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Very informative. I appreciate it a lot!Short answer, no, there's no way around it : against someone who knows how tether work you ARE going to get hit every time. Your goal should be to minimize the damage you're going to take, by doing the only two things the game allows you to do : strafing and fast falling.
Long answer :
The special hop animation lasts for 50 frames (although you can land on frame 27 by fastfalling, even earlier on stages with slopes), and you can only strafe and fastfall during all 50 frames of it.
If you land during this animation, you'll go through a special landing animation that lasts 30 frames.
Read this post for more details.
Strafing backward, here's what can potentially hit you :
-a bair, which would put you back offstage without giving you your double jump, the bumps on your dair, or your tethers
-some other move that happens to hit at the back of the opponent's character first (ex : Bowser's fair, Marth's nair, ...) This will also put you back offstage.
Strafing backwards is extremely dangerous because if the opponent predicts it you are most likely losing your stock. But it's a pretty good mixup. You can act on frame 50 but you don't have a double jump so your fastest options would be nair or airdodge, 4 frames each. This leaves 54 frames at best for the opponent to react. Careful not to SD.
Strafing forward, here's what can potentially hit you :
-a fair or a nair, which would send you on the other side of the stage. This means that the situation won't repeat itself, you're pretty much in the neutral at this point so that's actually what you're aiming for.
-an uair, which would set up a juggle situation from which you have more options than when you're at the ledge
-a waveland into a ground move (in example a grab or a charged smash)
Strafing forward is often the least punishing option, until you play against people who can use their brains and go for a waveland into a ground move, which is much more rewarding than a mere fair for most characters. They have 57 frames to react to this (and a waveland from the ledge takes about 25 frames iirc ? not sure on that sorry, and it must be character specific anyway).
There is, however, one additional thing you can do.
If you strafe just the right way, you can ledge cancel the special landing animation which would otherwise be 30 frames long. With this trick you only give your opponent 28 frames to react (but this is fairly difficult and sub-optimal execution on your part will lead to worse results, so you can more realistically expect something in the range of 30-35 frames). This makes it so the opponent doesn't have the time to wavedash onstage and punish you with a ground move.
This cuts the most rewarding option from them, so yeah, it's going to be useful when you'll fight people who know the matchup really well. At the moment it's pretty irrelevant since everybody's stupid though.
In order to avoid having to ask yourself those questions, there are a couple things you can do :
-make sure your DI is on point, this'll allow you to recover high (=without upB) more often
-use razor leaf to hit someone who's on the ledge (aim for the actual ledge)
-use razor leaf to stop someone who's standing above the ledge from edgehogging (aim for ground level)
Hope that helps :V
Seed Bomb is really good for juggling opponents when they're just too high to hit with an aerial. While dthrow -> seed bomb isn't as rewarding as dtrow -> uair, it is much easier to hit for consistent damage. Additionally it's good for harassing people when they've already used their double jump high above you and can't otherwise get away easily. You can have a seed bomb falling in the area where they want to drift and vine whip to cover where they go to avoid it.So I played Ivy a ton in Brawl and loved him. Played Project M since Demo 1 back in 2010, but I didn't keep updated until now. Decided I want to learn the character again.
Bullet Seed was really good. What practical use does Seed Bomb serve? I don't know anything about it.
Nothing more frustrating than landing a perfect spaced fullhop fair and going for a nair followup and getting DJC fair'd by Ness into dthrow lol.
Uair him. It's very easy to forget it's an option but if he comes from low and close to the stage you can aim for his head (sometimes his sword will beat it out if you trade with that part of his up b)On another note, how do you guys edgeguard Marth when he recovers low ? I have no Melee background and am pretty clueless.
Here's what I've been told to try by a friend. Any thoughts on this ?
Wouldn't down tilt hit him? Also I know that down smash will knock him off the ledge if you time it right when he up b's.Uair him. It's very easy to forget it's an option but if he comes from low and close to the stage you can aim for his head (sometimes his sword will beat it out if you trade with that part of his up b)
... But didn't a lot of characters get nerfs like this? As far as I know, most characters lost a lot of functionality from 3.02 to 3.5. There are some exceptions (Bowser, G&W, Jiggs, etc...), but as far as I know everyone got some sizable nerf. For example, you talk about us losing the ability to smash razor leaves. Well, Pikachu got his Quick Attack Cancel nerfed, and that isn't even something we've gotten to fully explore yet, and had far more potential than razor leaf ever did. Everyone is taking the hit from 3.5. Hell, every character with a tether got it up the ass with the new ledge mechanics. And now the only character capable of Gattling Combos is I think G&W (though I could be wrong), so that isn't really a nerf specifically to Ivy, it's a nerf to everyone. It just seems like while yes, Ivy took a pretty hard nerf this update, a lot of the cast got hit even harder. Think about the things that we gained with 3.5 too. We got a new U-Throw, which yes is objectively worse offensively, but gives us a very easy healing string on fast fallers in the form of U-Throw --> U-Smash. We also got a small indirect buff with the reimplementation of Screen KOs, which give us even longer to heal if we kill off the top, giving us even more incentive to do so. All it seems to do is promote the use of strategy over brute force, and I'll take that over 2.6 Bairvysaur any day. And having bad matchups is a thing most characters have to deal with. This is why we should dual main, so we can cover those options as effectively as possible. I for example dual main Roy and Wolf. Between the two of them, I can cover the matchups that I personally find difficult without having anything too tough to deal with. I don't mean to come off as hostile or anything, I'm just saying that the nerfs we got were all for the betterment of the game as a whole. Not as an attack on us Ivy players.I can't speak for anyone other than myself, but here are my reasons :
-she already lost to Marth and Fox in 3.0 and absolutely no effort has been made to change this, effectively making those matchups only worse than they already were. And having a bad matchup against the two most popular characters in the game means your character is not viable, period. (see Luigi in Brawl, in example, who has even/advantageous matchups against ICs/Olimar/Diddy/Pikachu/Snake and more, but whose worst matchups are Marth and MK)
-they removed a lot from the characters actual toolset, instead of making it less effective. We can't tether cancel, we can't gatling combo, we can't smash Razor Leaves, and shffl nair to footstool was part of Ivy's anti-shield mixups, in example. The actual amount of ATs this character has has only gone down.
-3.5 tether mechanics hops are duuuuumb