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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Ivysaur
|name = Ivysaur
|image       = [[Image:Ivysaur SSBB.png|250px]]
|image = {{tabber|title1=Classic (PM)|content1=[[File:Ivysaur SSBB.jpg|250x250px]]|title2=Classic (P+)|content2=[[File:PPlus Ivysaur.png|250x250px]]|title3=Substitute (P+)|content3=[[File:PPlus Substitute Ivysaur.png|250x250px]]|title4=Hex Maniac (P+)|content4=[[File:PPlus Hex Maniac Ivysaur.png|250x250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Ivysaur (SSBB)
|moveset1 = Ivysaur (SSBB)
|tier        = High
|altcostume = [[Substitute|Substitute Ivysaur]] (''[[Project+]]''), Hex Maniac (''Project+'')
|ranking      = 8
}}
}}
{{stub}}
'''Ivysaur''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Like {{PM|Charizard}} and {{PM|Squirtle}}, it has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. Its  [[down special move]], [[Pokémon change]], has been replaced with {{s|bulbapedia|Seed Bomb}} and it has also been given significant buffs.  
'''Ivysaur''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. It has been separated from the {{SSBB|Pokémon Trainer}} and so fights alone. It has also been given significant buffs. <!--tier position paragraph-->
 
Ivysaur ranks 28th out of 41 on the [[Project M#Tier list|official]] [[tier list]], toward the midst of the C tier, roughly the same placement as Pokémon Trainer in ''Brawl''. However, as Ivysaur was considered near-useless as a standalone character in ''Brawl'', this is a significant increase in apparent viability. In the official ''[[Project+]]'' tier list, it places at an even higher placement of 19th, landing in the bottom of A tier.


==Attributes==
==Attributes==
<!--attributes paragraph-->
In the transition to ''Project M'', Ivysaur was significantly buffed and modified to function as a mid-range zoning and anti-air character. It no longer depends on the Pokémon Trainer, losing its stamina system and crippling weakness to fire moves. It now also fights with self-healing moves and status effects befitting the Grass/Poison typing it has in its home series.
===Changes from ''Brawl'' to PM===
 
Ivysaur was [[buff]]ed greatly from ''Brawl'' to PM.
Ivysaur's ground moves have all received buffs. its up-smash remains the most powerful in the game and comes out more quickly, making it a more viable KO option, and its down-smash is a strong semi-spike useful both for relieving pressure and for edgeguarding. All of its other ground moves were reworked for speed and combo potential, and its jab now consists of two strong hits useful for keeping foes at a distance.
*{{buff|Neutral attack (which now hits just twice) does 2% more damage now doing 7% and is faster, and does some knockback.}}
 
*{{buff|Has a drastic increase in air speed. Being the 4th best air speed in Project M.}}
In the air, Ivysaur's buffed air speed gives it greater mobility for combos. Combined with its new combo option in neutral-air, its reworked forward-air designed for wall of pain combos, and its back-air – formerly one of the worst moves in the game – which can easily gimp foes offstage, foes approaching from the air are at significant risk of being comboed or simply pushed offstage. Its up-air now shoots it to the ground faster, and its down-air provides enough of a momentum boost to serve as a much more reliable tool for horizontal recovery; when used offensively with Ivysaur's new air speed, they can also serve as a juggling move and an offstage meteor smash, respectively.
*{{buff|Up tilt has been sped up and does 2% more damage now doing 9%.}}
 
*{{buff|Foward tilt links much better, but does 1% less damage now doing 13%.}}
Synthesis, its new neutral special, allows Ivysaur to heal itself for as long as the special button is held down, and its slight ending lag can be landing-cancelled. This gives Ivysaur a completely unique camping option, as some characters that rely on projectiles to force an approach can be outplayed if Ivysaur can heal itself quicker than damage can be tacked on. Characters like Falco who have reliable flinching projectiles can still lock down Ivysaur from a distance, but Ivysaur can easily force an approach from slow or non-flinching zoners like Toon Link and Fox, as Synthesis is nearly sufficient to outpace the damage they deal. Even if Ivysaur cannot completely undo damage received while using Synthesis, the move can force an approach anyway because it also charges up Ivysaur's second neutral special.
*{{buff|Back air does much more damage (now being able to do 9-12%) and has much more knockback with major gimping potential.}}
 
*{{buff|Neutral air connects much better and does 2% more damage now doing 16% in total, and has higher base knockback.}}
Once it heals 22 percentage points of damage, Ivysaur's next neutral special will become a one-time SolarBeam, a long-ranged energy beam that travels at a 45º angle from Ivysaur's bulb all the way to the upper blast line on most stages. With a SolarBeam, Ivysaur can deal a powerful finishing blow to opponents otherwise out of reach, and the move's lingering hitbox can stick around if the target airdodges too early. However, a SolarBeam charge can also serve as an effective zoning threat, as the glow of a full charge is easily visible to opponents. As a result, opponents aware of the charge will often try to recover low or approach in ways that don't put them at risk of being hit, enforcing predictable behavior that the player can take advantage of.
*{{buff|Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that [[flower]]s the opponent and slightly heals Ivysaur. The two aerials are also stronger and apply more vertical force to Ivysaur. Pummel also heals Ivysaur (though without flowering).}}
 
*{{buff|Foward throw does 3% more damage now doing 11%.}}
Ivysaur can alternatively heal itself and charge SolarBeam through some direct attacks, like its pummel (1%), up-throw (6%), and the sweetspots on its up-smash (9%), up-air (7%), and down-air (7%). The latter four will also flower any opponents they hit, and outside of its up-smash, they can all chain into themselves reliably. Using these moves in quick succession can self-heal Ivysaur at a startling rate while also building the rate of damage the flower deals, often forcing the target to button-mash and remove the flower instead of readying a counterattack.  
*{{buff|Down tilt has more range and does 1% more damage at the tip.}}
 
*{{buff|Down air gives a momentum boost aiding recovery.}}
Razor Leaf was reworked for consistency and combo ability, giving Ivysaur a more reliable mid-range projectile, while Vine Whip's buffed damage and speed let it function as a great KO option out of a down-throw or even to punish foes on platforms. Ivysaur's new down-special, Seed Bomb, is perhaps its best tool to keep foes in the air; as the projectile rises higher, so does its knockback, which serves the same purpose as its forward-air in steadily walling foes to the blast line. Additionally, Seed Bomb has awkward but effective potential for zoning on the ground, as it will stun any foe it lands near, providing opportunities for punishment.  
*{{buff|Down air sourspot does more damage.}}
 
*{{buff|Up air shoots you to the ground faster, and also has a hitbox coming down which can lightly meteor, makes getting to the ground very easy.}}
Despite Ivysaur's numerous buffs, it still has some weaknesses from ''Brawl'' that can be exploited. Ivysaur's power and flexibility in mid-range situations do not extend to close-range or long-range fights. Ivysaur's moves all have some startup that close-range combatants can take advantage of, especially out of shield, while Razor Leaf and Seed Bomb aren't enough to reach ranged fighters. While previously a middleweight in ''Brawl'', Ivysaur is now a lightweight, worsening its survivability and forcing it to use its self-healing moves to stick around. Its grab, while still as laggy as before, was shortened, making setups off of its throws much harder to achieve. Despite ''Project M''{{'}}s improved tether recovery mechanics, Ivysaur can still be knocked out of a Vine Whip mid-animation.
*{{buff|Down Smash does much more damage and knockback, and has a semi-spike angle.}}
 
*{{buff|Up smash has dramatically increased start-up}}
However, if players can consistently keep foes at mid-range or in the air, Ivysaur's plethora of combo and KO options can easily carry it to victory.
*{{buff|New neutral special: {{s|bulbapedia|Synthesis}} and {{s|bulbapedia|SolarBeam}}. Holding the special button slowly heals Ivysaur and builds up charge. Charge is shown as a glowing light in Ivysaur’s bulb that grows bigger and fills the bulb when fully charged. Once the charge is full, using the move fires a powerful energy beam diagonally upwards. It can also be charged by connecting with Ivysaur's bulb attack sweetspots and pummel. This gives Ivysaur a greater KO/[[edge-guard]]ing potential and percent advantage that its previous [[Bullet Seed]] didn't have, as Ivysaur can now rack up damage efficiently with its improved standard attacks.}}
 
