Onxy
Smash Lord
- Joined
- May 15, 2008
- Messages
- 1,568
PM me if you want me to add something to a move that was already discussed or other ideas.
Basically, we discuss moves.
Is there anything we can do with this move? Any AT's or other usage for the move?
I'll need:
Uses:
DMG:
Frames:
AT:
Autocancel:
Special Properties:
Followups and Usage:
Sorry, no pretty pictures, I want to save space xD
I'll update every week.
Razor Leaf
Uses: Spacing, setting up for a grab or tackle.
DMG: 6-8% (when fatigued 6-8% ??)
Frames: N/A
AT: Wavebouncing/B-sticking
Autocancel: no
Followups and Usage:
Razor Leaf is a wonderful attack, it can be used for many things. It can be used as an approach by throwing a Razor Leaf and following up with a grab or dash attack (even when they shield, you still might be able to pull it off.) Tilting the Razor Leaf in that matter can be more helpful when you are looking to follow up with an attack.
If set to a C-stick, you can "wave bounce", but is basically a turn-around special.
Razor Leaf is also good for knocking the opponent off the ledge if you are being edgehogged. You can also turn around with Razor Leaf and Bair them off the ledge. Turning around with Razor Leaf and using Bair to get an opponent off you can prove to be very helpful.
Razor Leaf adds a lot you your aerial speed as well. You can jump back and do a SH Razor Leaf and end back where you started. How much aerial speed it adds is still left undiscussed.
Special Properties:
- You can control the distance based off a smash or a tilt. The tilt razorleaf will cover a short distance and is slower while a Smash razorleaf will cover more distance and is faster.
- Razor Leaf cannot be absorbed(i.e. G&W's bucket) but can be reflected
- Razorleaf goes through breakable terrain i.e. Luigi's mansion and Castle siege statues. Also can go through projectiles such as the Ice Climbers' Ice Block.
- Its trajectory is randomized (until proven otherwise). But it can curve upwarwards/downwards or straight.
- a SH razorleaf into a standing razorleaf is faster than 2 standing razorleaves
Also...
Vinewhip
Uses: Recovery, Kill Move
DMG: 7-10%, 13% Sweetspot (when fatigued 6-9%, 10% Sweetspot)
Frames: ?
AT: Instant Tether:
http://www.youtube.com/watch?v=cVSmzY_VRrw
Autocancel: no
Special properties when tethered:
- Used as tether recovery, push A to pull yourself to the edge to edge hog
- Includes Advance technique Instant tether, for followups goto http://www.smashboards.com/showthread.php?t=198927
- When tethered to the stage you can re-tether up to 3 times before you have to touch the floor to reset.
- You can cancel a tether by pushin down/back. benefits to this are Instant Tether cancelling and platform cancelling
Special properties when used offensively:
- Has a sweetspot at the end of the vine that causes a whip sounds if hit correctly
- The sweetspot gets good knockback from48% or higher and is a great kill move after 80%
- You can instantly do a pivot vinewhip by pushing u/b+b(great after an utilt)
- If you do it in the air it gives you a small jump before releasing it.
- Can be linked from a fair at certain percentages:
http://www.youtube.com/watch?v=ie8PtTlcVu8
- Can be used to stage spike someone edgehogging you
As said, Vinewhip can be used to stage-spike someone off the ledge when hogging, but please don't put yourself in that position..
Bulletseed
Uses: Punishing, Damage Racking, Combo Breaking, and Attacking out of Shield
DMG: ]4,2,2,2,2,2,2,1,1,1,1…..% (when fatigued 2,1,1,1,1,1,1……%)
Frames: 1?
AT: No
Autocancel: No
Special Properties:
- 1st hit covers half a body length on either side and causes the opponent to pop up.
- Great Out of shield/Out of dodge followup. Used for punishment.
- If you don't DI the 1st hit you are almost garanteed 30+% from the stream
- There is also a hitbox underneath Ivysaur if you do an aerial Bulletseed.
- Can be used to interrupt combos and chaingrabs.
- If an opponent during an attack animation is struck by the Bullet Seed pop-up, that opponent has significantly less DI.
