...Everything beats Razor Leaf. F-Air and B-Air both beat most Lucario Neutral-B stuff. I think Ivysaur probably has it easier than many characters against Lucario.
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But what makes it too good? Besides its range, nothing else about the move is spectacular. Do you think it's better than, say, Marth's fair?fair is just silly because of its ridiculous range. it needs to not be so damn good.
u forgot to mention ike in the calling gay and for nerfs part lolHe looks safe
People are going to start calling him gay and they will beg for nerfs. It happens with every safe and defensive character. Sheik and Marf are good examples. I hear people call them gay all of the time because of their lack of reliable approaches in comparison to other top/high tier characters.
He looks like a Marf with a slightly weaker spacing game and a few more options at longer distances. My guess is that getting behind him will be just as effective as it is against Marf. The only thing about Ivy is his OoS game. Looks like it could be godlike.
Fair.....is not that good, lolz! It's kinda weak and its start-up can be punished pretty badly by the right characters. Range isn't everything. Right now, I find it to only be good as a combo finisher (it extends combos but it's really easy for it to not follow up into anything), a sparse mix-up to bair (when it comes to zoning, there's little reason to use fair over bair), or as a ledgehop defense option. The last option is actually how I use it the most because it's fast enough (and Ivy is floaty enough) that Ivy can ledgehop fair and still re-grab the ledge. In fact, Ivy can drift over/away from the stage during the ledgehop fair and still drift back and grab the ledge. This is REALLY useful for harassing an opponent that is trying to lock Ivy down on the ledge, as this strat is pretty hard to punish if you 'drift' properly. Upon hit-confirmation, you can also just land onstage.fair is just silly because of its ridiculous range. it needs to not be so damn good.
Falcon doesn't **** Marth, lolz! That MU is probably even, but Falcon most definitely doesn't win it. However, I'd agree that Falcon probably messes up Ivy really badly. Between close-range jab/grab/DD options and the combos he gets on her from a hit, Falcon can really make Ivy's life hell. It also doesn't help that Razor Leaves are so easily out-prioritized.Does Falcon **** her in the same sense Falcon ***** Marth? >_>
Are you saying Razor Leaf should be transcendent? Yeah, I agree that Lucario kinda destroys Ivy as well. As I predicted long ago, all the extreme rush-down chars really give Ivy a super hard time.Just food for thought: Lucario imo is a ******** MU. Aura Sphere >>>> Razor leaf (that thing needs to be transcendent or sumthin)
.....No? Marth's fair doesn't really require commitment outside of easy spacing (which you can get around if you FF it and do it at the lowest possible point). You can do two in a single SH, something Ivy can't do. Marth is better both at being aggro and close-up zoning than Ivy is, IMO, and all with a couple moves (talk about polarizing). I'll give you that Ivy's fair hits lower than Marth's does, but hitting high is exactly WHY Marth's fair is so good for combos when you think you should have escaped already. It's the reason he can still Ken Combo in certain situations; it hits so high above him.PM Ivysaur's F-air also hits at a very high angle, allowing it to be SIGNIFICANTLY more useful for comboing. F-Air's best part is not as a "get away from me" move--It is a "let me start a combo" move, which Marth can't do nearly as well without actively going in.
I'm talking functionality here. What exactly is wrong with a zoning queen having such range-y moves? I thought walling was the name of the game. Perhaps it would be more clear if you shared what playstyle you think Ivy should be displaying...See, that's why I have trouble taking stock in people's experiences with these moves. "X needs buffs/doesn't need nerfs," but people are only thinking in terms of IASA, range, and damage, rather than the point of the move's existence. Functionality is wayyy more important than such simple values at least 95% of the time, though simple values can certainly be used to complement functional improvements/additions.
