Now this is my opinion of what would make PT better in general and also what specifically could make the certain characters better :
General: Regarding all three Pokemon, there should be a removal of stamina. People who say it represents Pokemon well obviously do not play Pokemon because the starters get STRONGER (Blaze increase fire attacks by 1.5 under 33%, Torrent increase water attacks by 1.5 under 33%, Overgrow increase grass attacks by 1.5 under 33%). In fact, stamina is more closely related to the Defeatist ability. Now regarding the switching, that is not also truly representative of Pokemon also. It is true that you do switch, but in your own accord, not thru some system that forces you to switch. If I am facing a team primarily made of water Pokes, you are going to use the grass Pokemon the whole time and not think of switching. In Brawl you were forced to switch but in games you don't have unless you want to. Down- b should be changed in favor of an attack. The switching should be changed to L+R+Z (shield+Grab) or with the wiimote shield+grab. Why the change? Well I believe that switching is the ultimate retreat and defensive option, so why not make the user uses defensive options to switch? Type advantage sounds like a decent unique feature, but take it out if possible.
Least to greatest amount of changes are listed below:
Squirtle: Not that much really needs to change in comparison to the other two. I believe that Squirtle's Dair should become his Nair (should also semi spike) and his new Dair should act like aerial Bubble in PM (there are going to be a lot of references to PM for each character). His fsmash should be ground Bubble. His Dsmash should be a multi-hitting move like in PM. Usmash should be a single hit that hits with the same knockback and scaling no matter when or where they are hit by the pillars. Withdraw should pop of shields, but keep the momentum going and should retain its control like in PM (also keeping the invincibility like in brawl). Neutral b should have hitboxes and should stay as chargeable. When fully charged, it should be like Blastoise's Water Gun in 64 (powerful linear semi spike attack). When uncharged, it moves slowly,spherical and is a multi-hitting attack. New downb should be Whirlpool. It will look similar to MK's nado, but functions more like Luigi's cyclone (increases height, but no helplessness). a decent OoS option that can rack up damage quickly. Back throw should semi spike. Dthrow needs to have higher scaling, damage, and knockback. Squirtle needs a taunt/v-pose like these:
Well, maybe not the beard, but the sunglasses are a must, especially for a taunt like in PM.
TL;DR: Squirtle should
basically be like PM Squirtle.
Charizard: I don't know about you guys, but I hated Charizard...until I played him with PT. Granted he still had some work done on him, he still functions as a powerhouse esque character. Something I noticed though, he only has his fsmash, Rock Smash, Fly, and Bair as his killing moves (sometimes his Dthrow also, but that is if you are at the edge). Another thing also, he falls slightly slower than Ivy, lowest gravity of the three, and has the lowest (slightly) fast fall speed. Some of those things needs some fixing. Now for the fun stuff, the attack themselves. Jab should be a singular hit with the wing like PM. Functions like it does in PM. Ftilt should be changed to dtilt and be the strongest dtilt if sweetspotted and semi-spikes. New ftilt should not be PM's though as I find that move atrocious. I suggest that Charizard breathes fires (not like Flamethrower) but shoots out a straight line of fire kind of like this:
except he won't be facing that way unless angled up. A new fsmash is in order and it should be Heat Wave from PM. Why? It is unique, strong, has startup lag (which fits Charizard's archetype), long ranged, and looks great. Also punishes sidestep happy foes. Dsmash should not be so pitifully slow with only decent range and power. It is also a quake box and that is a no. Usmash should hit faster so no SDI can affect the attack that much. Nair should be like PM's Nair. Fair should be like PM's Fair. Uair should be like ROB's Uair in PM. Bair should be stronger, and longer ranged. Up b, Fly, should initiate a freaking glide after the attack. It looks like it should and it is named Fly for goodness sake. An idea for Charizard's neutral b, Fire Spin. I have an example:
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Skip to 1:42 to 1:47. That is almost what I imagine as Fire Spin, except I want it as a multi-hit attack and transcendent. It is a solid anti-air and great at tacking on percentage and has medium armor on startup to become a decent OoS. It will shrink over time like Flamethrower, though slower. I am torn between leaving Flamethrower as it is or make it make it Fire Spin to say the truth because some would say that is more situational than Flamethrower. Side b should be modified. Right now, anyone and anything can hit him out of the attack. I believe that: Charizard should get heavy armor during the attack frames, the rock should NEVER disappear, if attack before the attack frames and Charizard drops his rock, the rock still damages and shatters. A rock of that size should shatter into more than 3 pieces (maybe 5). Also like brawl-, the rocks should stay around to force stage control and 10 pieces at max (2 Rock Smashes) on any stage. Also the rocks themselves have to move farther in front of Charizard, instead of being too close. Downb could be Air Slash. How it functions is that it is a chargeable projectile. It will actually resemble Gust more than Air Slash, but since Charizard does not learn Gust...anyway this is what I think it could look like:
Now, you may ask how its a functional attack. Unlike Link's boomerang, it has multiple hitboxes that drags its opponents with it, so it edgeguards like a boss. The con is that is moves slowly if uncharged (if charged it moves faster, but not super fast as is it would be really easy to SDI out of) and it really has no kill potential. The priority will be similar to airborne nado in terms of if you hit it, you only cancel one of the hitboxes. There can be only 1 one the field to not make it completely broken. Charizard's uthrow should be Seismic Toss, nuff said. Dthrow should have higher damage. Fthow should CG better.