*{{buff|[[Razor Leaf]] has slightly faster startup, and it can now hit multiple targets and deal damage consecutively. It additionally flies in the same straight path instead of randomly angling, making the move more consistently usable.}}
==Changes from ''Brawl'' to PM==
*{{buff|[[Vine Whip]]'s sweetspot is stronger, dealing higher damage and knockback and playing the [[ping]] SFX. The move is also better for recovering thanks to ''Project M''{{'}}s improved tether recovery managements.}}
In ''Brawl'', Ivysaur was tied to the {{SSBB|Pokémon Trainer}} and was considered the worst out of the three Pokémon and it was even considered a contender for the worst character in the game when judged as a standalone character. As a result, Ivysaur was [[buff]]ed greatly from ''Brawl'' to PM. Ivysaur is no longer tied to the Pokémon Trainer and its moveset has been heavily revamped. Many of Ivysaur's biggest weaknesses including its abysmal aerial game and recovery have been greatly improved. All of Ivysaur's aerials have seen many improvements in different areas and its air speed has been increased granting it a much stronger aerial game. [[Vine Whip]] is stronger, has more range and it can no longer be [[edgehog]]ged making Ivysaur's recovery much less exploitable especially when combined with its higher air speed and the introduction of directional [[air dodging]]. Many of Ivysaur's attacks have seen either improvements to their speed or power and Ivysaur now has a new very powerful tool in its kit with its Solar Beam which has replaced [[Bullet Seed]]. Ivysaur can now synthesise to build up charge for its Solar Beam. It can do this by either using its neutral special to slowly build it up or to land attacks which involve its bulb including its up smash, up throw, up and down aerials and pummel. All these attacks now heal Ivysaur and they all have a flower effect to further increase their damage output (although up smash, up aerial and down aerial require landing a sweetspot to perform this). Once the Solar Beam has been fully charge, Ivysaur can release a devastating beam which deals 25%, crosses the entire screen and has very high KO power giving it incredible KO and edgeguarding potential.
*{{buff|Down special is now {{s|bulbapedia|Seed Bomb}}, which sends a powerful [[projectile]] vertically similar to Snake's up smash. It releases {{s|bulbapedia|Stun Spore}}s upon hitting the ground, which [[stun]] opponents in range. The move can also be angled left or right slightly. It's great for both punishing aerial [[approach]]ing foes and catching grounded enemies off-guard.}}
 
*{{nerf|Razor Leaves vanish upon making contact with a surface, worsening their overall durability, and only one can be out at a time.}}
Despite these huge buffs, Ivysaur also received a few nerfs. Ivysaur is much lighter greatly hindering its endurance. Its KO moves including the afforementioned up smash and up aerial are far less consistent due to receiving sourspots (although those moves have seen significant buffs in other areas and they still have excellent KO power when sweetspotted) while moves such as forward smash, forward aerial and up throw have reduced KO potential. This is especially poor as killing was already one of Ivysaur's weaknesses although this is compensated with Solar Beam. Ivysaur's zoning is also weaker in some ways as its back aerial is slower and has less range while [[Razor Leaf]] is slower and only one leaf can be out at a time. Lastly as it is no longer apart of the Pokémon Trainer, Ivysaur cannot switch out with {{PM|Charizard}} or {{PM|Squirtle}} to cover up its poor matchups.
*{{nerf|[[Grab]] range has been reduced, now just being of a slightly-above-standard range rather than acting as an extended grab, forcing Ivysaur to get closer to opponents in order to start combos.}}
 
*{{nerf|Foward Smash does 1% less damage now doing 15% and less is of a killing move.}}
Overall, Ivysaur is far superior to its ''Brawl'' incarnation and is significantly more viable in competitive play than the Pokémon Trainer despite still being in the lower half of the tier list.  
*{{nerf|Up smash does slightly less damage and knockback, but the damage is compensated by the flower.}}
*{{nerf|Back air has less range.}}
*{{nerf|Up air does less damage and knockback, damage is compensated with the flowering.}}
*{{nerf|Foward air does less knockback and now has a sourspot.}}


===Aesthetics===
*{{change|New [[on-screen appearance]]: Ivysaur unplants itself from the ground.}}
*{{change|New [[on-screen appearance]]: Ivysaur unplants itself from the ground.}}
*{{change|Pokémon Trainer victory pose replaced has been removed.}}
*{{change|Pokémon Trainer victory pose has been removed.}}
*{{change|Forward smash can now be [[angled]].}}
*{{change|Ivysaur has many new alternate costumes.}}
 
===Attributes===
*{{buff|Ivysaur's air speed is higher (0.752 → 0.88) improving its recovery and aerial approach.}}
*{{nerf|Ivysaur is significantly lighter (100 → 85), drastically worsening its horizontal endurance.}}
**{{buff|This also makes Ivysaur invulnerable to {{PM|Fox}}'s [[waveshine]] combos.}}
*{{change|Ivysaur's fall speed is higher (1.35 → 1.7) though it is lower relative to the cast.}}
*{{change|Ivysaur's gravity is slightly higher (0.07 → 0.075).}}
*{{change|Ivysaur's traction is higher (0.0532 → 0.06). This makes it easier for Ivysaur to punish out of shield but reduces the distance its new [[wavedash]] covers.}}
*{{buff|Ivysaur is no longer tied to the {{SSBB|Pokémon Trainer}}. Because of this, Ivysaur is no longer affected by stamina or [[Type effectiveness|type effectiveness]] meaning that Ivysaur no longer takes additional knockback from fire attacks nor does its attacks get weaker over time.}}
**{{nerf|However, this also removes Ivysaur's ability to adapt to different matchups by switching to {{PM|Charizard}} or {{PM|Squirtle}}. It also means Ivysaur doesn't resist Squirtle's Water moves}}.
 
===Ground Attacks===
*{{buff|Jab combo has more range, the second hit deals more damage (2% → 4%) and both hits have less startup lag (frame 7 → 2 (hit 1), frame 8 → 6 (hit 2)) and deal more knockback. The first hit also has less ending lag (frame 28 → 16).}}
*{{nerf|Ivysaur no longer has a rapid jab hindering jab's damage racking potential. The first hit also has a shorter duration (frames 7-10 → 2-4).}}
*{{buff|Dash attack has a new animation where Ivysaur break dances. This gives it less ending lag (frame 44 → 35) which when combined with the removal of [[hitstun canceling]], improves its combo potential.}}
*{{buff|Forward tilt links much better and has less startup (frame 6 → 5) and ending lag (frame 42 → 36).}}
*{{nerf|Forward tilt deals slightly less damage (14% → 13%).}}
*{{buff|Up tilt has a slightly longer duration (frame 9-14 → 9-15) and deals more damage (7% → 9%/8%).}}
*{{nerf|Up tilt has more ending lag (frame 35 → 36).}}
*{{buff|Down tilt has more range and does slightly more damage at the tip (2% → 3%) It also has less ending lag (frame 38 → 32) and both hits have a longer duration (1 frame → 2 (frames (hit 1), 4 frames (hit 2)). It also has more range and the second hit launches opponents vertically granting it combo potential.}}
*{{nerf|Down tilt has more startup lag (frame 4 (hit 1), frame 9 (hit 2) → 8 (hit 1), 12 (hit 2)).}}
*{{buff|Forward smash has less startup lag (frame 17 → 15) and can now be [[angled]].}}
*{{nerf|Forward smash deals slightly less damage (16% → 15%) hindering its KO potential.}}
*{{buff|Up smash has dramatically faster startup (frame 26 → 13) and ending lag (frame 60 → 47), and has a sweetspot which has a [[flower]] effect increasing its maximum damage output (17% → 24%) and heals Ivysaur.}}
*{{nerf|Up smash's clean hit deals less base damage (17% → 9%) and while its knockback growth was compensated (90 → 150), the universally increased falling speeds hinder its KO potential. It also now has a sourspot with a {{b|grass|effect}} effect which deals less damage (17% → 12%) and knockback (80 (base), 90 (scaling) → 50/100) and sends opponents at a less vertical angle.}}
*{{buff|Down smash has less startup (frame 16 → 10) and ending lag (frame 64 → 48), does much more damage (8% → 14%/12%) and knockback, and has a semi-spike angle.}}
 