I kinda agree with SFtP in that Ivy's other moves are kinda bad, but I don't think Ivy's fair really overshadows anything. If anything, it's Ivy's bair that is quite dominant in her moveset. Bair, ftilt, and dtilt (everything you named here, in fact) are her interchangeable 'good' options at mid-range when it comes to walling. Fair "overshadows" none of them.No. B-Air has great range, hits twice (which helps against shields and CC-ers), and sends people out at a decently horizontal angle. F-Tilt hits a -lot- and it pretty safe to just throw out. D-Tilt has larger horizontal range and is really fast.
Uh, Samus? Missile, missile, missile, missile, tilt, tilt, tilt, tilt, ooh, DSMASH! (obvious hyperbole, but you should get my point). I still don't see what's wrong with not really having huge combo potential. Not every character in Smash is supposed to be a combo machine. I know I've cited Samus a lot, but again SAMUS! Perfectly fine character who doesn't have any long 'true combos' in the slightest, just a bunch of follow-ups that depend on good reads and tech-chases, something Ivy has with her range-y grabs and usmash, uair, and dair for plat TCs. There's nothing really wrong with that, IMO.All of these moves get crouch-canceled, though, and with F-Air, as long as you're hitting with the edge of the move, it's incredibly safe to just throw out. Also, F-Air is the only one of those that regularly helps with comboing (as only the edge of D-Tilt does a good angle for that, too, which is easily jumped over), meaning you can actually follow up on it, while the other moves just reset the situation. She needs more ways to be able to get in and deal real damage instead of relying on individual hits or the same couple moves over and over again.
Solarbeam, Vine Whip, Upair, Upsmash, Dair Spike, Seed Bomb.What can she kill with? Ivy SUCKS at killing anything she can't gimp.
It's a good thing that Seed Bomb is REALLY good at hitting them close to the upper blastzone then.@Shiny: Seed Bomb doesn't kill, lolz. I've hit people over 100 with that who were actually a good bit up in the air (about halfway up the screen) and they still didn't die. You have to nail them when they're close to the upper blastzone to actually kill them, in my experience.
Frame 13 grab is slow, but the idea is that the range makes up for it. It allows you to cover many tech chasing positions and catch landings. The main reason it's bad is the fact that the hitbox for it is very, very low, so any kind of being off the ground (even stuff like ZSS Dash Attack and Diddy U-Tilt) will avoid it. It still has (rather situational) uses, and the fact that you can threaten people with long-range attacks from quite the distance makes people get concerned with more than a grab. As far as Dash Grab being almost entirely (Standing Grab has the most range by a little) superior to Standing Grab, I think that's an oversight, but it hardly changes the moves uses to be one frame slower and have one extra frame of cooldown.Stingers, do you actually understand the topics you are talking about? Ivy's grab is kinda crappy. It's almost as slow as Melee Samus' grab. Ivy's standing grab is her WORST variant of the three possible grabs. You should literally never use it unless you need to shieldgrab, which means you're in a terrible situation 'cause your shield is being pooped on. Samus has a very comparable problem (her standing grab is way less safe than her other grabs) but at least she has extremely good OoS options (upB, nair, WD, bomb, etc). If you want to grab, and you're not in shield, you should always try to dash in at least some direction right before you grab. Ivy's dash grab is active for just as long as her standing grab and it comes out AND ends sooner. Ivy's pivot grab is waaay faster. It comes out a frame slower than her dash grab (still a frame faster than her standing grab, mind you) but it ends a good deal faster than both of her other variants, and that part is actually very visible and easy to see. All her grabs seem to have the same range, so why the heck wouldn't you dash when you have to grab (not in shield)? If people want to talk about polarizing moves that overshadow other moves, well then there you go! Ivy has NO reason to use standing grab over her other two grabs unless she's currently shielding, which means she's in a pretty bad spot anyway. Even her dash/pivot grabs are very slow by regular grab standards. You can actually react to and dodge all of them. Now, don't get me wrong. I'm FINE with all of this. It just makes cute Ivy more similar to my beloved Melee Samus. However, I still think your statement that her grabs are "fine" is a little inaccurate, IMO.
