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Ivysaur (PM): Difference between revisions

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(→‎Changes from Brawl to PM: Whoops. Anyway, I am continuing my mission to remove all fowards from the PM pages (which I assume we're left by Epsilon when he was active).)
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===Attributes===
===Attributes===
*{{buff|Has a drastic increase in air speed. Having the 4th best air speed in ''Project M'', from the 3rd worst in ''Brawl''.
*{{buff|Has a drastic increase in air speed. Having the 4th best air speed in ''Project M'', from the 3rd worst in ''Brawl''.}}
*{{change|It is significantly lighter, drastically worsening its survivability, while also making it invulnerable to {{PM|Fox}}'s waveshine combos.}}
*{{change|It is significantly lighter, drastically worsening its survivability, while also making it invulnerable to {{PM|Fox}}'s waveshine combos.}}


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*{{nerf|Up smash does slightly less damage and knockback, but the damage is compensated by the flower.}}
*{{nerf|Up smash does slightly less damage and knockback, but the damage is compensated by the flower.}}


===Aerial Attacks===
===Aerial Attacks===  
*{{buff|Down air gives a momentum boost aiding recovery, and its sourspot does more damage while the sweetspot flowers foes and heals Ivysaur.}}
*{{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|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.}}

Revision as of 17:52, September 8, 2015

Ivysaur
in Project M and Project+
Ivysaur SSBB.png
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Ivysaur (SSBB)
IvysaurHeadSSBB.png

Ivysaur is a playable character in the Brawl mod Project M. Like Charizard and Squirtle, it has been separated from the Pokémon Trainer and so fights alone. Its down special, Pokémon change, has been replaced with Seed Bomb. It has also been given significant buffs.

Attributes

Changes from Brawl to PM

Ivysaur was buffed greatly from Brawl to PM.

Aesthetics

  • Change New on-screen appearance: Ivysaur unplants itself from the ground.
  • Change Pokémon Trainer victory pose has been removed.

Attributes

  • Buff Has a drastic increase in air speed. Having the 4th best air speed in Project M, from the 3rd worst in Brawl.
  • Change It is significantly lighter, drastically worsening its survivability, while also making it invulnerable to Fox's waveshine combos.

Ground Attacks

  • 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 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 Up smash has dramatically faster start-up, and has a sweetspot which flowers foes and heals Ivysaur.
  • Buff Forward smash can now be angled.
  • Buff Ivysaur can now Gatling Combo, although it is mostly only an effective move on fast fallers at low percentages.
  • Nerf Forward tilt has slightly less damage potential.
  • Nerf Forward Smash does slightly less damage and is less of a KO move.
  • Nerf Up smash does slightly less damage and knockback, but the damage is compensated by the flower.

Aerial Attacks

  • 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 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.
  • 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 Foward air does less knockback and now has a sourspot.

Grabs and Throws

  • 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

  • Buff New neutral special: Synthesis and 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-guarding 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 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 Seed Bomb, which sends a powerful projectile vertically similar to Snake's up smash. It releases Stun Spores 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 approaching foes and catching grounded enemies off-guard.
  • Nerf Razor Leaves vanish upon making contact with a surface, worsening their overall durability, and only one can be out at a time.

