To go off a lot of the above...
you guys destroyed Razor Leaf
I feel like it should at least be said that Falco definitely gets his **** wrecked whenever he shoots without thought. I like how Reflex said that zoning is more of a thoughtful, active process. 2.6 leaf had the potential to reduce Ivy's moveset and playstyle to a first-order optimal, which was (IMO) toxic to the character.
3.0 leaf no longer invalidates entire members of the roster, and there are consequences for shooting without thinking.
Synthesis start's push is strong enough to halt a relatively fast character running at you in place for ~10 frames on average...
If you do it to an opponent in the air, not only do they get pushed back, but they hang in the air for a while, so if you catch someone shuffling an aerial toward you, you'll keep them away from you and most likely throw off their L-Cancel... This also makes it useful for juggle trapping certain opponents...
I don't know if this works against every floaty, but I definitely was able to catch M2 in the air and carry him offstage with repeated SH synthesis. I did also notice that the windbox will mess with SHFFL timings. Didn't think about edgeguarding usage, though. I'll have to mess with that.
Sooo... With synthesis not hitting stuff, and fair/bair sending lower, how do we set up solar beams ? I hate holding onto a charge because I love the windbox, but I hate just tossing a random solar beam away too. utilt seems legit but it's heavily % dependant.
I have success with fair->solarbeam at most %, sweetspot bair->FF->reverse beam when in the air (be aware of their midair jump), uthrow/dthrow->beam DI traps, and using seed bomb to force a particular recovery direction->beam during juggles (uair and fair). There was one particularly satisfying combo that began with an onstage dair meteor into grab and ended with vine whip into solarbeam. Anyway, what I'm saying is that I have had the most success with solarbeam by restricting their options to the point where the other guy doesn't really have a choice but to eat a solarbeam. Always be looking for how the other player reacts to your Ivy when you have stage control and he/she is trapped above you at various distances.
...I dont see how one move (wind hitbox synthesis) is going to make up for her nerfed tools against speedy fighters. Can someone elaborate on those matchups she had huge problems with in 2.5 and how 3.0 changes that? I must of missed something else in that post. Thanks!
Are you referring to characters like: Fox, Falco, Wolf, Falcon, Sonic, ZSS, Marth, Lucario, etc? Don't forget about the tools she had and still has! Chainthrows against FFers, HUGE zoning space control using bair, fair, usmash, dsmash, and (despite the nerfs) seeds & leaves... great offstage game, unique aerial zones of control, a decent punish game, and the ability to force approaches using synthesis heal. Although I do agree that it will be harder in the end, I think Ivy still has the potential to win these matchups.
I can't remember where I first heard it (pretty sure it was somewhere here) but I refer to the uair spike as the Chunky Dunk. Chunky Duuuuuuuuuuuuuunk!