I agree that Ivy needs a good GTFO move. Her nair is OK, but it's terrible when that's really your only good option out of shield. Fair doesn't need to be nerfed. It needs to be buffed! What can she kill with? Ivy SUCKS at killing anything she can't gimp.
.....No? Marth's fair doesn't really require commitment outside of easy spacing (which you can get around if you FF it and do it at the lowest possible point). You can do two in a single SH, something Ivy can't do. Marth is better both at being aggro and close-up zoning than Ivy is, IMO, and all with a couple moves (talk about polarizing). I'll give you that Ivy's fair hits lower than Marth's does, but hitting high is exactly WHY Marth's fair is so good for combos when you think you should have escaped already. It's the reason he can still Ken Combo in certain situations; it hits so high above him.
I'm talking functionality here. What exactly is wrong with a zoning queen having such range-y moves? I thought walling was the name of the game. Perhaps it would be more clear if you shared what playstyle you think Ivy should be displaying...
I kinda agree with SFtP in that Ivy's other moves are kinda bad, but I don't think Ivy's fair really overshadows anything. If anything, it's Ivy's bair that is quite dominant in her moveset. Bair, ftilt, and dtilt (everything you named here, in fact) are her interchangeable 'good' options at mid-range when it comes to walling. Fair "overshadows" none of them.
Uh, Samus? Missile, missile, missile, missile, tilt, tilt, tilt, tilt, ooh, DSMASH! (obvious hyperbole, but you should get my point). I still don't see what's wrong with not really having huge combo potential. Not every character in Smash is supposed to be a combo machine. I know I've cited Samus a lot, but again SAMUS! Perfectly fine character who doesn't have any long 'true combos' in the slightest, just a bunch of follow-ups that depend on good reads and tech-chases, something Ivy has with her range-y grabs and usmash, uair, and dair for plat TCs. There's nothing really wrong with that, IMO.
Again, F-Air is a comboing move that you're going to get very little out of unless you're L-Canceling it right after the hitbox is out or you're already moving toward the opponent. I make really good use out of it with my Ivysaur. If you're having trouble comboing out of F-Air, you're just using it for spacing instead of attempting to maximize your frame advantage.Internet theorycrafting, lolz? I JUST came back from a Melee tourney a few hours ago where I played a bunch of Ivy in P:M friendlies. Theorycrafting is definitely what I'm NOT doing. Guess what? I hit Fox with fair over 100%. He didn't die. The move never killed him during any of the matches. What's more, the move only combos if they DI it poorly, which can be said for, like, Ivy's entire moveset other than dtilt.
tuesday,thurday,sunday,but it will be more often now,so be on the look out and thanks for followingFollowed! When do you usually stream?
I wanted to reply to this more in-depth before but I couldn't because I was running to work. (-_-') I'll give you Solarbeam (requires a lengthy charge and kinda bad DI, though), Vine Whip (same deal but without the charge), and maybe usmash (I feel like it's not that strong but maybe that's just me), but that's it. Uair doesn't kill. It juggles really well, but it doesn't kill. Usmash barely kills and uair is weaker than that and needs to be sweetspotted with a small, frame-long hitbox. The "dair spike" (which I believe is actually just a meteor) isn't reliable because of that same hitbox. You have to hit with a small hitbubble that only lasts for 1 frame. Anything else pops the opponent up. Good luck with that. I already talked about Seed Bomb.Solarbeam, Vine Whip, Upair, Upsmash, Dair Spike, Seed Bomb.
Ivy isn't actually that bad at killing if you utilize all of the above correctly.
On heavy chars and chars at low %'s, even if you DI away during Marth's fair combos, you'll get tipper fsmashed. Happens to me all the time. Even at mid %'s, you're gonna get faired quite a few times and might eat a nair at the end.Ken Combo is only a thing when people DI up and toward you, and because of how fast the animation ends overall, and it still requires him to basically hold Forward and hope he gets it, rather than being able to space well and then respond to the opponent's DI choice.