Revisions

v2.6

  • Buff Forward tilt links more reliably and has slightly less range behind it.
  • Buff Up smash sweetspot's shield damage is increased.
  • Buff Down smash start-up is faster.
  • Buff Neutral air hitbox size increased, landing hitbox better for comboing.
  • Buff Standing grab and pivot grab have slightly increased vertical range.
  • Buff Up tilt horizontal range increased; animation is faster; knockback growth decreased,which is great for comboing into itself
  • Buff Down tilt second hit sends at an upward angle,which can lead to many follow-ups.
  • Buff Fastfall speed slightly increased.
  • Nerf Grab pummel deals slightly less damage.
  • Nerf Razor Leaf (projectile) does less damage per hit.
  • Nerf Down tilt range reduced.
  • Change Jab range is better overall while Jab 1 IASA is worse.
  • Change Dash Attack animation is faster, strong hit duration is shorter.
  • Change Forward air downward range decreased; animation slightly faster overall; all hits send opponents vertically.
  • Change Back air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall.
  • Change Up air falling hitbox is a spike for the first four frames while shield damage is added to bulb sweetspot and can no longer fastfall during up air to slow decent.
  • Change Down air has a faster start-up but greater endlag, shield damage added to sweetspot and can skip to a 3rd+ "float" effect by holding down during start-up.
  • Change Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range.
  • Change Synthesis/Solar Beam when uncharged now has a landing cancel, healing starts later in the animation, and holding B to full charge allows you to continue healing until you let go of B.
  • Change Solarbeam now takes 22% to fully charge.
  • Change Charged Synthesis/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 Vine Whips sweetspot hitbox size decreased, grounded Vine Whip now matches aerial Vine Whip (has an extra active frame).
  • Change Fixed a glitch where the Vine Whips "hop" wouldn't happen immediately after hitstun.
  • Change Seed Bomb can be angled to the left or right (less so while in the air), aerial Seed Bomb no longer pushes Ivysaur downward.

v3.0

  • Buff Forward tilt back hitbox and the innermost front hitbox have increased SDI multipliers.
  • Buff Forward air damage increased by 1%.
  • Buff Back air send off hits have increased base knockback, and the inner trajectory has been lowered.
  • Buff Back air outer hitbox damage increased to 5%.
  • Buff Down air damage increased and homogenized against grounded and aerial targets to 7%.
  • Buff Back throw knockback growth increased.
  • Buff Down throw knockback growth increased.
  • Buff Vine Whips sweetspot hitbox size slightly increased.
  • Buff Vine Whips 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 angle increased to send slightly behind Ivysaur,which perfectly sets up a back aerial gimp.
  • Buff Neutral air final hit knockback growth decreased,which makes it more reliable for repeated hits,or follow-ups.
  • Buff Fall speed slightly increased, and fastfall speed increased.
  • Nerf Forward tilt endlag increased.
  • Nerf Forward tilt's back final hitbox damage decreased to match earlier weak hits.
  • Nerf Down air ending lag increased.
  • Nerf Down air sweetspot size decreased, with the sweetspot deeper inside Ivysaur.
  • Nerf Forward throw knockback lowered to match v2.6 back throw.
  • Nerf Seed Bomb seeds rise slower, do not go as high, and fall more slowly as well.
  • Nerf Forward air startup increased.
  • Change Increased aerial drift strength and decreased aerial friction.
  • Change Slightly decreased grounded friction.
  • Change Down tilt's 2nd hit now only pops up at the outer 2 hitboxes instead of outer 3 hitboxes.
  • Change Forward air hitbox angles have been noticeably lowered to send further horizontally.
  • Change Forward air base knockback increased, knockback growth decreased.
  • Change Back air closer endlag mostly reverted to v2.5. Still allows a small window to short-hop Back Air autocancel.
  • Change Up air sweetspot knockback growth and damage increased. Hitbox size decreased, with the sweetspot deeper inside Ivysaur. Sourspot angle decreased.
  • Change Up air no longer halts horizontal momentum on fall.
  • Change Up air meteor hitboxes redone - now two side-by-side hitboxes that maintain horizontal coverage with negative disjoint on the bottom.
  • Change Grabs - outer 2 of 5 boxes on standing and pivot grab + outer 1 box of 3 on dash grab are ground-only to alleviate chain grab issues.
  • Change Synthesis/Solar Beam startup hit is now a relatively weak wind box.
  • Change Synthesis/Solar Beam max charge lowered from 22% to 18%.
  • Change Aerial Synthesis/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 hit refresh rate slower , damage increased per hit by 1, hit angle increased to send further vertical.
  • Change Razor Leafs leaves slowed down to v2.5 timings while physics/floats ported from v2.5, but lasts 5 frames longer.

