move's much shorter maximum duration, this significantly reduces its maximum damage (74% → 21%).
- The seeds have smaller hitboxes (6.2u → 4.5u (clean), 5u → 3.5u (late)).
- The seeds have a lower hitlag multiplier (1× → 0.5× (near), 0.8× (far)), but a a higher SDI multiplier (0.1× (near), 0.28× (far) → 0.5×).
- The finishing seed launches at a lower angle (86°/80° → 70°).
- Razor Leaf:
- Razor Leaf has less ending lag on the ground (FAF 51 → 49).
- Its random trajectory has been made significantly less variable, improving its consistency.
- It deals more knockback (30/18/5 base/50/50/30 scaling → 54/38/30 base/50/40/32 scaling), allowing it to keep opponents away more effectively.
- The universal increase to hitlag in Ultimate benefits Razor Leaf, as it uses the average hitlag multiplier of 1× unlike most other projectiles, increasing its advantage on hit.
- It has more startup (frame 22 → 24).
- It has more ending lag in the air (FAF 46 → 49).
- It has received negative shield damage (0 → -4/-3/-2), effectively dealing half its usual damage to shields.
- The mid and late hits have altered angles (70°/30° → 55°/40°).
- Vine Whip:
- Vine Whip no longer causes helplessness in the air, allowing Ivysaur to use it much more safely offensively, and to reattempt a failed recovery by using the move again or a directional air dodge.
- It can be angled upward and forward, increasing its versatility and making the sweetspot easier to land.
- The grounded version's sourspots deal more and consistent damage (7%/8%/9%/10% → 11%), matching the aerial version.
- It has less startup (frame 22 (grounded), 21 (aerial) → 15). In combination with its new ability to be angled, and the changes to hitstun canceling, this greatly improves its utility as a combo finisher.
- It has a shorter hitbox duration (frames 22-24 (grounded), 21-25 (aerial) → 15-17), and its total duration was not compensated for its faster startup, increasing its ending lag.
- The aerial version's sweetspot has less base knockback (80 → 70), no longer being stronger than the grounded version.
- It tethers the ledge slightly later (frame 9 → 13).
- Pokémon Change:
- Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.
- It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
- It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
- It no longer resets stale-move negation, effectively weakening Charizard when Ivysaur switches.
- It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
- Triple Finish:
- Triple Finish deals less total damage (58% → 44.3%).
- It has a different text box, more closely resembling its appearance in the Generation VII games.