===Aerial Attacks===
*{{buff|Neutral aerial has a bigger hitbox that connects much better and deals more damage (14% → 16%) and has higher knockback.}}
*{{nerf|Neutral aerial has more ending (frame 41 → 42) and landing lag (11 frames → 14).}}
*{{buff|Forward aerial's sweetspot deals slightly more damage (12% → 13%) and forward aerial has less ending lag (frame 51 → 35) which when combined with the removal of hitstun canceling greatly improves its follow-up potential. It also has less landing lag (28 frames → 19).}}
*{{change|Forward aerial's sourspot and sweetspot have been swapped around. This makes forward aerial a stronger spacing tool but makes the sweetspot harder to land.}}
*{{nerf|Forward aerial deals less knockback especially the sourspot which deals less damage (10% → 9%).}}
*{{buff|Back aerial deals significantly more damage (2% → 4% (hit 1), 2%/3% → 5%/7%/8% (hit 2)) and has much more knockback giving it stronger gimping potential. It also has less ending lag (frame 46 → 41).}}
*{{nerf|Back aerial has more startup lag (frame 4 (hit 1), 13 (hit 2) → 7/17), landing lag (10 frames → 17) and has less range.}}
*{{buff|Up aerial has less startup (frame 12 → 9), ending (frame 53 → 36) and landing lag (22 frames → 21). It also shoots Ivysaur to the ground faster, has a sweetspot with a flower effect making it deal more total damage (16% → 18%), deals slightly more knockback and heals Ivysaur. It now has a hitbox during Ivysaur's descent which can lightly meteor smash, greatly increasing its safety and making it a strong landing option.}}
*{{nerf|Up aerial now has a sourspot which deals much less damage (16% → 10%) and knockback and the sweetspot deals less base damage (16% → 7%).}}
*{{buff|Down aerial has less startup lag with a longer duration (frame 11 → 8-10) and has less ending (frame 64 → 48) and landing lag (28 frames → 24) and it now [[auto-cancel]]s in a short hop. It also gives Ivysaur a momentum boost rather than halting all of Ivysaur's momentum allowing it to aid Ivysaur's recovery, and both the sourspot and  sweetspot are much stronger and the sweetspot now has a flower effect greatly increasing its damage output (8% → 20%) and it also heals Ivysaur.}}
 
===Grabs and Throws===
*{{nerf|[[Grab]] range has been reduced, now just being of a slightly-above-standard range rather than acting as an extended grab. Ivysaur's standing grab also has more startup lag (frame 13 → 14).}}
*{{buff|Dash grab has less startup lag (frame 13 → 12).}}
*{{buff|Pummel now heals Ivysaur.}}
*{{nerf|Pummel deals less damage (3% → 1%) and has more ending lag (frame 25 → 28).}}
*{{buff|Forward throw deals more damage (8% → 10%).}}
*{{buff|Back throw deals more damage (10% → 11%).}}
*{{buff|The universally decreased falling speeds and the removal of hitstun canceling grant up throw and down throw combo potential.}}
*{{buff|Up throw now has a flower effect increasing its overall damage output (10% → 17%) as well as healing Ivysaur.}}
*{{nerf|Up throw deals less base damage (10% → 6%) hindering its KO potential.}}


In terms of cosmetic changes, Ivysaur is now a separate character from the Pokémon Trainer, like {{PM|Charizard}} and {{PM|Squirtle}}, with the Trainer being completely absent from regular battles. Like these Pokémon, it now has more significant [[palette swap]]s, which are: a Green Team one based on its {{s|bulbapedia|Shiny}} coloration, a clearer Blue Team one, a red-skin Red Team one, a purple one similar to a venomous plant, and a white-skin one.
===Special Moves===
*{{buff|Ivysaur has a new neutral special: {{s|bulbapedia|Synthesis}} and {{s|bulbapedia|Solar Beam}}. Synthesis has a weak hitbox with set knockback on startup and holding the special button slowly heals Ivysaur and builds up charge. Charge is shown as a glowing light in Ivysaur’s bulb that grows bigger and fills the bulb when fully charged. Once the charge is full, using the move fires a powerful energy beam diagonally upwards. It can also be charged by connecting with Ivysaur's bulb attack sweetspots (including up smash, up throw, up and down aerials and pummel). Compared to [[Bullet Seed]], Solar Beam is a much more powerful KO move/[[edge-guard]]ing tool and has much more range. Solar Beam also has intangibility.}}
*{{nerf|Compared to Bullet Seed, Solar Beam has more startup lag (frame 4 (initial hit), frame 16 (seeds) → 20) and it cannot be held greatly reducing its maximum damage output (60% → 25%) and duration (6 seconds → frames 20-41). It is also worse for catching landings if the opponent is directly above Ivysaur and Solar Beam leaves Ivysaur helpless if used in the air.}}
*{{buff|[[Razor Leaf]] has a longer duration (frames 22-69 → 22-74), and it can now hit multiple targets and deal damage consecutively. It additionally flies in the same straight path instead of randomly angling, making the move more consistently usable.}}
*{{nerf|Razor Leaf travels much slower covering a significantly shorter distance and it now deals consistent damage (8% (near), 6% (mid), 4% (far) → 3%). It also vanishes upon making contact with a surface, worsening its overall durability, and only one Razor Leaf can be out at a time.}}
*{{buff|[[Vine Whip]]'s sweetspot is stronger, dealing higher damage (13% → 15%) and knockback. Vine Whip also has more range and can no longer be [[edgehog]]ged due to ''Project M''{{'}}s new tether mechanics.}}
*{{change|Vine Whip now plays the [[ping]] SFX if the sweetspot connects.}}
*{{buff|Ivysaur has a new down special: {{s|bulbapedia|Seed Bomb}}, which sends a powerful [[projectile]] vertically similar to Snake's up smash. It releases {{s|bulbapedia|Stun Spore}}s upon hitting the ground, which [[stun]] opponents in range. The move can also be angled left or right slightly. It's great for both punishing aerial [[approach]]ing foes and catching grounded enemies off-guard. Compared to [[Pokémon Change]], it has much less ending lag (>frame 120 → 58) making it far less punishable.}}
*{{nerf|Unlike Pokémon Change, Seed Bomb does not grant Ivysaur intangibility nor does it reset [[stale move negation]].}}
*{{change|Ivysaur has a new [[Final Smash]] {{s|bulbapedia|Sunny Day}}. Ivysaur synthesises, heals 66% damage and gains access to three fully charged Solar Beams.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===2.6===
===v2.6===
*{{buff|Forward tilt links more reliably and has slightly less range behind it.}}
*{{buff|Forward tilt links more reliably and has slightly less range behind it.}}
*{{buff|Up smash sweetspot's shield damage is increased.}}
*{{buff|Up smash sweetspot's shield damage is increased.}}
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*{{buff|Up tilt horizontal range increased; animation is faster; knockback growth decreased,which is great for comboing into itself}}
*{{buff|Up tilt horizontal range increased; animation is faster; knockback growth decreased,which is great for comboing into itself}}
*{{buff|Down tilt second hit sends at an upward angle,which can lead to many follow-ups.}}
*{{buff|Down tilt second hit sends at an upward angle,which can lead to many follow-ups.}}
*{{buff|Fastfall speed slightly increased.}}
*{{nerf|Grab pummel deals slightly less damage.}}
*{{nerf|Grab pummel deals slightly less damage.}}
*{{nerf|[[Razor Leaf]] (projectile) does less damage per hit.}}
*{{nerf|[[Razor Leaf]] (projectile) does less damage per hit.}}
*{{nerf|Down tilt range reduced.}}
*{{nerf|Down tilt range reduced.}}
*{{change|Fastfall speed slightly increased.}}
*{{change|Jab range is better overall while Jab 1 IASA is worse.}}
*{{change|Jab range is better overall while Jab 1 IASA is worse.}}
*{{change|Dash Attack animation is faster, strong hit duration is shorter.}}
*{{nerf|Dash Attack animation is faster, strong hit duration is shorter.}}
*{{change|Forward air downward range decreased; animation slightly faster overall; all hits send opponents vertically.}}
*{{nerf|Forward air downward range decreased; animation slightly faster overall; all hits send opponents vertically.}}
*{{change|Back air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall.}}
*{{nerf|Back air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall.}}
*{{change|Up air falling hitbox is a spike for the first four frames while shield damage is added to bulb sweetspot and can no longer fastfall during up air to slow decent.}}
*{{buff|Up air falling hitbox is a spike for the first four frames while shield damage is added to bulb sweetspot and can no longer fastfall during up air to slow decent.}}
*{{change|Down air has a faster start-up but greater endlag, shield damage added to sweetspot and can skip to a 3rd+ "float" effect by holding down during start-up.}}
*{{change|Down air has a faster start-up but greater endlag, shield damage added to sweetspot and can skip to a 3rd+ "float" effect by holding down during start-up.}}
*{{change|Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range.}}
*{{change|Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range.}}
*{{change|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} when uncharged now has a landing cancel, healing starts later in the animation, and holding B to full charge allows you to continue healing until you let go of B.}}
*{{buff|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} when uncharged now has a landing cancel, healing starts later in the animation, and holding B to full charge allows you to continue healing until you let go of B.}}
*{{change|Solarbeam now takes 22% to fully charge.}}
*{{nerf|Solarbeam now takes 22% to fully charge.}}
*{{change|Charged {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} transition to Special Fall can now grab ledges backward.}}
*{{buff|Charged {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} transition to Special Fall can now grab ledges backward.}}
*{{change|[[Razor Leaf]] animation is faster all around, Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on-screen at a time and can now be fastfalled.}}
*{{change|[[Razor Leaf]] animation is faster all around, Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on-screen at a time and can now be fastfalled.}}
*{{change|[[Vine Whip]]s sweetspot hitbox size decreased, grounded [[Vine Whip]] now matches aerial [[Vine Whip]] (has an extra active frame).}}
*{{change|[[Vine Whip]]'s sweetspot hitbox size decreased, grounded [[Vine Whip]] now matches aerial [[Vine Whip]] (has an extra active frame).}}
*{{change|Fixed a glitch where the [[Vine Whip]]s "hop" wouldn't happen immediately after hitstun.}}
*{{bugfix|Fixed a glitch where the [[Vine Whip]]'s "hop" wouldn't happen immediately after hitstun.}}
*{{change|{{s|bulbapedia|Seed Bomb}} can be angled to the left or right (less so while in the air), aerial {{s|bulbapedia|Seed Bomb}} no longer pushes Ivysaur downward.}}
*{{buff|{{s|bulbapedia|Seed Bomb}} can be angled to the left or right (less so while in the air), aerial {{s|bulbapedia|Seed Bomb}} no longer pushes Ivysaur downward.}}