3.01

  • Buff Up air non-L-canceled landing lag value decreased slightly.
  • Nerf Jab 1 and jab 2 had a chance to cause a trip, this has been removed.

v3.5

  • Buff Ivysaur has a new final smash.
  • Nerf Second hit of back aerial deals more damage at the center rather than at the tip.
  • Buff Back throw does more damage.
    • Nerf However, it deals less base knockback.
  • Buff Up throw now heals 3%.
    • Nerf It now causes less damage.
  • Nerf Forward throw does less damage.
    • Buff However, its knockback has increased.
  • Nerf Vine Whip deals less damage.
  • Nerf Solar Beam takes longer to fully charge.
  • Change Ivysaur receives a new black palette swap.

v3.6

Beta

  • Buff Forward tilt now angle-able, better multihit linking and damage, better IASA
    • Nerf However, it has 4 hits instead of 7
  • Buff Forward Smash has a better knockback
  • Buff Neutral Air tweaked to have hitboxes open longer
    • Nerf Removed uppermost hitbox on landing hit
    • Change Removed the useless, fully overlapped hitbox in the middle of the last air hit
  • Buff Grab Pummel Heals/Charges 2 points instead of 1
  • Buff Up Throw has better knockback growth (120 to 135), Charges 5 points instead of 3
    • Nerf Does less damage (6 points reduced to 5)
    • Change Graphic for charge updates during move rather than after
  • Buff Invincibility starts 3 frames earlier when using Synthesis/Solar Beam
    • Change Moved the Graphic forward 1 frame so the hitboxes appear on the frame the beam has fully expanded
  • Nerf Vine Whips 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
    • 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.
  • Nerf Back air angles reduced by 15% on the first swing and 5% on the second
  • Change Amount charged/healed now accounts for stale moves
  • 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 Fixed a bug where attempting to heal an amount greater than Ivysaur's current percent wouldn't heal her at all
  • Change Fixed a bug allowing gaining or losing an unrelated amount of charge/health when hitting projectiles

Full

  • Buff Forward tilt now has 5 hits instead of 4 and pulls inward.
    • Nerf Removed final hitbox behind Ivysaur
  • Buff Up throw now Charges/heals 6 points instead of 3

