JOE!
Smash Hero
I think making her dtilt and leaf less ccable in turn could also do wonders
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Care to explain what you mean?You guys are weird. I feel like you're asking for all the wrong changes, and that Ivysaur needs more changes than outright buffs to excel. Her moveset is very polarized as it is.
She has very good moves and very bad moves, so asking for solarbeam to be even better is sort of silly when she has moves that you should never ever do such as down smash.Care to explain what you mean?
Yea I guess if we're speaking in terms of on stage uses then it does need small buffs. I'd say just increase start up. It wouldn't make sense for it to have better range or power than Fsmash.Dsmash is the slowest to come out, and shortest lasting of her smashes, and to edge guard she has Bair which is much better.
To be fair, someone kinda said that before you did.You guys are weird. I feel like you're asking for all the wrong changes, and that Ivysaur needs more changes than outright buffs to excel. Her moveset is very polarized as it is.
Ivy has very polarizing moves and once you shut down one, you take away one of Ivy's major answers to a certain situation. However, perhaps the most polarizing part of Ivy's moveset is always aiming to charge Solarbeam. As such, I've actually tried to make my Ivy sustainable without it. Still have to work more on it to see how viable it actually is. Maybe I'm wasting my time.She's about as linear as Brawl G&W. Generally speaking, her moves have a very specific utility, and only a couple of those moves' utilities overlap.
This and THIS! As it is now, Ivy's Solarbeam is kinda shaping up to be like Lucas' OU. It's almost not worth it. I usually save it until I have my opponent locked in a combo at low %'s, but it doesn't really build up that much damage and it doesn't have enough KB to make it worthwhile. It's also hard to hit with if the opponent is always DIing correctly.make solar beam much stronger would make ivy perfect imo
edit: I also think dsmash could be better
Thiiiiiiiiiiiiiis.she has moves that you should never ever do such as down smash.
Take out all of those, except for her dsmash, bthrow, and dair, IMO. Her ftilt is really good, I think. Comes out fast, puts up a lot of pressure, racks up damage, has decent range, it even has a hitbox behind Ivy. Fsmash has good range and I think you can use it to 'technically dodge' attacks because Ivy rears back during start-up. It's decently powerful, too.Lets look at her questionable moves:
Dsmash, Ftilt?, Fsmash?, Dair? (as an attack onstage), Possibly her side throws?
This.2) Throws should be stronger, mainly the back throw. I mean, that thing looks vicious but doesn't have the killing power.
That would be me.5) Someone mentioned that Ivysaur should be heavier. +1
I'm actually not sure this is needed, in all honesty. I mean, the jab comes out on frame 3 and it's fairly disjointed. I think, if anything, jab 2 could be given a tiny bit more KB, but that's it.Some of my personal changes to Ivysaur would be:
Jab - more range
I personally think you should actually reverse these two. Solarbeam charging should take place at a faster rate but healing should remain as is. This move shouldn't really make healing too primary of a reason to be using it. The main purpose should be getting Solarbeam, and raising the damage healed kinda overshadows that. Also, I'm not sure giving any character too strong of an ability to heal is healthy for Smash.Synthesis - heals at a slightly faster pace, maybe 1.3-1.5 times faster (Solar Beam charging time remains the same)
Again, the healing really shouldn't help too much because that shouldn't be the primary goal of Ivy's charging moves. It's just a nice side-benefit to successfully charging Solarbeam. If Ivy healed herself at a rate that actually meant something majorly, that could cause serious problems. However, to make Solarbeam more useful in a match, I think it could actually use a faster charge.I would increase weight and buff the healing slightly because of how frail he feels. The healing doesn't help too much currently because it doesn't happen quickly, he's pretty light, and he gets combod really hard, especially by faster characters.
Do they *have* to be nerfed to be buffed? I mean, look at poor Ike and Lucario...She doesn't need more weight because she doesn't look like she weighs much. You're all thinking about really basic, raw buffs that don't really improve her playstyle, and that's not going to fix any fundamental issues. The metagame is still rather young, but, you're all going about this the wrong way. It's not that her stats are bad; it's that her moveset doesn't flow well together. Moves like F-Air completely overshadow other stuff. A fair amount of her moves should be nerfed with other things happening in exchange.
For example, I like the idea of D-Tilt having its range reduced, but that all the hitboxes should work like the sweetspot. Makes it take more commitment while giving a stronger reward to people who manage to land it anyway.