I think Ivysaur's Jab is rather good. I've been messing around with it after landing halfway through with N-Air and it seems like a pretty safe means of cover, as well as a way to disrupt people's movement or expectations in order to follow up with a decent poke or a grab afterward. Its usefulness is still stifled due to how low her grab is, but, we do the best we can. Jab2 can get people offstage decently, but I'll admit I haven't really looked into stuff like Jab1 -> Dash Attack or Jab2 -> tilt, so maybe other options would be more reliable and more powerful.However, I must say that I think all of you are severely underrating Ivysaur's jab. I was using it the other day (as well as a bunch of other days ) and that move is spectacular. Frame 3, great disjoint, low lag. The move also has a LOT of range for a jab, I feel. When you CC it, it pressures wonderfully. Any of you who are not using it in this way are simply not using the move correctly. Brawl Ike users and Melee Samus users should already be familiar with it 'cause it's required to be really good with those chars. Ivy's jab isn't overshadowed by her dtilt at all. I USED to think so and expressed such sentimen a long time agot, but then I started actually thinking about how I used the move instead of just comparing the basic traits that seemed similar to dtilt. On that note, I also feel that there is almost no reason to use jab 2 unless you REALLY need that little 'GTFO' function of it.
I wanted to reply to this more in-depth before but I couldn't because I was running to work. (-_-') I'll give you Solarbeam (requires a lengthy charge and kinda bad DI, though), Vine Whip (same deal but without the charge), and maybe usmash (I feel like it's not that strong but maybe that's just me), but that's it. Uair doesn't kill. It juggles really well, but it doesn't kill. Usmash barely kills and uair is weaker than that and needs to be sweetspotted with a small, frame-long hitbox. The "dair spike" (which I believe is actually just a meteor) isn't reliable because of that same hitbox. You have to hit with a small hitbubble that only lasts for 1 frame. Anything else pops the opponent up. Good luck with that. I already talked about Seed Bomb.
To be clear, I think that Ivy is potentially a master gimper/edgeguarder. Between bair, dtilt combos, ftilt, and fsmash, she can gimp really well. Spacees and tether-dependent recoveries are pretty free. I have literally NO trouble edgeguarding ZSS, Fox, or opposing Ivys. She's also pretty good at pressuring/building up damage while edgeguarding with Seed Bomb stuff. Still, her outright KO power is lacking.
If you're at low percents, getting F-Air -> F-Smash'd shouldn't be a big deal. Either way, it's still not reliable because you should be SDI'ing each individual hit up and away to prevent such things. I guarantee you that unless you're huge like Bowser, you fall like a space animal, or he took your double-jump, these strings are totally preventable. F-Air -> F-Air -> N-Air should be second-nature for Marth, because it's his best bet between damage and reliability.On heavy chars and chars at low %'s, even if you DI away during Marth's fair combos, you'll get tipper fsmashed. Happens to me all the time. Even at mid %'s, you're gonna get faired quite a few times and might eat a nair at the end.
Edit: Anyway, I just discovered something with Ivy's (failed) tether that's EXTREMELY similar to a certain Samus tether tech in Melee. In Melee, Samus could perform something called the Instant Rising Grapple Cancel. If you tether too close to the stage, you enter freefall without actually tethering anything (the tether is cancelled). However, since you can AD before the tether, you can AD up a curved surface and then tether against the stage during the first few frames of the AD. The tether will be cancelled, but Samus will be flung waaay up (distance depends on how soon into the AD you tethered) in 'freefall' (more like 'freerise' ), during which she can land onstage with practically NO landing lag or grab the ledge. It's a great recovery mix-up that actually covers, I'd say, at least twice the vertical distance that her screw attack covers.
This tech is probably one of the biggest Samus-specific reasons (I have a ton of general reasoning that applies to everyone) I prefer Melee tethers over the current P:M/vBrawl ones.
