Template:SSB4 to SSBU changelist/Ivysaur

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Aesthetics

  • Change 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.
  • Change Ivysaur is much more expressive than it was in Brawl. It smiles when taunting, has a determined smirk when selected by the Trainer, and scowls during multiple attacks, grabbing an opponent, or shielding.
  • Change Ivysaur always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Ivysaur has a new air dodge animation, where it no longer twirls horizontally.
  • Change Opponents now grab Ivysaur by its body, instead of its flower bud.
  • Change The grass type and effect of Ivysaur's moves have been removed and replaced with a weapon or typeless and normal effects.
  • Change Ivysaur's victory animations are slightly changed.
    • Change 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.
    • Change The victory pose where Ivysaur backflips now has it land upright, as opposed to landing on its belly.
    • Change The Pokémon Trainer's animation with Ivysaur's backflip and Vine Whip victory animations are swapped from Brawl, with the one where he tosses and catches a Poké Ball being paired with the backflip animation, and him cheering being paired with the Vine Whip one.
  • Change Ivysaur has been updated with universal features introduced in Smash 4.
    • Change Ivysaur has a Boxing Ring title, a Palutena's Guidance conversation, and three new alternate costumes, though the formermost is shared by the group.
    • Change Ivysaur has voice clips for suffering high knockback.
    • Change Ivysaur now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.

Attributes

  • Buff Like all characters, Ivysaur's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Ivysaur walks faster (1.05 → 1.1103).
  • Buff 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).
    • Buff Its initial dash is much faster (1.4 → 1.903).
  • Buff 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.
  • Nerf Ivysaur's crawling speed is slower.
  • Buff Ivysaur's traction is much higher (0.0532 → 0.121), allowing it to punish more easily out of shield.
  • Change Ivysaur's fall speed is slightly higher (1.35 → 1.38).
    • Buff Its fast falling speed is significantly higher (1.89 → 2.208), leaving it much less vulnerable to juggling.
  • Change Ivysaur's gravity is higher (0.07 → 0.082).
  • Nerf Ivysaur is lighter (100 → 96), reducing its survivability.
  • Buff The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
  • Buff 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.
    • Nerf 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.
  • Buff The removal of edgehogging improves Ivysaur's tether-dependent recovery.
  • Change 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.
  • Buff Forward roll has less ending lag (FAF 33 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 33 → 36).
  • Nerf Spot dodge has more startup with less intangibility (frames 2-20 → 3-16), and more ending lag (FAF 26 → 27).
  • Buff Air dodge has less startup and grants more intangibility (frames 4-29 → 3-29).
  • Nerf Air dodge has much more ending lag (FAF 40 → 57).

Ground attacks

  • Neutral attack:
    • Buff 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).
    • Buff 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.
    • Buff 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.
    • Change 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.
    • Buff 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.
    • Nerf 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)).
    • Nerf The first two hits have a shorter hitbox duration (frames 7-9 → 7-8 (hit 1), 5-6 (hit 2)).
    • Nerf The first hit and the infinite deal less damage (3% → 2% (hit 1), 2%/1% → 0.5% (infinite)).
    • Nerf 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.
    • Change 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.
    • Change 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:
    • Buff 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.
    • Buff The looping hits are placed farther horizontally (Z offset: 11u/5.3u/0u/15u → 11.5u/6u/1u/16u), increasing their range.
    • Buff The last hit deals more knockback (40/30/20 base/100 scaling → 55/136).
    • Buff 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.
    • Nerf It has more startup (frame 6 → 10), with its total duration increased as well (FAF 42 → 46).
    • Nerf The last hit has a much higher hitlag multiplier (1× → 2.1×), making it easier to DI.
    • Change The looping hits deal consistent damage (2%/1% → 1.5%; 14%-8% total → 11%).
  • Up tilt:
    • Buff Up tilt has less startup (frame 9 → 7), with its total duration reduced as well (FAF 35 → 33).
    • Nerf Due to the changes to the jostle mechanics, it is harder to connect against grounded opponents.
    • Nerf It has more base knockback (50/60 → 85), but much less knockback scaling (100/90 → 61), removing its KO potential at very high percents.
    • Change It has an altered animation, with Ivysaur looking more towards the screen and no longer performing a frontflip.
  • Down tilt:
    • Change Down tilt hits once instead of twice.
    • Buff It has less ending lag (FAF 38 → 32).
    • Buff 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.
    • Nerf It deals less damage (2% (hit 1), 5% (hit 2) → 5.5%) and knockback (60 base/100 scaling → 50/65).
    • Nerf 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:
    • Buff 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.
    • Nerf The clean hit has less knockback scaling (70 → 57), greatly hindering its KO potential, despite launching at a slightly higher angle (70° → 74°).
    • Change The late hit launches at a slightly higher angle (70° → 73°).
    • Change It has an altered animation, with Ivysaur performing a tackle rather than a headbutt.
  • Forward smash:
    • Buff 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).
    • Nerf 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.
    • Nerf It starts charging earlier (frame 14 → 10), no longer having immediate startup when released.
    • Change The sweetspot launches at a slightly higher angle when angled up (361° → 44°).
  • Up smash:
    • Buff The topmost hitbox is larger (11u → 13u) and placed farther vertically (Y offset: 15u → 17u), increasing its already impressive range.
    • Nerf It deals much less knockback (80 base/90 scaling → 78/78), no longer being the strongest in the game.
    • Nerf It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.
    • Change It has an altered animation, with Ivysaur raising its front legs before unleashing the spores.
  • Down smash:
    • Buff Down smash has less startup (frame 16 → 13) and ending lag (FAF 54 → 46).
    • Buff All hitboxes except the innermost one deal more damage (8% → 8%/10%/12%), giving the move a ranged middlespot and sweetspot.
    • Buff 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