Followups and Usage: There are many ways you can land a Bulletseed. You can hit the opponent with a Nair and auto cancel to followup with a Bulletseed. DI'ing it will be hard because the opponent is being hit as you are going to use Bulletseed. Make sure the opponent is NOT in the air, even slightly, when you are going for the Bulletseed. Like Charizard's Dsmash, it only affects those on the ground. Using Bair into Bulletseed isn't a bad idea either, just make sure you are close and they are not getting knocked into the air from the Bair. It's also fun to leap into your opponent with a Bulletseed active and rack like 60% damage xD
A list of what Bulletseed can break out of:
My Opinion:
Punishing - Probably one one the deadliest punishers, and many will defend 'till death that it sucks, for some reason. It does suck when you miss it, as it has a very long ending lag; for the love of God, people, STOP SPAMMING IT!!!!. You can DI out of the pop-up, but does that mean you shouldn't use it? Of course not! If an opponent misses an attack, go for it! If you side-step a grab, go for it! If someone is stupid enough to come directly above you and attack, go for it! When your opponent is climbing back on the stage and not doing the get-up-attack, go for *is shot*.
Damage Racking - Best form of damage racking in the game, at least I think so. Not much to say here, except how HAW-SOME it is.
Combo Breaking - Combos... in Brawl? Lies... Anyway, you can break out of just about any tilt lock, most jabs, and some chaingrabs. The thing is, if you have a lot of damage done to you, it will become harder and harder to break combos with, as the hitstun is increased (hitstun...in Brawl? Lies....). Don't bother timing your Bulletseed to break out of something like a tilt lock, just keep hitting B, as it comes out in 1 frame.
Attacking Out of Shield - It's good 'n' all, but least effective out of the four uses. This could is basically be added onto the punishing portion, but it doesn't always have to be for punishing. You can always shield to be safe when they are next to you and Bulletseed, but there is a problem with that....there is little horizonal range.. It's very much punishable, for the same reasons as stated (having a bad ending-lag).
Jab
Uses: Spacing
DMG: endless hit combo – 3%, 2%, 2%, 2%, 2%, 1%, 2%, 1%...... (when fatigued 2,1,1,1,1,1….%)
Frames: ?
AT: None
Autocancel: No
Special Properties: none
Followups and Usage: It's a spacing attack The range is very long, but the consensus is that dtilt is a better option.
My opinion:
Spacing - I feel that Ivy's jab is amazing. The range is huge, and it can stop ground
approaches easily because it is a constant attack. Dtilt for me is not a better option,
because if the Dtilt is anticipated and side-stepped, then what? Since jab is constant, you
won't have that problem. Don't spam it, though; it's punishable. Use it when
you are being assaulted on the ground. Don't use it before time and expect them to run into
it. My advice, don't listen to people. Try the move out yourself.
Ftilt
Uses: Spacing, approaching, and following up from an autocancelled aerial.
DMG: 7 hits,14% max ( 10-12% fatigued)
Frames: ?
AT: none
Autocancel: no
Special Properties: nothing, really.
Followups and Usage: Spacing is it's best usage. It has the range of Ike's Ftilt if you tip it, although the damage will only be 2%. Since Ivysaur kinda "projects" herself to do this attack, it's a horrible close ranged attack; don't try to use it point blank, the opponent can DI behind you and hit you. It's easy to DI out of, if you expect it. Ftilt has no kill power, and this move is not easy to punish when you strike a shield.
This move is good to followup from a Bair, but not so great from a Nair. It's good to followup from a Bair because of its long range, but Nair has no range. It is difficult at times to hit an opponent with a Ftilt that is being followed from a Bair. Not because it is easy to see comming, but because Ivysaur, at times, will decide to randomly jab instead of doing the Ftilt. It's annoying, and I've been killed many times because of this. You can also use Ftilt after an autocancelled Fair, so this makes for an even better approach.
My opinion:
Spacing: not much more to explain, except that it is a good spacer.
Approaching: it can be good to approach with a combination Razor Leaf and Fair. Use it.
Basically, we discuss moves.
Is there anything we can do with this move? Any AT's or other usage for the move?
I'll need:
Uses:
DMG:
Frames:
AT:
Autocancel:
Special Properties:
Followups and Usage:
Sorry, no pretty pictures, I want to save space xD
I'll update every week.
Razor Leaf
Uses: Spacing, setting up for a grab or tackle.
DMG: 6-8% (when fatigued 6-8% ??)
Frames: N/A
AT: Wavebouncing/B-sticking
Autocancel: no
Followups and Usage:
Razor Leaf is a wonderful attack, it can be used for many things. It can be used as an approach by throwing a Razor Leaf and following up with a grab or dash attack (even when they shield, you still might be able to pull it off.) Tilting the Razor Leaf in that matter can be more helpful when you are looking to follow up with an attack.
