Editing Ivysaur (SSBU)

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Ivysaur's grab game is also useful. While all of its grabs are active on frame 13, they are among the longest-reaching in ''Ultimate'' and are decently fast overall, which further adds to Ivysaur's already strong range. To boot, all of its throws deal at least 7% damage. While its forward throw is ironically unsuitable for both combos and KOs due to its high base knockback and low knockback growth, its back throw is a good KO option at the edge, and its up throw is a decent low-percentage combo tool. However, of particular note is its down throw: despite its low damage, its has strong combo potential until around 100%, while its knockback scaling also makes it the strongest down throw in the game, allowing it to KO in situations where back throw cannot.
Ivysaur's grab game is also useful. While all of its grabs are active on frame 13, they are among the longest-reaching in ''Ultimate'' and are decently fast overall, which further adds to Ivysaur's already strong range. To boot, all of its throws deal at least 7% damage. While its forward throw is ironically unsuitable for both combos and KOs due to its high base knockback and low knockback growth, its back throw is a good KO option at the edge, and its up throw is a decent low-percentage combo tool. However, of particular note is its down throw: despite its low damage, its has strong combo potential until around 100%, while its knockback scaling also makes it the strongest down throw in the game, allowing it to KO in situations where back throw cannot.


Finally, Ivysaur has a useful array of special moves. [[Bullet Seed]] is a fast, multi-hitting attack that hits foes directly above Ivysaur with decent damage, allowing it to work well as an anti-air. [[Razor Leaf]] is a projectile that despite its slow startup, lingers for a short time and has low knockback, allowing it to be used effectively for stage control, combo setup, or general spacing. Lastly, [[Vine Whip]] is Ivysaur's primary recovery move and a strong KO option when sweetspotted, and like other tethers in ''Ultimate'', has a very long range. Notably, it can hit below the ledge and its animation is very fast, leading to tricky mix-ups for unsuspecting opponents.
Finally, Ivysaur has a useful array of special moves. [[Bullet Seed]] is a fast, multi-hitting attack that hits foes directly above Ivysaur with decent damage, allowing it to work well as an anti-air. [[Razor Leaf]] is a projectile that despite its slow startup, lingers for a short time and has low knockback, allowing it to be used effectively for stage control and combo setups. Lastly, [[Vine Whip]] is Ivysaur's primary recovery move and a strong KO option when sweetspotted, and like other tethers in ''Ultimate'', has a very long range. Notably, it can hit below the ledge and its animation is very fast, leading to tricky mix-ups for unsuspecting opponents.


However, Ivysaur is held back by various flaws. Perhaps Ivysaur's most prominent issue is its ground game: while its tilt attacks have strong range, they are also equally lacking in power. Down tilt serves as a quick "get-off-me" option, and is his fastest grounded option at frame 4. Up tilt hits directly above Ivysaur and can lead into up air at certain percentages, though it does not have a scoop hitbox, leading to it being a niche move at best. While its smash attacks possess high power, they are generally predictable due to slow startup. Its up smash is among the strongest in the game, but it has very slow startup at 26 frames, while its horizontal range renders it hard to approach with against grounded opponents. Down smash suffers from the opposite problem: while decently fast, it fails to KO until very high percentages, a fact made worse by its sourspots. Arguably its most useful smash attack is forward smash, which when timed correctly can cover all ledge options and is generally safe on shield at full range. Its dash attack is a good burst option, but also suffers from low knockback scaling and cannot KO reliably. Finally, due to said problems, Ivysaur is very susceptible to stale-move negation, meaning it will almost constantly rely on its ranged attacks, all of which deal low damage.
However, Ivysaur is held back by various flaws. Perhaps Ivysaur's most prominent issue is its ground game: while its tilt attacks have strong range, they are also equally lacking in power. Down tilt serves as a quick "get-off-me" option, and is his fastest grounded option at frame 4. Up tilt hits directly above Ivysaur and can lead into up air at certain percentages, though it does not have a scoop hitbox, leading to it being a niche move at best. While its smash attacks possess high power, they are generally predictable due to slow startup. Its up smash is among the strongest in the game, but it has very slow startup at 26 frames, while its horizontal range renders it hard to approach with against grounded opponents. Down smash suffers from the opposite problem: while decently fast, it fails to KO until very high percentages, a fact made worse by its sourspots. Arguably its most useful smash attack is forward smash, which when timed correctly can cover all ledge options and is generally safe on shield at full range. Its dash attack is a good burst option, but also suffers from low knockback scaling and cannot KO reliably. Finally, due to said problems, Ivysaur is very susceptible to stale-move negation, meaning it will almost constantly rely on its ranged attacks, all of which deal low damage.


Ivysaur also has a problematic recovery. Its [[air speed]] is mediocre, ranking 60th in Smash Ultimate. While its up and down aerials provide different vertical movement options, they are only useful when close to the stage due to their ending lag. Vine Whip has long range as a tether, but only works if Ivysaur is sufficiently close to a ledge, where it is susceptible to stage spikes. Altogether, this makes it infeasible for Ivysaur to recover when above the stage, where any sufficiently strong semi-spike or meteor smash can potentially keep it away from ledges.
Ivysaur also has a problematic recovery. While its up and down aerials provide different vertical movement options, they are only useful when close to the stage due to their ending lag. Vine Whip has long range as a tether, but only works if Ivysaur is sufficiently close to a ledge, where it is susceptible to stage spikes. Altogether, this makes it infeasible for Ivysaur to recover when above the stage, where any sufficiently strong semi-spike or meteor smash can potentially keep it away from ledges.


Finally, due to a lackluster air speed and falling speed, Ivysaur is highly susceptible to juggle situations and has a poor overall disadvantage state. Although Ivysaur has a plethora of amazing aerials, none of them are particularly effective in disadvantage and without a jump Ivysaur has few options to get back on the ground. Ivysaur has the opportunity to switch to Charizard for better air speed and another jump, but such options are committal and can lead to an even further punish.
Finally, due to a lackluster air speed and falling speed, Ivysaur is highly susceptible to juggle situations and has a poor overall disadvantage state. Although Ivysaur has a plethora of amazing aerials, none of them are particularly effective in disadvantage and without a jump Ivysaur has few options to get back on the ground. Ivysaur has the opportunity to switch to Charizard for better air speed and another jump, but such options are committal and can lead to an even further punish.

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