  • Buff 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:
    • Change Ivysaur has a new neutral aerial: it points its bud towards the screen and spins its leaves. It hits eight times, up from seven.
    • Buff 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×).
    • Buff 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).
    • Buff 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.
    • Nerf It deals much less damage (2% (hits 1-7) → 1% (hits 1-7), 2% (hit 8); 14% total → 9%).
    • Nerf It has more startup (frame 4 → 7) and landing lag (11 frames → 16).
    • Nerf It auto-cancels later (frame 35 → 41), no longer doing so in a short hop.
    • Nerf The last hit launches at a different angle (361° → 43°), removing its ability to lock opponents.
  • Forward aerial:
    • Buff Forward aerial deals consistent damage (12%/10% → 12%).
    • Buff One of its hitboxes launches at a higher angle (80°/70°/60°/60° → 80°/70°/70°/60°), improving its consistency for KOing.
    • Buff The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
    • Nerf It deals less knockback (35 base/103 scaling → 51/46/45 base/76/81/90 scaling), hindering its KO potential.
    • Nerf 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:
    • Buff 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.
    • Nerf The first hit has more startup (frame 4 → 7).
      • Buff 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).
    • Nerf It can no longer auto-cancel in a short hop due to Ivysaur's higher gravity and faster falling speed.
    • Nerf It has higher hitlag multipliers (0.5× → 0.8× (hit 1), 1× → 1.2× (hit 2)), making it easier to DI.
    • Nerf 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)).
    • Change The first hit launches at a slightly lower angle (80° → 76°).
  • Up aerial:
    • Buff 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.
    • Buff The hitboxes are placed higher (Y offset: 14u/9u → 20u/20u), improving its vertical range.
    • Buff The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
    • Nerf 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°).
    • Change 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:
    • Buff Down aerial's sweetspot deals more damage (8% → 10%), dealing as much as the sourspot, in addition to dealing more knockback (20 base/80 scaling → 27/80 (grounded), 9/98 (aerial)). This significantly improves its KO potential
    • Buff The sweetspot is larger (2.2u → 4u) and placed lower (-9u → -13.5u), improving its range.
    • Buff The sourspot meteor smashes opponents like the sweetspot (50° → 270°). This now allows the move to lock opponents, and combined with the removal of meteor canceling, this significantly improves its effectiveness for edgeguarding.
    • Buff It halts Ivysaur's horizontal momentum for a significantly shorter time (frames 12-51 → 12-13), making the move much safer to use.
    • Buff The changes to hitstun canceling combined with its reduced landing lag allow it to start combos onstage even up to high percents.
    • Nerf The sourspot deals much less knockback (32 base/92 scaling → 17/62 (grounded), 8/62 (aerial)), significantly hindering its KO potential onstage, especially when combined with its new angle.
    • Change 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.
      • Nerf This notably now prevents the move from auto-canceling in a full hop.