===3.0===
===v3.0===
*{{buff|Forward tilt back hitbox and the innermost front hitbox have increased SDI multipliers.}}
*{{buff|Forward tilt back hitbox and the innermost front hitbox have increased SDI multipliers.}}
*{{buff|Forward air damage increased by 1%.}}
*{{buff|Forward air damage increased by 1%.}}
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*{{buff|Back throw knockback growth increased.}}
*{{buff|Back throw knockback growth increased.}}
*{{buff|Down throw knockback growth increased.}}
*{{buff|Down throw knockback growth increased.}}
*{{buff|[[Vine Whip]]s sweetspot hitbox size slightly increased.}}
*{{buff|[[Vine Whip]]'s sweetspot hitbox size slightly increased.}}
*{{buff|[[Vine Whip]]s sweetspot damage increased to 18%.}}
*{{buff|[[Vine Whip]]'s sweetspot damage increased to 18%.}}
*{{buff|Up throw knockback growth decreased,so it makes it easier to go for a back aerial at higher percents.}}
*{{buff|Up throw knockback growth decreased,so it makes it easier to go for a back aerial at higher percents.}}
*{{buff|Up throw angle increased to send slightly behind Ivysaur,which perfectly sets up a back aerial gimp.}}
*{{buff|Up throw angle increased to send slightly behind Ivysaur,which perfectly sets up a back aerial gimp.}}
*{{buff|Neutral air final hit knockback growth decreased,which makes it more reliable for repeated hits,or follow-ups.}}
*{{buff|Neutral air final hit knockback growth decreased,which makes it more reliable for repeated hits,or follow-ups.}}
*{{buff|Fall speed slightly increased, and fastfall speed increased.}}
*{{nerf|Forward tilt endlag increased.}}
*{{nerf|Forward tilt endlag increased.}}
*{{nerf|Forward tilt's back final hitbox damage decreased to match earlier weak hits.}}
*{{nerf|Forward tilt's back final hitbox damage decreased to match earlier weak hits.}}
Line 99: Line 155:
*{{change|Increased aerial drift strength and decreased aerial friction.}}
*{{change|Increased aerial drift strength and decreased aerial friction.}}
*{{change|Slightly decreased grounded friction.}}
*{{change|Slightly decreased grounded friction.}}
*{{change|Fall speed slightly increased, and fastfall speed increased.}}
*{{nerf|Down tilt's 2nd hit now only pops up at the outer 2 hitboxes instead of outer 3 hitboxes.}}
*{{change|Down tilt's 2nd hit now only pops up at the outer 2 hitboxes instead of outer 3 hitboxes.}}
*{{change|Forward air hitbox angles have been noticeably lowered to send further horizontally.}}
*{{change|Forward air hitbox angles have been noticeably lowered to send further horizontally.}}
*{{change|Forward air base knockback increased, knockback growth decreased.}}
*{{change|Forward air base knockback increased, knockback growth decreased.}}
Line 107: Line 162:
*{{change|Up air no longer halts horizontal momentum on fall.}}
*{{change|Up air no longer halts horizontal momentum on fall.}}
*{{change|Up air meteor hitboxes redone - now two side-by-side hitboxes that maintain horizontal coverage with negative disjoint on the bottom.}}
*{{change|Up air meteor hitboxes redone - now two side-by-side hitboxes that maintain horizontal coverage with negative disjoint on the bottom.}}
*{{change|Grabs - outer 2 of 5 boxes on standing and pivot grab + outer 1 box of 3 on dash grab are ground-only to alleviate chain grab issues.}}
*{{bugfix|Grabs - outer 2 of 5 boxes on standing and pivot grab + outer 1 box of 3 on dash grab are ground-only to alleviate chain grab issues.}}
*{{change|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} startup hit is now a relatively weak wind box.}}
*{{change|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} startup hit is now a relatively weak wind box.}}
*{{change|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} max charge lowered from 22% to 18%.}}
*{{buff|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} max charge lowered from 22% to 18%.}}
*{{change|Aerial {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} land-cancels only if the Special Button is not held.}}
*{{change|Aerial {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} land-cancels only if the Special Button is not held.}}
*{{change|[[Razor Leaf]] checks if existing leaf is out on frame 1 instead of 15.}}
*{{change|[[Razor Leaf]] checks if existing leaf is out on frame 1 instead of 15.}}
*{{change|[[Razor Leaf]] hit refresh rate slower , damage increased per hit by 1, hit angle increased to send further vertical.}}
*{{change|[[Razor Leaf]] hit refresh rate is slower, damage per hit is increased by 1, and hit angle is increased to send further vertical.}}
*{{change|[[Razor Leaf]]s leaves slowed down to v2.5 timings while physics/floats ported from v2.5, but lasts 5 frames longer.}}
*{{change|[[Razor Leaf]] is slowed down to v2.5 timings while float physics are also reverted to v2.5, but the move lasts 5 frames longer.}}


===3.01===
===3.01===
*{{buff|Up air non-L-canceled landing lag value decreased slightly.}}
*{{buff|Up air non-L-canceled landing lag value decreased slightly.}}
*{{nerf|Jab 1 and jab 2 had a chance to cause a trip, this has been removed.}}
*{{nerf|Jab 1 and jab 2 had a chance to cause a trip, this has been removed.}}
===v3.5===
*{{buff|Ivysaur has a new final smash.}}
*{{nerf|Second hit of back aerial deals more damage at the center rather than at the tip.}}
*{{buff|Back throw does more damage.}}
**{{nerf|However, it deals less base knockback.}}
*{{buff|Up throw now heals 3%.}}
**{{nerf|It now causes less damage.}}
*{{nerf|Forward throw does less damage.}}
**{{buff|However, its knockback has increased.}}
*{{nerf|Vine Whip deals less damage.}}
*{{nerf|Solar Beam takes longer to fully charge.}}
*{{change|Ivysaur receives a new black palette swap.}}
===v3.6===
====Beta====
*{{buff|Forward tilt now angle-able, better multihit linking and damage, better IASA}}
**{{nerf|However, it has 4 hits instead of 7}}
*{{buff|Forward Smash has a better knockback}}
*{{buff|Neutral Air tweaked to have hitboxes open longer}}
**{{nerf|Removed uppermost hitbox on landing hit}}
**{{buff|Removed the useless, fully overlapped hitbox in the middle of the last air hit}}
*{{buff|Grab Pummel Heals/Charges 2 points instead of 1}}
*{{buff|Up Throw has better knockback growth (120 to 135), Charges 5 points instead of 3}}
**{{nerf|Does less damage (6 points reduced to 5)}}
**{{change|Graphic for charge updates during move rather than after}}
*{{buff|Invincibility starts 3 frames earlier when using {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} }}
**{{change|Moved the Graphic forward 1 frame so the hitboxes appear on the frame the beam has fully expanded}}
*{{nerf|[[Vine Whip]]'s base knockback from bast to tip changed from 40/40/40/60/80 to 40/40/40/40/80}}
**{{nerf|As well the damage from base to tip changed from 11/11/11/13/14 to 11/11/11/11/15}}
**{{buff|Fixed a bug that caused [[Vine Whip]] tether to fail if used near the end of its tether range}}
**{{change|Fixed a visual bug that made two vines appear on [[Vine Whip]] if Ivy had tethered to a ledge at least once.}}
*{{nerf|Back air angles reduced by 15% on the first swing and 5% on the second}}
*{{change|Amount charged/healed now accounts for stale moves}}
*{{change|Dash Attack has been given a new animation to differentiate it from running and dashing, in which Ivysaur does a full-bodied lunge. Hitbox and distance properties function the same.}}
*{{change|Added vine motion trails to jab, d-tilt, d-smash, f-air, and b-air.}}
*{{bugfix|Fixed a bug where attempting to heal an amount greater than Ivysaur's current percent wouldn't heal it at all}}
*{{bugfix|Fixed a bug allowing gaining or losing an unrelated amount of charge/health when hitting projectiles}}
====Full====
*{{buff|Forward tilt now has 5 hits instead of 4 and pulls inward.}}
**{{nerf|Removed final hitbox behind Ivysaur.}}
*{{buff|Up throw now Charges/heals 6 points instead of 3.}}