Ivy can do something similar to what Samus can do using apparently similar mechanics. If you use Ivy competitively, you should know by now that upB causes Ivy to 'hop' upwards, even if she's already expended her DJ. This could be seen as akin to the AD before Melee Samus' tether. Now, have you noticed how, if you try to tether the stage from 'within range' but below and a little 'past' the ledge (the best way I can describe this is against an inwardly curved/slanted slope under and a little 'behind' the ledge instead of 'in front' of it), Ivy's upB is justcancelled? It seems like she suffers the same thing when she tries to tether from juuuuust past max range, but it's much easier to do consistently in the scenario I'm presenting (also more applicable). You can probably see what I'm getting at by now. By initiating an upB while hugging a slanted/curved side of a stage, you can get a fairly large jump upwards (the slant accentuates the otherwise 'small' hop that the upB gives) and Ivy can grab the ledge directly out of this jump. As of now, I've only tested this out extensively on FD, but the tech can be done consistently and EASILY. It seems potentially useful for increasing the number of angles Ivy can use to recover on stages with sloped/slanted sides (FD, FoD, etc).
To clarify further, I find Ivy somewhat easy to edgeguard now because her upB tether is easily intercepted by certain chars. Long lasting hitboxes, like sex kicks or, funnily enough, Ivy's bair, are really good at knocking her out of it. All one has to do is place a hitbox between her and the ledge. The tether's angles are too predictable. By having an additional recovery avenue on certain stages, Ivy could possibly mix up her recovery further, allowing her to dodge such simple edgeguards. I still have to test this tech more extensively in actual practice.
Btw, I doubt that I was the first to discover this, but I haven't seen anyone post about it, so here it is. It just caught my eye because it wasextremely similar to Samus' Instant Rising Grapple Cancel (a.k.a. High Jump).
Ummm, I don't think we're talking about the same thing. If you do it up a curved surface, Ivy seems to go decently high. Btw, Samus ALSO goes into SpecialFall when performing an Instant Rising Grapple Cancel (which can ONLY be performed when Samus is next to the stage). She can't do anything until she grabs the ledge, lands, gets hit, or dies. What you are referring to is a regular Wall Grapple Cancel, one where she performs the same maneuver but further away from the stage so that her tether actually comes out but is broken, sending her into tumble which can be interrupted with anything other than an AD.The tether thing you described is a remnant of Brawl tethering, but I don't think it's useful. You don't get flung very high, the increased gravity in PM lowers the overall travel distance, and unlike Samus, who goes into tumble and can do any aerial, cancel the momentum with Down-B or shake out and airdodge, you're put in SpecialFall, meaning you're completely helpless until you land. Given how close to the ledge you have to be, you may as well just use the ledge invincibility to waveland, because Melee ledges are stupid.
Sorry, I worded that badly. By "bad DI", I meant the DI needed to combo into the move, as in the move requires bad DI during the combo leading into it for it to be reliable enough to justify charging it over the course of the match.Solarbeam is -really- powerful, even with optimal DI. Most people only wish they could kill at 55% before the hit, and it has a property very similar to Thunder in that it can end combos and threaten high recoveries to end lives at even lower percents.
Samus still has 4 frames of landing lag on the thing you're describing, as do most "empty" landings. L-Canceling any of Samus's aerials would result in 7 frames of landing lag, which is worse but gives you a hitbox to cover yourself with. Alternatively (and this is the real kicker), you can shake out of tumble and wavedash onto the stage, generally making it faster and safer to do. Also-also, the thing you're describing isn't that much faster than other options, and any edgehogging Sheik with experience enough to know what that is would still be able to swat it on reaction (and we all know that M2K isn't the most reliable individual when it comes to non-top tier matchups).[collapse=Misunderstood Samus ]Not going as high and being unable to land laglessly but being able to attack instantly and going much higher and being able to land laglessly at the cost of being in 'freefall' are two totally different things. How could you see them as the same?