F-Air could have its range and speed reduced but see an increase in damage and knockback, while B-Air could be sped up and see a noticeable decrease in power. This creates a dynamic between the two moves. B-Air is safe and quick (and so could safely be thrown out on reaction to opponents' movements), while F-Air is slow but nets you a greater reward for landing it. F-Air beats CC-ing and B-Air beats shields, and a faster B-Air would allow for landing B-Air -> D-Tilt/grab/Forward-B mix-ups, as the decreased power makes it so that they wouldn't fly far after being hit.
No harm in tossing more out for discussionI have a lot of ideas, but it remains to be seen what would really help the most. I guess that's what playtesting is for.
Because her hitboxes are enormous and obnoxious. Her lack of potential for burst range, combined with those hitboxes, give her a very "if x, do y" playstyle that stifles creativity and active thought.Do they *have* to be nerfed to be buffed? I mean, look at poor Ike and Lucario...
(but legit, why not just buff instead of take away at the same time if she is performing badly?)
Are you talking about the Up-angle hitboxes near the end? Why not make say, the 3rd hitbox in also have the upward angle and keep the range? I personally love having such a long range poke option. Speaking of range, Razor Leaf should definitely be faster, it takes 51 frames per throw as-is
Slower, sure. But where would you cut the range? I also agree with the Bair suggestion as long as it keeps it's damage, but loses KB.
No harm in tossing more out for discussion
I just don't feel like the move has much use. They kinda have to be literally standing right in front of you, and jab 1 doesn't seem like it leads into much.I'm actually not sure this is needed, in all honesty. I mean, the jab comes out on frame 3 and it's fairly disjointed. I think, if anything, jab 2 could be given a tiny bit more KB, but that's it.
Solar Beam is pretty good as is, though - 25% damage, high KB, goes through platforms, infinite range, can't be reflected.Again, the healing really shouldn't help too much because that shouldn't be the primary goal of Ivy's charging moves. It's just a nice side-benefit to successfully charging Solarbeam. If Ivy healed herself at a rate that actually meant something majorly, that could cause serious problems. However, to make Solarbeam more useful in a match, I think it could actually use a faster charge.
Jabs literally aren't supposed to lead into much. They create mix-up situations. For a lot of characters, those mix-ups consist of jab 1 > dsmash, jab 1 > grab, jab 1 > dtilt (or some other tilt), jab 1 > CC jab 1, jab 1 > jab 2, etc. Now, with those examples I hope you see the REAL problem at hand here. One of the premiere examples was jab 1 > dsmash. Ivy's dsmash (and all her other smashes, but mostly dsmash) is literally too slow/laggy to take advantage of this. Jab 1 > grab is almost legit, but Ivy's standing grab sucks. Jab 2 doesn't seem to have enough KB, IMO. All that really leaves is CC jab and jab > tilt stuff. Now, from Samus experience, I can tell you that CC jab stuff is really good for shield pressure and stuffing options, but when that is one of your only options, it's not as helpful as it could be.I just don't feel like the move has much use. They kinda have to be literally standing right in front of you, and jab 1 doesn't seem like it leads into much.
Are you telling me that Ivy looks like she's lighter than Snake? If so, we'd have to agree to majorly disagree on that point.She doesn't need more weight because she doesn't look like she weighs much.
What exactly is wrong with Ivy's playstyle, though? I'd like to hear your opinion on this.You're all thinking about really basic, raw buffs that don't really improve her playstyle, and that's not going to fix any fundamental issues.
What is this problem people have with moves somewhat "overshadowing" other moves? How often do you see Fox or Falco use their fair? Oh, and let's not get into Ganon's utilt.Moves like F-Air completely overshadow other stuff. A fair amount of her moves should be nerfed with other things happening in exchange.
The speed changes are all fine and dandy, but what ever happened to Ivy supposed to being a zoner with range?I like the idea of D-Tilt having its range reduced, but that all the hitboxes should work like the sweetspot. Makes it take more commitment while giving a stronger reward to people who manage to land it anyway.
F-Air could have its range and speed reduced but see an increase in damage and knockback, while B-Air could be sped up and see a noticeable decrease in power.
But from what I've seen, these moves already fit that criteria somewhat. Bair is the safer, faster option and Fair has greater start-up, making it less safe, but also has more KB. The only problem is that fair is too weak, and bair might possibly be too slow. Also, if bair was faster, woudn't it beat CCing even better than fair did a la Falcon's nair?This creates a dynamic between the two moves. B-Air is safe and quick (and so could safely be thrown out on reaction to opponents' movements), while F-Air is slow but nets you a greater reward for landing it. F-Air beats CC-ing and B-Air beats shields, and a faster B-Air would allow for landing B-Air -> D-Tilt/grab/Forward-B mix-ups, as the decreased power makes it so that they wouldn't fly far after being hit.