Throws and other attacks

  • Grabs:
    • Buff Standing and pivot grab have larger hitboxes against grounded opponents (3u → 3.3u).
    • Buff Standing grab has less ending lag (FAF 50 → 43).
    • Nerf 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)).
    • Nerf Pivot grab has more ending lag (FAF 36 → 45).
  • Pummel:
    • Change Ivysaur has a new pummel: it headbutts the opponent, rather than squeezing them with its vines.
    • Buff 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.
    • Nerf It deals much less damage (3% → 1.3%).
  • Change The speed of Ivysaur's throws is no longer weight-dependent.
  • Forward throw:
    • Change Ivysaur has a new forward throw: it tackles the opponent away, rather than tossing them with its vines.
    • Buff It has gained a hitbox before the throw, allowing it to hit bystanders.
    • Buff It deals more damage (8% → 5% (hit 1 and throw); 10% total).
    • Nerf It releases opponents later (frame 16 → 17) and has more ending lag (FAF 34 → 38).
    • Nerf The throw's knockback was not fully compensated for its reduced individual damage output (60 base/55 scaling → 80/60).
  • Back throw:
    • Buff 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.
    • Nerf It releases opponents later (frame 18 → 20), with its total duration increased as well (FAF 34 → 36), making it easier to DI.
    • Change Ivysaur no longer spins around once before the throw, but it has a more pronounced animation.
  • Up throw:
    • Change Up throw has a different animation, where Ivysaur jumps and bumps the opponent upward with its bud.
    • Buff It has gained a hitbox before the throw, allowing it to hit bystanders.
    • Nerf It releases opponents later (frame 13 → 21) and has more ending lag (FAF 28 → 40).
    • Buff 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.
    • Nerf 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 150% from ground level.
  • Down throw:
    • Nerf Down throw deals less damage (10% → 7%).
    • Buff 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:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Buff Edge attack less startup (frame 24 → 21) and one more frame of intangibility (frames 1-22 → 1-23).
    • Buff 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.
    • Nerf It has less range (6u/6u/6u → 5u).

Special moves

  • Bullet Seed:
    • Buff Bullet Seed has less ending lag (FAF 86 → 80).
    • Buff 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.
    • Buff 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.
    • Buff The seeds' late hits deal more damage (1% → 1.3%).
    • Nerf It has more startup lag (frame 4 → 7).
    • Nerf It no longer grants Ivysaur full intangibility on frames 1-3.
    • Nerf It has a significantly shorter maximum duration, with Ivysaur firing a drastically smaller amount of seeds (35 → 11), lasting only around one second instead of four.
    • Nerf 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, its maximum damage output has been dramatically reduced (74% → 21%).
    • Nerf The seeds have smaller hitboxes (6.2u → 4.5u (clean), 5u → 3.5u (late)).
    • Change 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×).
    • Change The finishing seed launches at a lower angle (86°/80° → 70°).
  • Razor Leaf:
    • Buff Razor Leaf has less ending lag on the ground (FAF 51 → 49).
    • Buff Its random trajectory has been made significantly less variable, improving its consistency.
    • Buff 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.
    • Buff 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.
    • Nerf It has more startup (frame 22 → 24).
    • Nerf It has more ending lag in the air (FAF 46 → 49).
    • Nerf It has received negative shield damage (0 → -4/-3/-2), effectively dealing half its usual damage to shields.
    • Change The mid and late hits have altered angles (70°/30° → 55°/40°).
  • Vine Whip:
    • Buff 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.
    • Buff It can be angled upward and forward, increasing its versatility and making the sweetspot easier to land.
    • Buff The grounded version's sourspots deal more and consistent damage (7%/8%/9%/10% → 11%), matching the aerial version.
    • Buff 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.
    • Nerf 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.
    • Nerf The aerial version's sweetspot has less base knockback (80 → 70), no longer being stronger than the grounded version.
    • Nerf It tethers the ledge slightly later (frame 9 → 13).
  • Pokémon Change:
    • Buff 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.
    • Buff 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.
    • Buff The two second cooldown can be skipped by using another special move.
    • Nerf It no longer resets stale-move negation, effectively weakening Charizard when Ivysaur switches.
    • Nerf 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:
    • Nerf Triple Finish deals less total damage (58% → 44.3%).
    • Change It has a different text box, more closely resembling its appearance in the Generation VII games.