1) Swap Ftilt and Jab
This could allow for a directional vine-attack tilt, and a rapid jab option.
2) Keep Vine Whip as Up B (mainly due to tether buff) but buff the grounded version
Mainly I could see the vine itself being great for punishing aerial approaches and the like, and the sweetspot should get some decent KBG for a surprise ground-to-air kill move.
3) If possible, alter Nspec to spawn and throw a Deku Nut upwards to mimic "seed Bomb" as either a replacement or alteration
I've suggested something like this earlier in the thread, and the concept of a "mortar-esque" Seed Bomb seemed to be met with positive feedback, so here's the idea I came up with:
Pressing B could now have ivy spawn + hold a deku nut, then immediately toss it upwards, with possibly "smashing" b (kinda like doing a fullhop vs short hop) throwing it up further, but overall this will have the same lag as if Link pulled out then immediately tossed up a bomb. Possibly using her Uthrow animation.
This could prove to be a better version of Bullet Seed in the melee environment due to the nature of the item toss (goes up high, then falls back down) as well as the danger-factor of it stunning + high KB in the air. Bullet Seed has also been said to be rather crappy in the P:M physics, with stories of fox being able to do stuff like DI down and Usmash.
That said, (not sure if possible) but an option could also be to have Seed Bomb activate while Tapping/Smashing B, and normal Bullet Seed comes out if you hold B.
4) Razor leaf = "light" leaves move slower, "smash" leaves go faster, more available on-stage
Essentially, this is a concept I sort of borrowed from Samus, seeing as her Missiles also come in Light and Smash varieties. Essentially, I think it's be cool if the "light" leaves traveled a tad slower, but you could have more than one out at a time, making a lingering (sort of) hitbox in front of Ivy for a little bit. The "smash' leaves in contrast will travel further and faster, and will keep going through shields/targets but only one can go out at a time. This change should work well with her other moves in that it can alter the way a foe tries to approach you / force a foe to approach via the slow / fast leaves respectively, which Ivy can then punish with her defensive game
5) Down B ideas = Growth / Powder Shenanigans
A: Growth has also been suggested multiple times, and could be implemented a few ways. First and foremost would be a simple damage buff after holding down Down B for a bit, or if possible work like Wario Waft in that after collecting sunlight for X time (Chlorophyll anyone?) you can press Down B to activate the ability and receive the buff. This could be a simple "all moves have fresh bonus for a bit", or other such damage/kb bonuses, or work like Lucas' in that it only buffs say, the specials:
Vine Whip > Power Whip: Greatly increased power, especially at the tip
Razor Leaf > Critical Hit!: Razor Leaf in the games has an increased crit ratio, after "Growth" the next razor leaf does extreme damage.
**Bullet Seed > Seed Bomb : Alternate method of introducing Seed Bomb, after using grown pressing B has Ivy simply spawn the Deku Nut item for her own use? Or it could turn into the roflecopter, idk lol.
B: Powder shenanigans I see as working one of 3 ways. First, a simple actual "powder" attack such as a poison/stun/sleep powder cloud, which trades damage (well, perhaps not for poison powder) for range (around her) and utility.
Second could be similar to the Growth option, but only pertaining to Ivy's Spore attacks (U/Dair, Usmash). Hold B down to "charge" your powder attack, and the next one you use will become stronger, have a bigger hitbox, or both.
Lastly, and probably the most complex idea, would be to have Down B act like a "Whistle" for the effect of her spore attacks, with each input altering the way her U/Dair + Usmash behave. Probably in an order of "Normal (starts that way) > Poison > Sleep > Stun > Normal" or such. The move itself could take about as long as Oli's whistle as well, and possibly indicate the "effect" by a flash of White (norm), Purple (poison), Pink (sleep) or yellow (stun). From there, and until you down B again, Ivy's spore attacks all have the effect of the chosen powder, with Poison doing lots of damage but little to no KB, sleep ovbiously putting the foe to sleep with a bit of damage in the air, and stun acting like Zamus' Dsmash/Nspec.
Last one is probably impossible but hey, it's a thought.
6) Make her Grab range match the damn animation
Not too important, just something that's bugged me, her grab area is like only half of how far her vines reach out lol, that and it can make up for her relatively low movement speed by enhancing her area of defense.
Overall I think that with the "fix" to tethers Ivy can afford to keep the vBrawl recovery, but these changes could help with her onstage game as was her focus in vBrawl (mostly due to her ****ty recovery making anything offstage stupidly risky), as well as give her some mix-up options and new playstyles to explore that can branch off from her normally defensive/reactive game. Thoughts?