marthsword
Smash Ace
This thread could be a lot more clear and better organized, but I wanted to get this out of my system, so I'll start.
Ivysaur is underrated. I've been using him since the second I got Brawl, whenever I play PT I start as Ivysaur, and try to use him as much as possible, and switch back to him almost instantly when the fatigue is over. I've had to learn how to use squirtle and zard a bit, but I really specialize in Ivy. As soon as I got the game I knew I was going to main PT, and I knew I was going to use Ivysaur primarily. Anyway, I'm ranting.
Recently I have seen many people placing Ivysaur in bottom tier, where I personally don't think he belongs. Many of these people complain that he has trouble approaching. Well, they don't know how to play Ivy. Ivy needs to make the foe approach him. Ivy does this through razor leaf spamming and camping. He does ok without an approach.
Second, let's look at Ivy's bullet seed (B) It is quite simply an INCREDIBLE move, and broken too. And amazing damage racker. It is pretty much guaranteed that you're going to get more than 25% with this move, and can easily get 45+% It seems a bit hard to land it since the opponent is going to realize that jumping over you is not a good idea considering bullet seed and your overpowered uair and u-smash, but there's another way. When you start up Bullet Seed, which takes no time at all, There is a hit box to the left and right of you on the ground, which hits the foe into the air, RIGHT into the bullet seed, racking up incredible damage. You can also lead into this with a d-throw, and even u-throw.
Third, let's look at aerials. People have stated that Ivy has a bad aerial game, which isn't true. Not the very best, but still pretty good.
Fair is an incredible move, which hits edgeguarding foes, HUGE disjointed hitbox, can horizontal KO if hit around the center of the vines, can vertical KO if hit around the tip, and good at ending combos.
Bair is very underrated. It has INSANE range, two hits, can be spammed, and is perfect for that little bit of space you need. Ivy is all about spacing. It has very little knockback, and little damage. The little knockback is a good thing though, for spacing.
Dair isn't great, but keeps you up a bit in the air, which helps so you don't fall when trying to spike. Yeah, it spikes. It is a spike near the bulb, and a very powerful one, but a small sweetspot. It can KO, though there are usually better options, like it's counterpart, Uair
Uair is an insane KO move. It has incredible knockback, a little less than U-Smash (strongest U-smash in the game,) and comes out faster than U-smash. I've killed at 60% using this to end a juggle. It also shoots you down a little, which isn't too bad.
Nair is pretty good. It has lots of hits, hard to DI out of, does good damage, and has good knockback.
Now for the 4th part. Her recovery. People are right about Ivy's recovery. It is terrible, it's the second worst in the game (second to Olimar's IMO) but if used correctly, she can usually make it back to the stage, even if the opponent tries to edgehog. The first rule is to SAVE YOUR SECOND JUMP. Very important with all tether characters. Second knock the edgehogger off, if there is one. This is easy for Ivy if they're not in invincibilty frames. A simple razor leaf is excellent. Your second option is a fair. As I said, it has excellent range, power, and has a disjointed hitbox.
Now, once their off, use your second jump if you didn't have to already, or if you have to now, and grab the ledge with your vine and press up. The area of which Ivy can use her vine whip and grab on is deceiving, it is actually a very large area, above the stage too. You may even be hanging far below the stage.
And to end this I would like to say, Ivy has a disjointed hitbox on everyone of her moves, and very long grab range.
Ivy also has incredible grab range, and her grabs are great for setups. Her U-tilt has incredible range, fast, great setup, and she propels her self a few feet OFF the ground, so ground moves will usually go through her. F-tilt is one of her best moves, perfect for spacing, lots of damage.
If you want to flame me, flame me. If you want to call me an idiot, call me an idiot. If you want to agree with me, agree with me, say what you think.
Ivysaur is underrated. I've been using him since the second I got Brawl, whenever I play PT I start as Ivysaur, and try to use him as much as possible, and switch back to him almost instantly when the fatigue is over. I've had to learn how to use squirtle and zard a bit, but I really specialize in Ivy. As soon as I got the game I knew I was going to main PT, and I knew I was going to use Ivysaur primarily. Anyway, I'm ranting.
Recently I have seen many people placing Ivysaur in bottom tier, where I personally don't think he belongs. Many of these people complain that he has trouble approaching. Well, they don't know how to play Ivy. Ivy needs to make the foe approach him. Ivy does this through razor leaf spamming and camping. He does ok without an approach.
Second, let's look at Ivy's bullet seed (B) It is quite simply an INCREDIBLE move, and broken too. And amazing damage racker. It is pretty much guaranteed that you're going to get more than 25% with this move, and can easily get 45+% It seems a bit hard to land it since the opponent is going to realize that jumping over you is not a good idea considering bullet seed and your overpowered uair and u-smash, but there's another way. When you start up Bullet Seed, which takes no time at all, There is a hit box to the left and right of you on the ground, which hits the foe into the air, RIGHT into the bullet seed, racking up incredible damage. You can also lead into this with a d-throw, and even u-throw.
Third, let's look at aerials. People have stated that Ivy has a bad aerial game, which isn't true. Not the very best, but still pretty good.
Fair is an incredible move, which hits edgeguarding foes, HUGE disjointed hitbox, can horizontal KO if hit around the center of the vines, can vertical KO if hit around the tip, and good at ending combos.
Bair is very underrated. It has INSANE range, two hits, can be spammed, and is perfect for that little bit of space you need. Ivy is all about spacing. It has very little knockback, and little damage. The little knockback is a good thing though, for spacing.
Dair isn't great, but keeps you up a bit in the air, which helps so you don't fall when trying to spike. Yeah, it spikes. It is a spike near the bulb, and a very powerful one, but a small sweetspot. It can KO, though there are usually better options, like it's counterpart, Uair
Uair is an insane KO move. It has incredible knockback, a little less than U-Smash (strongest U-smash in the game,) and comes out faster than U-smash. I've killed at 60% using this to end a juggle. It also shoots you down a little, which isn't too bad.
Nair is pretty good. It has lots of hits, hard to DI out of, does good damage, and has good knockback.
Now for the 4th part. Her recovery. People are right about Ivy's recovery. It is terrible, it's the second worst in the game (second to Olimar's IMO) but if used correctly, she can usually make it back to the stage, even if the opponent tries to edgehog. The first rule is to SAVE YOUR SECOND JUMP. Very important with all tether characters. Second knock the edgehogger off, if there is one. This is easy for Ivy if they're not in invincibilty frames. A simple razor leaf is excellent. Your second option is a fair. As I said, it has excellent range, power, and has a disjointed hitbox.
Now, once their off, use your second jump if you didn't have to already, or if you have to now, and grab the ledge with your vine and press up. The area of which Ivy can use her vine whip and grab on is deceiving, it is actually a very large area, above the stage too. You may even be hanging far below the stage.
And to end this I would like to say, Ivy has a disjointed hitbox on everyone of her moves, and very long grab range.
Ivy also has incredible grab range, and her grabs are great for setups. Her U-tilt has incredible range, fast, great setup, and she propels her self a few feet OFF the ground, so ground moves will usually go through her. F-tilt is one of her best moves, perfect for spacing, lots of damage.
If you want to flame me, flame me. If you want to call me an idiot, call me an idiot. If you want to agree with me, agree with me, say what you think.