Lolz, I'll chalk up your first remark to relative inexperience with the character (Samus). They're not the same thing AT ALL, except for in execution. Yes, you probably won't see the Instant Rising Grapple Cancel as much as the Wall Grapple Cancel (which you still won't see that often), possibly because many players don't even know about it or how it works, but it definitely comes into play definitively during certain situations where everything else is pretty much a worse option. I could give you plenty of examples of top and high level Sami using it in practice. Heck, even I've used it several times in practice.
Here's one fairly recent example (from last year, I think):
Duck vs M2K. M2K had Duck offstage and was planking by the ledge in a position to knock Duck out of any recover attempt he would try to do. However, Duck was able to Instant Rising Grapple Cancel past him and land laglessly on the stage (no other recovery method does that aside from performing a Rising Grapple that's allowed to fall far enough that Samus enters regular AD landing lag, which is actually STILL more than the Instant Rising Grapple Cancel lag). If he had upB'd, he would have been edgehogged. He was too low to make it onstage (Instant Rising Grapple Cancel has much more height when done perfectly), but even if he wasn't, his onstage upB landing would have been punished really hard. Any tether would have been knocked out immediately (Sheik's bair is stupidly good at knocking Samus out of her tether). That also goes for the Wall Grapple Cancel, which you claim is the "same thing". The bair hits Samus before the tether even gets to connect to the stage. Not only that, Samus has to be in position to tether, which is somewhat telegraphed. Thus, Duck drifted below M2K to the side of the stage. Normally, one would expect an upB in this situation. A tether would lead to death (right next to the stage) or being super easily edgeguarded (if Duck AD'd backwards first). Instead, Duck zipped right past M2K and landed onstage, suddenly in the superior position due to only regular landing lag (only 2 or 4 frames, whichever one is the lag of landing on the ground after doing nothing). Unlike other tethers, the Instant Rising Grapple Cancel is extremely fast and impossible to react to.
Since the tech goes so high, you can also land on platforms.
Is the move situational? Yes. Is it "inferior" to the Wall Grapple Cancel. Heavens, no! In fact, the Wall Grapple Cancel, while useful in more situations, is actually RISKIER than he Instant Rising Grapple Cancel.
People don't understand why Samus has the unarguably BEST recovery in the game after Jiggs (and maaaybe Mewtwo). Between being the 3rd floatiest char in the game, bomb jumps, Screw Attack, the best WJ in the game (can be done straight out of tethers for mix-ups), regular tethers (including ledge sweetspot ones), Rising Tethers (grab nothing and go a little higher than upB height), Wall Grapple Cancels, Instant Rising Grapple Cancels, and probably a thing or two that I'm missing right now, Samus has an answer for pretty much any recovery situation she's presented with. Most players, including Samus mains themselves, aren't even aware of everything they can do, or they forget to keep it all in mind while they are playing. Even top Samus mains (like DarrelD) don't know everything about them.[/collapse]
As for Ivy, the problem is that a "normal tether recovery" is so easily edgeguarded by anyone with a decent recovery and a 'sloppy' hitbox. Zard, other Ivys, Sheik, and a bunch of others can just drift down with her and occupy her tether space. She isn't invincible when upBing, nor does she get an attacking hitbox, I believe. She needs an ability to mix that up. I find that Ivy can gain quite a bit of height with this 'Vine Hop' (probably gonna call it that from now on) if she uses a curved surface.
Keep in mind that the only reason I suggest this is useful is that "mixing up" your recovery might involve dipping under and past your opponent (using your DJ) in a bid to get around their edgeguarding attempt. On stages like FD, that's automatic death. Ivy can't tether backwards. She tries but then the tether snaps and she plummets to her death. In this situation, all you can really do is the tech I just suggested.
Sorry, I worded that badly. By "bad DI", I meant the DI needed to combo into the move, as in the move requires bad DI during the combo leading into it for it to be reliable enough to justify charging it over the course of the match.
Edit: Same goes for Vine Whip.