If set to a C-stick, you can "wave bounce", but is basically a turn-around special.
Razor Leaf is also good for knocking the opponent off the ledge if you are being edgehogged. You can also turn around with Razor Leaf and Bair them off the ledge. Turning around with Razor Leaf and using Bair to get an opponent off you can prove to be very helpful.
Razor Leaf adds a lot you your aerial speed as well. You can jump back and do a SH Razor Leaf and end back where you started. How much aerial speed it adds is still left undiscussed.
Special Properties:
- You can control the distance based off a smash or a tilt. The tilt razorleaf will cover a short distance and is slower while a Smash razorleaf will cover more distance and is faster.
- Razor Leaf cannot be absorbed(i.e. G&W's bucket) but can be reflected
- Razorleaf goes through breakable terrain i.e. Luigi's mansion and Castle siege statues. Also can go through projectiles such as the Ice Climbers' Ice Block.
- Its trajectory is randomized (until proven otherwise). But it can curve upwarwards/downwards or straight.
- a SH razorleaf into a standing razorleaf is faster than 2 standing razorleaves
Also...
Ok so after serious amounts of time testing out razor leaf and studying it I have found the actual patterns of the leaves and have found certain ways to control the actual leaves. To start I must first explain the first thing I found while studying razor leaf.......razor leaf will on the regular throw "stray leaves" or leaves that drift away from the opponent. These leaves I am sure many of us have seen and if you were researching razor leaf this concept would have infuriated you due to that fact that it makes findings mean nothing all the time and overall can create counter arguments to all the work I have done. "Stray leaves" can happen up to 1 out of every 2 leaves you throw. Overall the average stray occurs once every 3 leaves, 3 out of ten leaves in most cases were stray leaves.
Now that stray leaves have been explained now its down to all the info about the path the leaves take. To start the leaves can travel two ways, first the leaf has a spin to it which will determine lifespan and the more circular and faster that leaf spins will cause the leaf not only to cover more distance but it will take longer due to the more distance covered. Second the leaf can angle upwards and downwards and due to this angle the overall lifespan of a leaf can be questioned. If it gets an upward angle the leaf will most likely miss the opponent and drift off, where as when you get a leaf to travel at a downwards angle it is almost promised that you will get perfect spin and speed on it. Overall the best outcome I have seen from this is having the leaf spin in full circles at a downward angle with full speed, these I will define as perfect leaves. This bears the best results will almost always hit the opponent and will always make it through shields.
Next if you are grounded throwing razor leaves you cut you possibilities of stray leaves quite and bit. Throwing razor leaves while on the ground for me seemed to have 8 to 9 out of 10 leaves travel in a straight path with the leaf spinning in perfect circles. If you throw the leaves in the air this is where research became tricker. So to start being in the air causes a higher chance of stray leaves, while in the air there were times where I threw up to 6 out of 10 stray leaves, obviously not good. It is not only being in the air that raises chances of stray leaves but it is actually being in the air without drifting that raises the chances of stray leaves. Crazy Im sure it seems but when drifting back or forward with the leaves you will have way higher chances of throwing perfect leaves as earlier stated. The big find I had to truely throw perfect leaves is to time your landing so that all 4 of ivy's paws hit the ground right as you throw the leaf, the timing is a bit of a pain but once I had it down I threw 10 perfect leaves in a row on at least 5 different occasions. The leaf has to start to travel right as ivy's paws are on the floor and the perfect leaves just start to happen.
I tested out holding directions and c stick directions but no 100% way to throw or control the leaves came from it. In short it seems that you can throw perfect leaves or stray leaves and there are difference is the only one I found which was having all four of ivy's paws hit the floor as you throw it. If anyone else has found ways to control the leaves I hope I am not being redundant, but I have put alot of effort into finding this all out and the timing is not easy at all but once you get it I promise at least 9 out of 10 perfect leaves on average.
Vinewhip
Uses: Recovery, Kill Move
DMG: 7-10%, 13% Sweetspot (when fatigued 6-9%, 10% Sweetspot)
Frames: ?