==Moveset==
==Moveset==
Up to date as of [version].
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2 | !!Name!!Damage!!Description
|-
! colspan=2 rowspan=2 | Neutral attack
| rowspan=2 | || 3% || rowspan=2 | Ivysaur strikes with one vine, followed by another vine that deals stronger horizontal knockback.
|-
|-
!Neutral attack
|4%
|Double Hit||3% then 4% (7% total)||Ivysaur strikes with its vines twice. The second hit has stronger horizontal knockback.
|-
|-
!Forward tilt
! colspan=2 | Forward tilt
|Grass Cutter||7 hits, 13% total||Leans forward spinning his leaves, [[Slash|cutting]] consecutively. The last hit is the strongest.
| || 2% (hits 1-4), 5% (hit 5) || Ivysaur leans forward and spins the leaves around its main bulb like a helicopter blade, hitting multiple times. This move can be aimed up or down.
|-
|-
!Up tilt
! colspan=2 | Up tilt
|Vine Trampoline||9% (center), 8% (sides)||Catapults with its vines upwards for a moment. Good range; the central hit has straight upwards knockback.
| || 9% (center), 8% (sides) || Ivysaur plants its vines on the ground and pushes itself into the air. Has good range, with the central hit dealing straight vertical knockback.
|-
|-
!Down tilt
! colspan=2 | Down tilt
|Grass Knot||2% (center) or 3% (tip), then 5% (7% total)||Ivysaur hits twice with its vines - similar to the neutral attack, but is faster, covers a lower area and has longer [[range]]. The first hit has [[set knockback]] when hitting at the tip. The second hit has either horizontal knockback if it hits at the center, or drags foes towards Ivysaur if hitting at the tip.
| || 2%-3% (hit 1) , 5% (hit 2) || Ivysaur whips two vines quickly along the ground, hitting twice with good range. The first hit has [[set knockback]] when hitting at the tip. The second hit has either horizontal knockback if it hits at the center, or drags foes towards Ivysaur if hitting at the tip.
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
! colspan=2 | Dash attack
|Tackle||12% (clean), 10% (late)||Slides and tackles the foe. The sweetspot has a diagonal angle with powerful base knockback.
| || 12% (clean), 10% (late) || Ivysaur lunges and tackles the foe. Connecting during the early part of the animation deals powerful base knockback.
|-
|-
!Forward smash
! colspan=2 | Forward smash
|Double-Edge||{{ChargedSmashDmgSSBM|15}}||Catapults forward with its vines. Decent knockback; can be used for [[edgeguard]]ing on-stage. Can be angled.
| || {{ChargedSmashDmgSSBM|15}} || Ivysaur plants its vines on the ground and launches its body forward. Decent knockback (30 base, 100 growth); can be used for [[edgeguard]]ing onstage. Can be angled up or down.
|-
|-
!Up smash
! colspan=2 | Up smash
|Spore Sap||{{ChargedSmashDmgSSBM|12}} (sides), {{ChargedSmashDmgSSBM|9}} (center)||Generates an explosion from its bulb. The lateral hitboxes have a diagonal angle, while the center [[flower]]s the enemy and heals 9% to Ivysaur (which also increases along with the attack's [[charge]], for a 12.3039% when fully charged).
| || {{ChargedSmashDmgSSBM|9}} (body), {{ChargedSmashDmgSSBM|12}} (explosion) || Ivysaur launches a burst of spores from its bulb. The lateral hitboxes deals strong vertical knockback, while the explosion deals more damage, less knockback, [[flower]]s the enemy, and heals 9% to Ivysaur. The percentage healed also increases with the attack's [[charge]], for a maximum of 12.3039% when fully charged).
|-
|-
!Down smash
! colspan=2 | Down smash
|Vine Spin||{{ChargedSmashDmgSSBM|14}} (center), {{ChargedSmashDmgSSBM|12}} (tip)||A quick, single horizontal spin with both vines. Has a [[semi-spike]] trajectory akin to {{PM|Jigglypuff}}'s down smash.
| || {{ChargedSmashDmgSSBM|14}} (center), {{ChargedSmashDmgSSBM|12}} (tip) || Ivysaur quickly whips out vines across the ground simultaneously on both sides. Has a [[semi-spike]] trajectory akin to {{PM|Jigglypuff}}'s down smash.
|-
|-
!Neutral aerial
! colspan=2 | Neutral aerial
|Blender||7 hits, 16% total||Spins around pointing at a downward diagonal angle. The last hit is stronger and has a diagonal trajectory.
| || 2% (hits 1-6), 4% (hit 7), 3% (landing) || Ivysaur spins while facing diagonally downwards. Hits multiple times with the last hit dealing minor knockback.
|-
|-
!Forward aerial
! colspan=2 | Forward aerial
|Power Whip||9% (center), 13% (tip)||Slams down with both vines. Has some start-up, but the tip is powerful, while the center can set-up combos at low percentages.
| || 9% (center), 13% (tip) || Ivysaur slaps forward with both vines. Has some start-up, but the tip is powerful, while the center can set up combos at low percentages.
|-
|-
!Back aerial
! colspan=2 | Back aerial
|Spinning Plant||4%, then 8% (clean), 7% (late) or 5% (tip)||Spins vertically and hits backwards with its two respective vines. The second hit has a semi-spike angle that can easily [[gimp]] recoveries.
| || 4% (hit 1), 5% (hit 2 near), 7% (hit 2 mid), 8% (hit 2 far) || Ivysaur spins vertically and hits backwards with its two respective vines. The second hit has a semi-spike angle that can easily [[gimp]] recoveries.
|-
|-
!Up aerial
! colspan=2 | Up aerial
|Bulb Burst||10%, 7% (bulb interior), 6% (descent)||Sends an explosion from its bulb above it, then quickly falls down. The bulb interior flowers the opponent and heals 7% to Ivysaur. The descent [[meteor smash]]es enemies and can be quickly [[L-cancel]]ed for follow-ups. Ivysaur starts [[fast fall]]ing when the move is executed.
| || 7% (bulb interior), 10% (explosion), 6% (descent) || Ivysaur shoots a burst of spores out of its bulb and propels itself downward. The bulb interior flowers the opponent and heals 7% to Ivysaur. The descent weakly [[meteor smash]]es enemies and can be quickly [[L-cancel]]ed for follow-ups. Ivysaur starts [[fast fall]]ing as soon as the move is executed.
|-
|-
!Down aerial
! colspan=2 | Down aerial
|Meteor Powder||10%, 7% (bulb interior)||Sends an explosion from its bulb below it. Similar to the up aerial. The regular hit has a more horizontal trajectory for gimps, while the bulb interior powerfully meteor smashes the opponent in addition to flowering them, whilst healing 7%. Resets Ivysaur's falling speed when used.
| || 7% (bulb interior), 10% (explosion) || Ivysaur turns upside-down and shoots a burst of spores out of its bulb. Similar to its up aerial, but deals slightly less knockback. The regular hit has a more horizontal trajectory for gimps, while the bulb interior powerfully meteor smashes the opponent in addition to flowering them and healing 7% from Ivysaur. The move completely stops Ivysaur's descent, and its quick animation can be combined with Ivysaur's fast air speed to provide a good horizontal recovery option.
<!--Grab aerial-->
<!--Grab aerial-->
<!--Glide attack-->
<!--Glide attack-->
|-
|-
!Grab
! colspan=2 | Grab
|Bind||&mdash;||Stretches its vines and binds the opponent. Has shorter range than other extended grabs, but less ending lag.
| || &mdash; || Stretches Ivysaur's vines and binds the opponent. Has shorter range compared to other extended grabs, but less ending lag.
|-
|-
!Pummel
! colspan=2 | Pummel
|Absorb||2%||Pressures the opponent. Heals 1% to Ivysaur every time it is used.
| || 1% || Squeezes the opponent. Heals 1% to Ivysaur every time it is used. The amount charged or healed accounts for [[stale-move negation]].
|-
|-
!Forward throw
! colspan=2 | Forward throw
|Ivy Toss||11%||Tosses the opponent forward with its vines.
| || 10% || Ivysaur tosses the foe forward with its vines.
|-
|-
!Back throw
! colspan=2 | Back throw
|Reverse Launch||10%||Spins, then tosses backwards with its vines. Higher base knockback but lower knockback growth than the forward throw, and a more horizontal angle.
| || 11% || Ivysaur spins, then tosses the foe backwards with its vines. Higher base knockback and knockback growth than the forward throw, and a more horizontal angle.
|-
|-
!Up throw
! colspan=2 | Up throw
|Bulb Catapult||10%||Puts the foe over its bulb, then throws upwards with its vines. Can [[chaingrab]] fastfallers.
| || 6% || Ivysaur puts the foe over its bulb, then bounces them into the air with it. The move charges and heals 6 points every time it is used and will flower opponents. Can [[chaingrab]] fastfallers.
|-
|-
!Down throw
! colspan=2 | Down throw
|Slam||10%||Slams the foe into the ground with its vines. Another throw for chaingrabbing fastfallers. At higher percentages, or against other characters, it can lead into an aerial or SolarBeam.
| || 10% || Ivysaur does a flip and slams the foe into the ground with its vines. A good throw for chaingrabbing fastfallers. At higher percentages, or against other characters, it can lead into an aerial, a Vine Whip, or SolarBeam.
|-
|-
!Floor attack (front)
! colspan=2 | Floor attack (front)
|Spinning Get-up||6%||Get up with an horizontal spin swinging its vines.
| || 6% || Ivysaur get up with a horizontal spin, swinging its vines.
|-
|-
!Floor attack (back)
! colspan=2 | Floor attack (back)
|Get-up Whip||6%||Hits to both sides with its respective vines.
| || 6% || Ivysaur gets up and strikes both sides with its vines.
|-
|-
!Floor attack (trip)
! colspan=2 | Floor attack (trip)
|Trip Whip||5%||Similar the back floor attack.
| || 5% || Ivysaur stands up and hits both sides with its vines.
|-
|-
!Edge attack (fast)
! colspan=2 | Edge attack (fast)
|Ledge Sweeper||8%||Climbs the edge and then swings a vine.
| || 6% (close), 8% (far) || Ivysaur climbs onto the stage and swings a vine.
|-
|-
!Edge attack (slow)
! colspan=2 | Edge attack (slow)
|Rising Bash||10%||Gets up with a headbutt.
| || 10% || Ivysaur slowly climbs up and delivers a quick headbutt.
|-
|-
!Neutral special
! colspan=2 | Neutral special
|{{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}}||4% (charge), 25% (SolarBeam)||Holding the special button slowly heals 1% to Ivysaur and builds up bulb charge. The charge start-up produces [[wind]] and also damages nearby foes (though with no [[knockback]]). Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 18% or more damage healed, either by the move itself or its bulb attacks and pummel. The SolarBeam has an [[electric]] effect and cannot be [[reflect]]ed, but can be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]. Ivysaur falls [[helpless]] after firing the beam.
| {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} || 4% (charge), 25% (SolarBeam) || Holding the special button heals Ivysaur of approximately 1% damage per second and builds up bulb charge at the same rate. The charge start-up produces [[wind]]. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 22% or more damage healed, either by the move itself or by bulb attacks and pummel. The SolarBeam has an [[electric]] effect and cannot be [[reflect]]ed, but can be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]. Ivysaur becomes [[helpless]] after firing the beam.
|-
|-
!Side special
! colspan=2 | Side special
|[[Razor Leaf]]||3% each hit||Ivysaur fires a spinning leaf forward, which hits enemies consecutively. It can either send a slow-spinning leaf that conserves its speed, or a fast-spinning one with faster initial speed but gradual deceleration. Both last for the same amount of time. Ivysaur can also smash-throw the leaf for increased speed and duration. Both leaf versions can be reflected, cannot be angled and vanish upon hitting a surface, but pass through foes and [[shield]]s.  
| [[Razor Leaf]] || 3% each hit || Ivysaur fires a spinning leaf forward, which hits enemies consecutively when used as a tilt and hits once when thrown as a smash attack. The leaf can be reflected, but cannot be angled and vanish upon hitting a surface, and can pass through foes and [[shield]]s.  
|-
|-
!Up special
! colspan=2 | Up special
|[[Vine Whip]]||13%, 18% (tip)||Ivysaur enlarges its vine and strikes with it diagonally upwards at its front. The regular hit can be easily used for repelling airborne enemies or edge-guarding onstage, while the tip has high potential that can yield KOs at low percentages. In midair it gives Ivysaur a boost upward, and acts as a [[tether recovery]].
| [[Vine Whip]] || 11% (base), 15% (tip) || Ivysaur shoots a vine diagonally upwards. The sourspot can be easily used for repelling airborne enemies or edge-guarding onstage, while the sweetspot deals high knockback that can yield KOs at low percentages. In midair, it gives Ivysaur a boost upward, and acts as a [[tether recovery]].
|-
|-
!Down special
! colspan=2 | Down special
|{{s|bulbapedia|Seed Bomb}}||10%||Ivysaur fires a flashing seed upwards, in a motion similar to his old neutral special. It can be slightly angled sideways, and keeps momentum when used in midair. The seed then falls down and releases Stun Spores upon hitting a surface. The seed itself has decent vertical knockback, while the spores [[stun]] opponent in range, being able to [[punish]] opponents attempting to dodge Ivysaur. It can be reflected, though when doing so, the seed's trajectory will be unaltered; it will just damage Ivysaur if it comes close.
| {{s|bulbapedia|Seed Bomb}} || 10% || Ivysaur fires a flashing seed upwards in a motion similar to its old neutral special. It can be slightly angled sideways in the same way as Snake's up-smash, and keeps momentum when used in midair. The seed then falls down and releases Stun Spores upon hitting a surface. The seed itself has decent vertical knockback, while the spores [[stun]]s any opponent in range, being able to [[punish]] opponents attempting to dodge Ivysaur. The seed can be reflected, though when doing so, the trajectory will be unaltered; it will just damage Ivysaur if it comes close to the explosion.
|-
|-
!Final Smash
! colspan=2 | Final Smash
|None (yet)|| ||Along with Charizard and Squirtle, Ivysaur doesn't have a Final Smash for the current version of ''Project M''. Getting a [[Smash Ball]] with it will just cause it to shatter without any effect.
| {{s|bulbapedia|Sunny Day}} || 25% (each SolarBeam) || Ivysaur summons strong sunlight, restoring 66% of damage and giving Ivysaur three SolarBeam charges.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{Sm|Denti|USA}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|TheReflexWonder|USA}}
 
