Playstyle
Ivan can be classified as a mix of hit 'n' run fighter crossing with a spellcasting zoner. His dashing speed is very quick, and he has respectable air speed to built to it too. Befitting the fragile speedster-nature of a Jupiter Adept, most of his physical moves have little start-up, enabling him to strike first surehandedly.
After attacking with his rod, Ivan uses his huge array of spells to attack, centering primarily around Jupiter Psynergy that harness electricity and wind. Most of these can inflict considerable amount of damage, and can have added effects of wind to blow them away - or stunning them briefly with some of the more electric attacks. The spells have an amazing range as well: thus Ivan’s strengths can be used the best by fighting in distance as a zoner rather than close combat.
However, Ivan is very frail and isn't very prowessed physically, making his ordinary staff-based attacks deal low damage and knockback. His low defenses and weight makes him easier to send flying as well.
Special Moves
Standard Special: Spark Plasma
A long-chargaeble attack. Ivan builds electric power on his rod or sword, and calls for purple thunderbolts to hit the area around him.
The amount of thunderbolts and damage depends on how long you have charged, up to 7 bolts. This is one of Ivan’s most potent KO attacks, being quite powerful in both knockback and damage - especially if the bolts manage to hit the opponent multiple times. However, charging leaves Ivan easily open during unleashing and after, increased on the more bolts he calls raining down.
Damage: 8%-13% (per bolt) Knockback: Moderate to High
Side Special: Sonic Slash
Ivan swings his rod up to three times depending on consecutive button inputs, creating 3 purple air swath blades. These have large range due their size (half the size as Ivan) and travels quite far and bear the trademark speed of the Ivan itself - one could say it's much faster, aimeable version of Cloud's Blade Beam. The damage isn’t too much to brag upon but it is a versatile approaching projectile move due it’s range and speed.
Damage: 6-8 per blade. Knockback: Low
Up Special: Whirlwind
Ivan creates a miniature whirlwind in front of him and sends it off. This can blow enemies away, making it an excellent move for edgeguarding. When used in the air, Ivan is enveloped inside a whirlwind which can be moved around and trap in enemies before sending them off to different directions, being a mix of Metaknight's Mach Tornado and Dr.Mario's Dr.Tornado. Holding the button allows Ivan to levitate up.
(Aerial) Damage: 7%-9% if connecting fully. Knockback: Low to Moderate
Down Special: Bind
Ivan casts Bind on his opponent, trapping him or her inside a trigonal seal - the startup is somewhat hefty, but the end-lag's fortunately less.
If landed correnctly, This prevents the opponent of using any kind of projectile attack for a short time. If used repeatedly however, Bind’s duration and effectiveness diminish until it has no effect: thus the psynergy has to be recharged in time to work again.
Final Smash: Thor
When activated, Ivan collects up his Jupiter Djinn who form into a magical seal summoning Thor out from his dimension. Thor does a cool freefall until he hits the battlefield with a huge thud, stunning the opponents near him.
When summoned, Thor proceeds to zap Ivan’s opponents severely, similar to Zapdos’s Thundershock from Melee. Then he would move into either direction, left or right, and slam his huge hammer on the ground, killing the opponents in the way. After this he disappears.
If there’s no opponent in the way he’s facing, the opponents were lucky enough to be spared and continue battling. It’s bit based on luck on which way he hits.
Damage:
Shockwave: 12% to 15%.
Thundershock: Up to 40% (if hit by the thundershock from the beginning)
Hammer Slam: 36% and High Knockback
- Notable Moves -
Side Smash: Sonic Smash
Ivan charges his weapon as the Jupiter Djinn Gust is drawn to it inside a purple aura- when released he lunges forward and slashes or strikes the enemy once (or twice) very quickly. Has a chance to hit twice for double damage.
Damage: 12%, 16% if fully charged. Knockback: Moderate