This. Why should Ivy be giving up her long-range poking options?[COLLAPSE="Ivy's Dtilt"][/COLLAPSE]
Are you talking about the Up-angle hitboxes near the end? Why not make say, the 3rd hitbox in also have the upward angle and keep the range? I personally love having such a long range poke option.
This as well. Fair's range seems to be a perfect compliment to bair. They cover similar ranges so they're actually interchangeable for an opponent in a certain position that happens to be at the max range of one of these attacks (which is what you seem to want anyway, Reflex, seeing as how you're saying that Ivy's moves should flow together and compliment each other).[COLLAPSE="Ivy's Fair"][/COLLAPSE]
Slower, sure. But where would you cut the range? I also agree with the Bair suggestion as long as it keeps it's damage, but loses KB.
Woooaaaaah, no offense but why does this matter at all? I mean, I disagree that Ivy's playstyle is uncreative, but all that aside, whose job is it to decide whether Ivy's playstyle requires "creativity and active thought" (*looks at Puff's playstyle*)? <___<Because her hitboxes are enormous and obnoxious. Her lack of potential for burst range, combined with those hitboxes, give her a very "if x, do y" playstyle that stifles creativity and active thought.
There's no reason to use dsmash because dsmash is BAD. I don't know where you got this idea that it's a "fairly good move on its own". Nerf everything else and I'll still barely use dsmash as it is now. It's weak, slow to start, and slow to end.Certain strengths of certain moves overshadow other moves, giving players basically no reason to use stuff like F-Smash and D-Smash, even though they're fairly good moves on their own.
As JOE said, why not just improve the hitboxes on dtilt by making more of them pop the opponent above Ivy without decreasing the move's range? That would make it unique enough, wouldn't it? By decreasing the range, you're basically turning it into a different kind of 'jab' with much worse frame data (and jab already beats CC 'cause if you've been reading my previous posts, Ivy's CC jab is rockin').The range of D-Tilt, much like many of her moves, makes its use completely devoid of thought. I'd rather it get better against CC-ing and still make it take more commitment to use. Well-spaced F-Tilt is already an excellent poke, and so are F-Air/B-Air. She's already set with moves that keep people away; there is nothing that the "send you away" D-Tilt does that another move doesn't already do. May as well give it a unique reason for existing.
It would be a lot better if it was stronger and the opponent couldn't just DI the hit upwards to help himself recover (and put himself out of combo range from Ivy). Besides, Marth's fair is faster than ours. You're better off comparing our fair to his bair.Are you kidding me? F-Air outranges Marth and you're worried about range? The range already makes it so that it prevents literally every character from sweetspotting the ledge. If anything, it should stop moving downward after it meets horizontally with Ivysaur.
This. We're playing Ivy TO wall people out. That's why she attracts us. There's a reason I, the Melee Samus main and Brawl DDD main, chose to pick up ROB very early in 2.1 and Ivy very early in 2.5 (before she was even announced, actually). I take it most of us share that reason, seeing as how SFTP also plays Zelda, a fairly 'wall-ish' character. We like that kind of playstyle.I can see the potential use in those changes, but reducing range on some of Ivy's moves doesn't sit too well with me. One of the reasons I like playing as Ivy is because of the huge range of his vines. It seems like that would make it easier for other characters to get in and do bad things to him.
I get what you're saying, and I guess this would be a useful way of extending Ivy's longevity, but I honestly don't think it would be needed if Ivy's weight was just increased in the first place so she could survive more hits.The healing is to attempt to counteract the fact that Ivysaur gets completely wrecked when somebody gets in on him. Damage builds up on him quickly in those cases, and you'd think the healing would increase her survivability at least a little bit. I'm not saying to make healing her main goal obviously, but at least make it a bit more noticable.
Those suggested changes are "drastic" because they're more than just 'basic property changes'. Ivy is supposed to be a strong zoner. Dtilt is quite clearly one of her strong tools in establishing that, yet one of the changes being suggested involves shortening its range by a good deal, just to get 'better hitboxes'. These changes are not solving the problem while allowing Ivy to keep her current playstyle that endears to most of her users.I don't see how changing the properties on some of Ivy's basic moves, to at least adequately cover some of her weaknesses in close combat (most of which is in regards to people getting quite close to her, which I'm sure we can agree many characters can already do with flying colours) directly changes her entire playstyle.
From what Reflex is suggesting, he's not suggesting something so drastic as making Solarbeam work like Wario Waft.