AT: Instant Tether:
http://www.youtube.com/watch?v=cVSmzY_VRrw
Autocancel: no
Special properties when tethered:
- Used as tether recovery, push A to pull yourself to the edge to edge hog
- Includes Advance technique Instant tether, for followups goto http://www.smashboards.com/showthread.php?t=198927
- When tethered to the stage you can re-tether up to 3 times before you have to touch the floor to reset.
- You can cancel a tether by pushin down/back. benefits to this are Instant Tether cancelling and platform cancelling
Special properties when used offensively:
- Has a sweetspot at the end of the vine that causes a whip sounds if hit correctly
- The sweetspot gets good knockback from48% or higher and is a great kill move after 80%
- You can instantly do a pivot vinewhip by pushing u/b+b(great after an utilt)
- If you do it in the air it gives you a small jump before releasing it.
- Can be linked from a fair at certain percentages:
http://www.youtube.com/watch?v=ie8PtTlcVu8
- Can be used to stage spike someone edgehogging you
Hopefully Card won't mind me stealing his picture xDSo, to cap on some things that are definites that should be talked about:
Vine whip is a tether recovery, which gives it some unique properties. Some of these properties are quite nice; Ivysaur can sweetspot the ledge from a wide variety of different places off ledge. As is in Card's guide, about this
wide a variety. That's nice. Also, it can be used as a gimp on opponents recovering below the stage; opponents cannot grab the ledge if you are latched to it and hanging. A common way of doing this, dubbed the Instant Edgeguard, has ivy run off the ledge and instantly upb towards the stage. Ivy pops up, latches the ledge, and stalls in the air slightly before falling, still latched, underneath the stage. There are many other ways to put yourself in good gimping situations as well, be creative!
However there are many cons that come with this special recovery as well. Simply put, if someone else is on the ledge and you need to use vine whip to get back to the ledge, you're losing a stock. This means that as an ivysaur player you MUST be unpredictable with your recovery. Keeping your second jump is very important, as it gives you options as to how to move your opponent off of the ledge.
Options for getting rid of an on-edge opponent that have been mentioned:
Backwards razor leaf to bair
Forwards razor leaf at the opponent to vine whip on RL hit (to steal ledge)
Double jump into nair
Double jump into fair (from Adriel)
Wait them out and see if they roll off in time for ivy to tether the ledge
More ideas?
Also, if all hope is lost, set yourself up for a vine whip attack! If they sit on the ledge all "hurr hurr ivehsaur" sweetspot an attack and stagespike that ho. They'll die before you will if they're at average damage and not metaknight. Its won me a few games and should not be underestimated as a last resort.
One other special property that comes into play with vine whip as a recovery is your tether limit. If you attempt to tether more than three times, even if you are within range you won't latch, and instead will fall to your death. Using vine whip as a stall or a mindgame tactic can be a useful tool, but keeping your three tether limit in mind will save your ivysaur (and you) some embarrassing deaths if you implement this tactic.
Also, this move functions as a powerful attack. When on ground (or not in midair with a nearby ledge to grab) ivysaur throws out a vine at 45 degrees up in front of her. The tip is a sweetspot which does considerable knockback and 13 damage, 10 fatigued, and the rest does anywhere from 7-10, or 6-9 fatigued (so says Card's guide).
Uses for vine whip as an attack that have been mentioned:
Dthrow to vinewhip at low % (0-20ish?)
Surprise to opponents approaching over razor leaf
Hitting an opponent on a platform above you
Generally more instances where the opponent won't expect it
More ideas?
Its not the easiest thing to land, but don't let your opponent forget its there. If they come to fear it that's one more thing for them to think about, and that never hurts
Comments? Points of contention?
As said, Vinewhip can be used to stage-spike someone off the ledge when hogging, but please don't put yourself in that position..
Bulletseed
Uses: Punishing, Damage Racking, Combo Breaking, and Attacking out of Shield
DMG: ]4,2,2,2,2,2,2,1,1,1,1…..% (when fatigued 2,1,1,1,1,1,1……%)
Frames: 1?
AT: No
Autocancel: No
Special Properties:
- 1st hit covers half a body length on either side and causes the opponent to pop up.
- Great Out of shield/Out of dodge followup. Used for punishment.
- If you don't DI the 1st hit you are almost garanteed 30+% from the stream
- There is also a hitbox underneath Ivysaur if you do an aerial Bulletseed.
- Can be used to interrupt combos and chaingrabs.
- If an opponent during an attack animation is struck by the Bullet Seed pop-up, that opponent has significantly less DI.
