ok squirtle
ganondorf and luigi have "average" ground game. i don't think squirtle ties with them either lol. rob should definitely have above average ground game anyway, someone is clearly underrating his ftilt/dtilt/dsmash/gyro games. but, i'll concede to average ground for squirtle if more people disagree, i know that retro does. noooooooo way squirtle is below average here though.
squirtle needs to have average kill potential, tcr and retro let me see clearly now, the rain is gone.
medium distance needs to be comfortable.
ivysaur
ivy's zoning on the ground needs to be above average, no question.
i don't know that ivy is below average zoning in the air because bair stops a looooot of aerial approaches, autocancelled fair is both a good spacer and killer, and nair is a pretty good option up close because it pokes through shields often. the thing is that ivysaur is either REALLY GOOD in the air, or REALLY BAD in the air haha. depends on who has control, and ivysaur has an easier time controlling some characters. i'd say average to...average it out.
i think short distance is bearable simply because of bullet seed. shield/spot dodge something and bullet seed. it's that simple, and a good opponent will ALWAYS have to be on the lookout for bullet seed. for reference, bullet seed is quick enough to interrupt lucas's jab combo and jab cancels. nair/utilt are also great up close, and all three chain into each other.
at first i thought extreme long distance should be uncomfortable for ivysaur, but then i realized that the only characters that really bother the hell out of ivy there is falco and rob, who are exceptional there.
ivy's gimping potential implies that ivy's only gimp option is dair and that ivy can't gimp because of his recovery. this is wrong. first, as long as ivysaur is between the opponent and the stage, he's pretty safe because he can tether at any moment. instant tether really screws characters that often rely on grabbin the edge to recover. out of instant tether, ivysaur can nair spike or bair wall. ivy still belongs in terrible gimp category, but i just want to make clear that dair spike isn't ivy's only option.
chahzahd
i think charizard needs above average ground game. charizard's ground game is definitely > his air game on stage, and both are ranked average. his grab is just so good. some characters hate zard just because of his grab. flamethrower and rock smash are a little slow but still usable because of the range and damage output they have. they are not that punishable if used correctly (ie the opponent isn't right in your face, although rock smash is an exception sometimes). zard has a faster, quicker bowser jab and slower, rangier ftilt, equally quick dtilt with slightly less range. zard's ground game is just really good when the opponent is at medium distance because zard has so many options at that point. decent to good up close, thanks to grab and jab. UP SMASHHHH btw. comes out in 5 frames. tremendous OoS option.
basically i think zard's ground game is slightly better than bowser's.
if bowser has 'amazing' KO power, then i think charizard could make a case for it as well. fresh charizard can reasonably kill with utilt, ftilt, dtilt, usmash, rock smash, throws, fly. tilts and usmash are all quick (5 frame usmash???), strong and KO most characters at 120%. rock smash is actually a terrific kill move, its just that zard usually has it staled. throws are scary for the opponent near the edge of a stage. fly is lulzy, but super armoring an attack and then killing can happen. i don't have a huge problem with above average here, though.
also, dragz added a survivability section. here's pt's.
Squirtle
Recovery: Squirtle's really light, so he can be killed out-right somewhat easily, but his floatiness makes it very easy for him to jump back to safety. His Waterfall is a relatively safe recovery, but its awkward angle makes him get stuck under ledges sometimes, and it's not unpunishable. Rating: Intermediate
Staying Power: Squirtle is very light and his options for keeping an opponent away aren't the greatest. If he's at kill percentage, he's pending for a bending. Rating: Difficult
Ivysaur
Recovery: Ivysaur's recovery is terrible, and quite possible the worst tether-dependent recovery in the game; at least Olimar can potentially gimp his opponent along with him and can manageably fight someone trying to gimp him. Although he has methods to try to get around this, there's no getting around the fact that his tether makes him oh-so-vulnerable as he is recovering. Rating: Difficult
Staying Power: Ivysaur actually does quite well at keeping an opponent away. His ability to space with his vines makes it difficult to properly approach for the killing blow. It's not like the opponent can't ever get inside, but they're going to have a bit of a time doing it. Rating: Intermediate
Charizard
Recovery: Charizard is a tough sunuva*****, very heavy, and several safe counter-options while recovering. He has multiple jumps, a glide, and an Up+B that's difficult to punish off-stage. All-in-all, very solid. Rating: Easy
Staying Power: Charizard is very heavy and his spacing options, with his f-air and Rock Smash, are very good. He's not dying easily anytime soon. Rating: Easy
i agree with a lot of this. the only thing i really want to address is squirtle's staying power. true, he is very light. but squirtle's version of "staying power" is a loooot like sonic's. aka be really annoying and move around everywhere. air speed is really good. size is very small. dash speed is okay, foxtrot is decent. shellshifting can bait attacks. i don't know if its enough to change it to intermediate staying power, but this definitely needs a mention.
commentssss plz