*{{Sm|Vwins|Canada}}
''See also: [[:Category:Ivysaur players (PM)]]''
*{{Sm|Sweet|USA}}
 
*{{Sm|Cala|USA}} - Ranked 33rd on [[PMRank 2018]].
*{{Sm|Kendrick|USA}} - Ivysaur/ROB dual main ranked #34 on [[PMRank 2023]].
*{{Sm|Nogh|USA}} - Ranked 26th on [[PMRank 2019]], now dual mains Ivysaur.
*{{Sm|Sabre|USA}} - Ranked 2nd in SoCal and 40th on PMRank 2019, and inventor of character-specific tech including the Flop Lock.
*{{Sm|Sothe|USA}} - Ranked 10th on the [[PMRank 2019]] and a notable inactive on [[PMRank 2023]]. Considered the best Ivysaur player in the world.
 
==Alternate costumes==
===Project M===
Ivysaur now has more significant [[palette swap]]s to be more distinctive in [[Team Battle]]s. In addition, it has received  blue, purple, white, and black recolors. Ivysaur's green color is now their {{s|bulbapedia|Shiny}} palette.
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=7|[[File:Ivysaur Palette (PM).png|frame|center|Ivysaur's alternate costumes in PM]]
|-
|[[File:IvysaurHeadSSBB.png]]
|[[File:IvysaurHeadRedPM.png]]
|[[File:IvysaurHeadGreenPM.png]]
|[[File:IvysaurHeadBluePM.png]]
|[[File:IvysaurHeadPurplePM.png]]
|[[File:IvysaurHeadWhitePM.png]]
|[[File:IvysaurHeadBlackPM.png]]
|}
===Project+===
In ''[[Project +]]'', Ivysaur received a complete color revamp, and has a blue skin tone that matches the modern design. Ivysaur also obtains an alternate costume based on the [[Substitute]] doll with further recolors, including a pink color based off of the {{s|bulbapedia|Poké Doll}}. Ivysaur's third costume is Hex Maniac Ivysaur, inspired by the {{s|bulbapedia|Hex Maniac}} Trainer Class as it appears in ''{{s|bulbapedia|Pokémon Ruby & Sapphire}}''. The costume includes ghostly effects over the standard leaf and seed effects. The pink Hex Maniac costume has an outfit design similar to the White Mage class from the ''Final Fantasy'' series, while the green Hex Maniac costume resembles Grunty from Banjo-Kazooie. The blue costume resembles the Hex Maniac design from ''{{s|bulbapedia|Pokémon X & Y}}''.
 
[[File:Ivysaur Palette (P+).png|1200px|thumb|center|Ivysaur's alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:Ivysaur Z P+.png|160px]] [[File:Ivysaur R_P+.png|160px]]
 
'''Z-Secret Costume:''' "Clone Ivysaur": Based particularly on both Bulbasaurtwo and Venusaurtwo from ''Pokémon: Mewtwo Strikes Back''.