Followups and Usage: There are many ways you can land a Bulletseed. You can hit the opponent with a Nair and auto cancel to followup with a Bulletseed. DI'ing it will be hard because the opponent is being hit as you are going to use Bulletseed. Make sure the opponent is NOT in the air, even slightly, when you are going for the Bulletseed. Like Charizard's Dsmash, it only affects those on the ground. Using Bair into Bulletseed isn't a bad idea either, just make sure you are close and they are not getting knocked into the air from the Bair. It's also fun to leap into your opponent with a Bulletseed active and rack like 60% damage xD
A list of what Bulletseed can break out of:
- Sheik's Ftilt lock.
- Marth's Downward last hit of Dancing Blade.
- Chain grabs if the opponent does not execute them perfectly (More so Falco)
- Falco's jabs (With DI up)
- Almost any jab combo if the opponent purposely delays it.
- Almost any jab combo if there is an involuntary delay.
- Almost any chain attack that is on the ground (i.e. Fox's Utilt chain)
My Opinion:
Punishing - Probably one one the deadliest punishers, and many will defend 'till death that it sucks, for some reason. It does suck when you miss it, as it has a very long ending lag; for the love of God, people, STOP SPAMMING IT!!!!. You can DI out of the pop-up, but does that mean you shouldn't use it? Of course not! If an opponent misses an attack, go for it! If you side-step a grab, go for it! If someone is stupid enough to come directly above you and attack, go for it! When your opponent is climbing back on the stage and not doing the get-up-attack, go for *is shot*.
Damage Racking - Best form of damage racking in the game, at least I think so. Not much to say here, except how HAW-SOME it is.
Combo Breaking - Combos... in Brawl? Lies... Anyway, you can break out of just about any tilt lock, most jabs, and some chaingrabs. The thing is, if you have a lot of damage done to you, it will become harder and harder to break combos with, as the hitstun is increased (hitstun...in Brawl? Lies....). Don't bother timing your Bulletseed to break out of something like a tilt lock, just keep hitting B, as it comes out in 1 frame.
Attacking Out of Shield - It's good 'n' all, but least effective out of the four uses. This could is basically be added onto the punishing portion, but it doesn't always have to be for punishing. You can always shield to be safe when they are next to you and Bulletseed, but there is a problem with that....there is little horizonal range.. It's very much punishable, for the same reasons as stated (having a bad ending-lag).
Jab
Uses: Spacing
DMG: endless hit combo – 3%, 2%, 2%, 2%, 2%, 1%, 2%, 1%...... (when fatigued 2,1,1,1,1,1….%)
Frames: ?
AT: None
Autocancel: No
Special Properties: none
Followups and Usage: It's a spacing attack The range is very long, but the consensus is that dtilt is a better option.
My opinion:
Spacing - I feel that Ivy's jab is amazing. The range is huge, and it can stop ground
approaches easily because it is a constant attack. Dtilt for me is not a better option,
because if the Dtilt is anticipated and side-stepped, then what? Since jab is constant, you
won't have that problem. Don't spam it, though; it's punishable. Use it when
you are being assaulted on the ground. Don't use it before time and expect them to run into
it. My advice, don't listen to people. Try the move out yourself.
Ftilt
Uses: Spacing, approaching, and following up from an autocancelled aerial.
DMG: 7 hits,14% max ( 10-12% fatigued)
Frames: ?
AT: none
Autocancel: no
Special Properties: nothing, really.
Followups and Usage: Spacing is it's best usage. It has the range of Ike's Ftilt if you tip it, although the damage will only be 2%. Since Ivysaur kinda "projects" herself to do this attack, it's a horrible close ranged attack; don't try to use it point blank, the opponent can DI behind you and hit you. It's easy to DI out of, if you expect it. Ftilt has no kill power, and this move is not easy to punish when you strike a shield.
This move is good to followup from a Bair, but not so great from a Nair. It's good to followup from a Bair because of its long range, but Nair has no range. It is difficult at times to hit an opponent with a Ftilt that is being followed from a Bair. Not because it is easy to see comming, but because Ivysaur, at times, will decide to randomly jab instead of doing the Ftilt. It's annoying, and I've been killed many times because of this. You can also use Ftilt after an autocancelled Fair, so this makes for an even better approach.
My opinion:
Spacing: not much more to explain, except that it is a good spacer.
Approaching: it can be good to approach with a combination Razor Leaf and Fair. Use it.