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% (hit 1), 4% (hit 2) (7% total) Ivysaur strikes with its vines twice. The second hit has stronger horizontal knockback.
Forward tilt 2% (hits 1-4), 7% (hit 5) (15% total) Leans forward spinning its leaves, cutting consecutively. The last hit is the strongest. Interruptible on frame 36. Angle-able. Pulls inward.
Up tilt 9% (center), 8% (sides) Catapults with its vines upwards for a moment. Good range; the central hit has straight upwards knockback.
Down tilt 2%/3% (hit 1/tip) , 5% (hit 2) (7%/8% total) Ivysaur hits twice with its vines - similar to the neutral attack, but is faster, covers a lower area and has longer range. The first hit has set knockback when hitting at the tip. The second hit has either horizontal knockback if it hits at the center, or drags foes towards Ivysaur if hitting at the tip.
Dash attack 12% (clean), 10% (late) Lunges and tackles the foe. The sweetspot has a diagonal angle with powerful base knockback.
Forward smash 15% Catapults forward with its vines. Decent knockback; can be used for edgeguarding on-stage. Can be angled. Knockback Growth is 100, Base Knockback is 30
Up smash 9% (body), 12% (explosion) Generates an explosion from its bulb. The lateral hitboxes have a diagonal angle, while the center flowers the enemy and heals 9% to Ivysaur (which also increases along with the attack's charge, for a 12.3039% when fully charged).
Down smash 14% (center), 12% (tip) A quick, single horizontal spin with both vines. Has a semi-spike trajectory akin to Jigglypuff's down smash.
Neutral aerial 2% (hits 1-6), 4% (hit 7) (16% total) Spins around pointing at a downward diagonal angle. The last hit is stronger and has a diagonal trajectory.
Forward aerial 9% (center), 13% (tip) Slams down with both vines. Has some start-up, but the tip is powerful, while the center can set-up combos at low percentages.
Back aerial 4% (hit 1), 8%/7%/5% (hit 2 tip/mid/body) Spins vertically and hits backwards with its two respective vines. The second hit has a semi-spike angle that can easily gimp recoveries.
Up aerial 7% (bulb interior), 10% (explosion), 6% (descent) Sends an explosion from its bulb above it, then quickly falls down. The bulb interior flowers the opponent and heals 7% to Ivysaur. The descent meteor smashes enemies and can be quickly L-canceled for follow-ups. Ivysaur starts fast falling when the move is executed.
Down aerial 7% (bulb interior), 10% (explosion) Sends an explosion from its bulb below it. Similar to the up aerial. 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 Stretches its vines and binds the opponent. Has shorter range than other extended grabs, but less ending lag.
Pummel 2% Pressures the opponent. Heals 2% to Ivysaur every time it is used. Amount charged/healed accounts for stale moves
Forward throw 10% Tosses the opponent forward with its vines.
Back throw 11% Spins, then tosses backwards with its vines. Higher base knockback and knockback growth than the forward throw, and a more horizontal angle.
Up throw 5% Puts the foe over its bulb, then throws upwards with its vines. Charges/Heals 6 points to Ivysaur every time it is used. Can chaingrab fastfallers.Knockback Growth is 135.
Down throw 10% 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.
Floor attack (front) 6% Get up with an horizontal spin swinging its vines.
Floor attack (back) 6% Hits to both sides with its respective vines.
Floor attack (trip) 5% Similar the back floor attack.
Edge attack (fast) 6% (close), 8% (far) Climbs the edge and then swings a vine.
Edge attack (slow) 10% Gets up with a headbutt.
Neutral special Synthesis/Solar Beam 4% (charge), 25% (Solar Beam) 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 22% or more damage healed, either by the move itself or its bulb attacks and pummel. The Solar Beam has an electric effect and cannot be reflected, but can be absorbed by PSI Magnet and Oil Panic. Ivysaur falls helpless after firing the beam.
Side special 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 shields.
Up special Vine Whip 11%/11%/11%/11%/15%(tip) Ivysaur enlarges its vine and strikes with it diagonally upwards at its front. The regular hit can be easily used for repelling airborne enemies or edge-guarding onstage, while the tip has high potential that can yield KOs at low percentages. In midair it gives Ivysaur a boost upward, and acts as a tether recovery. Base Knockback from base to tip is 40/40/40/40/80.
Down special 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 opponent in range, being able to punish opponents attempting to dodge Ivysaur. It can be reflected, though when doing so, the seed's trajectory will be unaltered; it will just damage Ivysaur if it comes close.
Final Smash Sunny Day 0% (charge), 25% (each Solar Beam) Ivysaur summons strong sunlight, restoring 66% of damage and charging up Solar Beam. Ivysaur then is capable of releasing three blasts without charging.

In competitive play

Notable players

Alternate costumes

Ivysaur now has more significant palette swaps to be more distinctive in Team Battles. In addition, it has received blue, purple, white, and black recolors.

Ivysaur's alternate costumes in PM
IvysaurHeadSSBB.png IvysaurHeadRedPM.png IvysaurHeadGreenPM.png IvysaurHeadBluePM.png IvysaurHeadPurplePM.png IvysaurHeadWhitePM.png IvysaurHeadBlackPM.png

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.
  • Solar Beam is one of only two moves that can be absorbed but not reflected, the other being Zero Suit Samus's down smash.
  • Seed Bombs use the same graphic as Deku Nuts.
  • 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 its mouth.
  • Ivysaur's green color scheme is based off of its shiny coloration in the Pokémon series.

External links