==Palette swaps==
'''R-Secret Costume:''' Cactus/Desert based costume: May have been inspired by desert-dwelling {{s|bulbapedia|Grass}}-type Pokémon resembling cacti, such as {{s|bulbapedia|Cacnea}} and {{s|bulbapedia|Maractus}}.
[[Image:Ivysaur Palette (PM).png|frame|center|Ivysaur's palette swaps in PM]]


==Trivia==
==Trivia==
*Ivysaur's SolarBeam has a 2D sprite, but unlike other objects with this feature, it won't keep facing the screen and will instead remain flat like [[Mr. Game and Watch]].
*Strangely, Ivysaur and {{PM|Squirtle}} are the only characters in ''Project+'' that cannot appear as opponents in [[All-Star Mode]].
*SolarBeam is one of the two only moves that can be absorbed but not reflected, the other being {{PM|Zero Suit Samus}}'s down smash. SolarBeam is however the only [[projectile]] with this feature.
*Ivysaur's Solar Beam has a 2D sprite (that comes from Suicune's Poké Ball move); unlike other objects with this feature, it won't keep facing the screen and will instead remain flat like [[Mr. Game & Watch]].
*Solar Beam is one of only two moves that can be absorbed but not reflected, the other being {{PM|Zero Suit Samus}}'s down smash.
*Seed Bombs use the same graphic as [[Deku Nut]]s.
*Seed Bombs use the same graphic as [[Deku Nut]]s.
*Ivysaur's Pokémon Trainer victory pose has not been replaced, compared to with Charizard and Squirtle, making it the only character in the game with just two victory poses.
*Unlike Squirtle and Charizard, Ivysaur's Pokémon Trainer victory pose has not been replaced, making it the only character in the game with just two victory poses.
*In older versions of Project M, Ivysaur's SolarBeam was shot out of its mouth.
*In older versions of ''Project M'', Ivysaur's Solar Beam was shot out of it’s  mouth.
*In [[The Subspace Emissary]], Ivysaur cannot be selected as a playable character during cutscenes; the Pokémon Trainer (who is referred to with {{PM|Mewtwo}}'s name) will always default to {{PM|Squirtle}} prior to Charizard's capture and {{PM|Charizard}} after its capture, and [[Pokémon Change]] does not exist in ''Project M''.
*Originally, its Z-Secret costume took visual inspiration from [[bulbapedia:Vileplume (Pokémon)|Vileplume]] who, like Ivysaur, is a Grass/Poison-type Pokémon originating from ''{{s|bulbapedia|Pokémon Red & Blue}}'' and could be seen as a counterpart to another fully-evoled Grass/Poison-type Pokémon, [[bulbapedia:Victreebel (Pokémon)|Victreebel]].


==External links==
==External links==
*[http://projectmgame.com/en/characters/ivysaur Project M character page]
*[https://pmunofficial.com/en/characters/ivysaur/ Ivysaur's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/i3n94h/labbing_discord_results_ivysaur/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Ivysaur]]
[[Category:Ivysaur]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 08:27, November 7, 2024

Ivysaur
in Project M and Project+
Ivysaur SSBB.jpg
PPlus Ivysaur.png
PPlus Substitute Ivysaur.png
PPlus Hex Maniac Ivysaur.png

PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Ivysaur (SSBB)
Alternate costume Substitute Ivysaur (Project+), Hex Maniac (Project+)
Ivysaur (SSBB)

Ivysaur is a playable character in the Brawl mod Project M. Like Charizard and Squirtle, it has been separated from the Pokémon Trainer and so fights alone. Its down special move, Pokémon change, has been replaced with Seed Bomb and it has also been given significant buffs.

Ivysaur ranks 28th out of 41 on the official tier list, toward the midst of the C tier, roughly the same placement as Pokémon Trainer in Brawl. However, as Ivysaur was considered near-useless as a standalone character in Brawl, this is a significant increase in apparent viability. In the official Project+ tier list, it places at an even higher placement of 19th, landing in the bottom of A tier.

Attributes[edit]

In the transition to Project M, Ivysaur was significantly buffed and modified to function as a mid-range zoning and anti-air character. It no longer depends on the Pokémon Trainer, losing its stamina system and crippling weakness to fire moves. It now also fights with self-healing moves and status effects befitting the Grass/Poison typing it has in its home series.

Ivysaur's ground moves have all received buffs. its up-smash remains the most powerful in the game and comes out more quickly, making it a more viable KO option, and its down-smash is a strong semi-spike useful both for relieving pressure and for edgeguarding. All of its other ground moves were reworked for speed and combo potential, and its jab now consists of two strong hits useful for keeping foes at a distance.

In the air, Ivysaur's buffed air speed gives it greater mobility for combos. Combined with its new combo option in neutral-air, its reworked forward-air designed for wall of pain combos, and its back-air – formerly one of the worst moves in the game – which can easily gimp foes offstage, foes approaching from the air are at significant risk of being comboed or simply pushed offstage. Its up-air now shoots it to the ground faster, and its down-air provides enough of a momentum boost to serve as a much more reliable tool for horizontal recovery; when used offensively with Ivysaur's new air speed, they can also serve as a juggling move and an offstage meteor smash, respectively.

Synthesis, its new neutral special, allows Ivysaur to heal itself for as long as the special button is held down, and its slight ending lag can be landing-cancelled. This gives Ivysaur a completely unique camping option, as some characters that rely on projectiles to force an approach can be outplayed if Ivysaur can heal itself quicker than damage can be tacked on. Characters like Falco who have reliable flinching projectiles can still lock down Ivysaur from a distance, but Ivysaur can easily force an approach from slow or non-flinching zoners like Toon Link and Fox, as Synthesis is nearly sufficient to outpace the damage they deal. Even if Ivysaur cannot completely undo damage received while using Synthesis, the move can force an approach anyway because it also charges up Ivysaur's second neutral special.

Once it heals 22 percentage points of damage, Ivysaur's next neutral special will become a one-time SolarBeam, a long-ranged energy beam that travels at a 45º angle from Ivysaur's bulb all the way to the upper blast line on most stages. With a SolarBeam, Ivysaur can deal a powerful finishing blow to opponents otherwise out of reach, and the move's lingering hitbox can stick around if the target airdodges too early. However, a SolarBeam charge can also serve as an effective zoning threat, as the glow of a full charge is easily visible to opponents. As a result, opponents aware of the charge will often try to recover low or approach in ways that don't put them at risk of being hit, enforcing predictable behavior that the player can take advantage of.

Ivysaur can alternatively heal itself and charge SolarBeam through some direct attacks, like its pummel (1%), up-throw (6%), and the sweetspots on its up-smash (9%), up-air (7%), and down-air (7%). The latter four will also flower any opponents they hit, and outside of its up-smash, they can all chain into themselves reliably. Using these moves in quick succession can self-heal Ivysaur at a startling rate while also building the rate of damage the flower deals, often forcing the target to button-mash and remove the flower instead of readying a counterattack.

Razor Leaf was reworked for consistency and combo ability, giving Ivysaur a more reliable mid-range projectile, while Vine Whip's buffed damage and speed let it function as a great KO option out of a down-throw or even to punish foes on platforms. Ivysaur's new down-special, Seed Bomb, is perhaps its best tool to keep foes in the air; as the projectile rises higher, so does its knockback, which serves the same purpose as its forward-air in steadily walling foes to the blast line. Additionally, Seed Bomb has awkward but effective potential for zoning on the ground, as it will stun any foe it lands near, providing opportunities for punishment.

Despite Ivysaur's numerous buffs, it still has some weaknesses from Brawl that can be exploited. Ivysaur's power and flexibility in mid-range situations do not extend to close-range or long-range fights. Ivysaur's moves all have some startup that close-range combatants can take advantage of, especially out of shield, while Razor Leaf and Seed Bomb aren't enough to reach ranged fighters. While previously a middleweight in Brawl, Ivysaur is now a lightweight, worsening its survivability and forcing it to use its self-healing moves to stick around. Its grab, while still as laggy as before, was shortened, making setups off of its throws much harder to achieve. Despite Project M's improved tether recovery mechanics, Ivysaur can still be knocked out of a Vine Whip mid-animation.

However, if players can consistently keep foes at mid-range or in the air, Ivysaur's plethora of combo and KO options can easily carry it to victory.