Make it a V-Pose
TL;DR: Charizard should kill better, utilize its size better, and rack damage easier.
Ivysaur: When I started out with PT, I loved Ivy, but now I cringe whenever she is selected. Her body type is unique, weight and falling speed make her combo food, not the best approach options, above average range, awful mobility options, decent shielding all around, a tether recovery, slow finishers; ugh, there is to much to list, but PM covered MANY, but not ALL of the changes I HOPE to see in Ivysaur, so most of the changes are in PM. For those that don't know anything about PM, here is the changes ripped straight off Ivy's PM page off ssbwiki (OMG he's a noob!):
- Its neutral attack and all of its tilts and throws were significantly buffed; they are more powerful and combo better than they did in Brawl.
Neutral attack now hits just twice, acting better as a launcher.
Up tilt has been sped up.
- Most vine attacks are stronger, and have different effects when hitting at the tip: while some attacks become more powerful, others become weaker for increased combo potential.
- Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that flowers the opponent and slightly heals Ivysaur. The two aerials are also stronger and apply more vertical force to Ivysaur. Pummel also heals Ivysaur (though without flowering).
- New neutral special: Synthesis and SolarBeam. Holding the special button slowly heals Ivysaur and builds up charge. 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-guardingpotential and percent advantage that its previous Bullet Seed didn't have, as Ivysaur can now rack up damage efficiently with its improved standard attacks.
- Razor Leaf can now hit multiple targets and deals damage consecutively. It additionally flies in the same straight path instead of randomly angling, making the move more consistently usable.
Vine Whip's sweetspot is stronger, dealing higher damage and knockback displaying the ping SFX. The move is also better for recovering thanks to Project M's improved tether recovery managements.
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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 stunopponents in range. The move can also be angled to the left or right slightly. It's great for both punishing aerial approaching foes and catching grounded enemies off-guard.
Notice the strikes. I am planning on addressing those attacks and they are going to be different than those ideas. Razor Leaf shoots two at a time, resembling the game and anime more than just shooting one at a time. Ftilt is now the new jab, dtilt is now the new ftilt. The new dtilt is Ivy putting down Toxic Spikes (they will not cause trippage, but maybe a unique animation of the opponent grabbing their feet in pain, and since it is poison, damage will add up also). Utilt will be Seed bomb. Vine Whip will an optional recovery option like Samus's Grapple Beam. Dsmash hits harder with less endlag. Uair has a landing hitbox like PM. Alright, Upb should be ivycopter like brawl minus. Why? It rakes more damage and gives Ivy horizontal recovery (if press b, it rises, but not too significantly like weegee's). Down b could be Ivy planting a Leech Seed in the ground. Leech Seed traps the opponent like Gulpin (I don't think the healing would be needed as she already has healing moves). If dropped on an aerial opponent, they would be unable to move until they break free. There will also be some nerfs though:
- Grab range will be slightly reduced.
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Lower weight.
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Slightly lower dash speed.
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Lower falling speed.
Why did I put those nerfs? Well Ivy will become a very campy character, and it will be hard to break the camp game without those nerfs. The final buff needed is the increased air speed due to having a recovery similar to DK. now that being said, it will still be slower than Squirtle's but faster than Marth's. NO pics? OK well:
TL;DR: Ivy will become even
MORE camp heavy than it is in PM. Hate it or love it, that is how I think she should be.
Sakurai, could you please put at least
SOME of these ideas/changes/suggestions (especially for IVY)?!?!?!?!?!?!?!?! I beg you!