Changes from Brawl to PM[edit]

In Brawl, Ivysaur was tied to the Pokémon Trainer and was considered the worst out of the three Pokémon and it was even considered a contender for the worst character in the game when judged as a standalone character. As a result, Ivysaur was buffed greatly from Brawl to PM. Ivysaur is no longer tied to the Pokémon Trainer and its moveset has been heavily revamped. Many of Ivysaur's biggest weaknesses including its abysmal aerial game and recovery have been greatly improved. All of Ivysaur's aerials have seen many improvements in different areas and its air speed has been increased granting it a much stronger aerial game. Vine Whip is stronger, has more range and it can no longer be edgehogged making Ivysaur's recovery much less exploitable especially when combined with its higher air speed and the introduction of directional air dodging. Many of Ivysaur's attacks have seen either improvements to their speed or power and Ivysaur now has a new very powerful tool in its kit with its Solar Beam which has replaced Bullet Seed. Ivysaur can now synthesise to build up charge for its Solar Beam. It can do this by either using its neutral special to slowly build it up or to land attacks which involve its bulb including its up smash, up throw, up and down aerials and pummel. All these attacks now heal Ivysaur and they all have a flower effect to further increase their damage output (although up smash, up aerial and down aerial require landing a sweetspot to perform this). Once the Solar Beam has been fully charge, Ivysaur can release a devastating beam which deals 25%, crosses the entire screen and has very high KO power giving it incredible KO and edgeguarding potential.

Despite these huge buffs, Ivysaur also received a few nerfs. Ivysaur is much lighter greatly hindering its endurance. Its KO moves including the afforementioned up smash and up aerial are far less consistent due to receiving sourspots (although those moves have seen significant buffs in other areas and they still have excellent KO power when sweetspotted) while moves such as forward smash, forward aerial and up throw have reduced KO potential. This is especially poor as killing was already one of Ivysaur's weaknesses although this is compensated with Solar Beam. Ivysaur's zoning is also weaker in some ways as its back aerial is slower and has less range while Razor Leaf is slower and only one leaf can be out at a time. Lastly as it is no longer apart of the Pokémon Trainer, Ivysaur cannot switch out with Charizard or Squirtle to cover up its poor matchups.

Overall, Ivysaur is far superior to its Brawl incarnation and is significantly more viable in competitive play than the Pokémon Trainer despite still being in the lower half of the tier list.

Aesthetics[edit]

  • Change New on-screen appearance: Ivysaur unplants itself from the ground.
  • Change Pokémon Trainer victory pose has been removed.
  • Change Ivysaur has many new alternate costumes.

Attributes[edit]

  • Buff Ivysaur's air speed is higher (0.752 → 0.88) improving its recovery and aerial approach.
  • Nerf Ivysaur is significantly lighter (100 → 85), drastically worsening its horizontal endurance.
    • Buff This also makes Ivysaur invulnerable to Fox's waveshine combos.
  • Change Ivysaur's fall speed is higher (1.35 → 1.7) though it is lower relative to the cast.
  • Change Ivysaur's gravity is slightly higher (0.07 → 0.075).
  • Change Ivysaur's traction is higher (0.0532 → 0.06). This makes it easier for Ivysaur to punish out of shield but reduces the distance its new wavedash covers.
  • Buff Ivysaur is no longer tied to the Pokémon Trainer. Because of this, Ivysaur is no longer affected by stamina or type effectiveness meaning that Ivysaur no longer takes additional knockback from fire attacks nor does its attacks get weaker over time.
    • Nerf However, this also removes Ivysaur's ability to adapt to different matchups by switching to Charizard or Squirtle. It also means Ivysaur doesn't resist Squirtle's Water moves.

Ground Attacks[edit]

  • Buff Jab combo has more range, the second hit deals more damage (2% → 4%) and both hits have less startup lag (frame 7 → 2 (hit 1), frame 8 → 6 (hit 2)) and deal more knockback. The first hit also has less ending lag (frame 28 → 16).
  • Nerf Ivysaur no longer has a rapid jab hindering jab's damage racking potential. The first hit also has a shorter duration (frames 7-10 → 2-4).
  • Buff Dash attack has a new animation where Ivysaur break dances. This gives it less ending lag (frame 44 → 35) which when combined with the removal of hitstun canceling, improves its combo potential.
  • Buff Forward tilt links much better and has less startup (frame 6 → 5) and ending lag (frame 42 → 36).
  • Nerf Forward tilt deals slightly less damage (14% → 13%).
  • Buff Up tilt has a slightly longer duration (frame 9-14 → 9-15) and deals more damage (7% → 9%/8%).
  • Nerf Up tilt has more ending lag (frame 35 → 36).
  • Buff Down tilt has more range and does slightly more damage at the tip (2% → 3%) It also has less ending lag (frame 38 → 32) and both hits have a longer duration (1 frame → 2 (frames (hit 1), 4 frames (hit 2)). It also has more range and the second hit launches opponents vertically granting it combo potential.
  • Nerf Down tilt has more startup lag (frame 4 (hit 1), frame 9 (hit 2) → 8 (hit 1), 12 (hit 2)).
  • Buff Forward smash has less startup lag (frame 17 → 15) and can now be angled.
  • Nerf Forward smash deals slightly less damage (16% → 15%) hindering its KO potential.
  • Buff Up smash has dramatically faster startup (frame 26 → 13) and ending lag (frame 60 → 47), and has a sweetspot which has a flower effect increasing its maximum damage output (17% → 24%) and heals Ivysaur.
  • Nerf Up smash's clean hit deals less base damage (17% → 9%) and while its knockback growth was compensated (90 → 150), the universally increased falling speeds hinder its KO potential. It also now has a sourspot with a grass effect which deals less damage (17% → 12%) and knockback (80 (base), 90 (scaling) → 50/100) and sends opponents at a less vertical angle.
  • Buff Down smash has less startup (frame 16 → 10) and ending lag (frame 64 → 48), does much more damage (8% → 14%/12%) and knockback, and has a semi-spike angle.

Aerial Attacks[edit]

  • Buff Neutral aerial has a bigger hitbox that connects much better and deals more damage (14% → 16%) and has higher knockback.
  • Nerf Neutral aerial has more ending (frame 41 → 42) and landing lag (11 frames → 14).
  • Buff Forward aerial's sweetspot deals slightly more damage (12% → 13%) and forward aerial has less ending lag (frame 51 → 35) which when combined with the removal of hitstun canceling greatly improves its follow-up potential. It also has less landing lag (28 frames → 19).
  • Change Forward aerial's sourspot and sweetspot have been swapped around. This makes forward aerial a stronger spacing tool but makes the sweetspot harder to land.
  • Nerf Forward aerial deals less knockback especially the sourspot which deals less damage (10% → 9%).
  • Buff Back aerial deals significantly more damage (2% → 4% (hit 1), 2%/3% → 5%/7%/8% (hit 2)) and has much more knockback giving it stronger gimping potential. It also has less ending lag (frame 46 → 41).
  • Nerf Back aerial has more startup lag (frame 4 (hit 1), 13 (hit 2) → 7/17), landing lag (10 frames → 17) and has less range.
  • Buff Up aerial has less startup (frame 12 → 9), ending (frame 53 → 36) and landing lag (22 frames → 21). It also shoots Ivysaur to the ground faster, has a sweetspot with a flower effect making it deal more total damage (16% → 18%), deals slightly more knockback and heals Ivysaur. It now has a hitbox during Ivysaur's descent which can lightly meteor smash, greatly increasing its safety and making it a strong landing option.
  • Nerf Up aerial now has a sourspot which deals much less damage (16% → 10%) and knockback and the sweetspot deals less base damage (16% → 7%).
  • Buff Down aerial has less startup lag with a longer duration (frame 11 → 8-10) and has less ending (frame 64 → 48) and landing lag (28 frames → 24) and it now auto-cancels in a short hop. It also gives Ivysaur a momentum boost rather than halting all of Ivysaur's momentum allowing it to aid Ivysaur's recovery, and both the sourspot and sweetspot are much stronger and the sweetspot now has a flower effect greatly increasing its damage output (8% → 20%) and it also heals Ivysaur.

Grabs and Throws[edit]

  • Nerf Grab range has been reduced, now just being of a slightly-above-standard range rather than acting as an extended grab. Ivysaur's standing grab also has more startup lag (frame 13 → 14).
  • Buff Dash grab has less startup lag (frame 13 → 12).
  • Buff Pummel now heals Ivysaur.
  • Nerf Pummel deals less damage (3% → 1%) and has more ending lag (frame 25 → 28).
  • Buff Forward throw deals more damage (8% → 10%).
  • Buff Back throw deals more damage (10% → 11%).
  • Buff The universally decreased falling speeds and the removal of hitstun canceling grant up throw and down throw combo potential.
  • Buff Up throw now has a flower effect increasing its overall damage output (10% → 17%) as well as healing Ivysaur.
  • Nerf Up throw deals less base damage (10% → 6%) hindering its KO potential.

Special Moves[edit]

  • Buff Ivysaur has a new neutral special: Synthesis and Solar Beam. Synthesis has a weak hitbox with set knockback on startup and holding the special button slowly heals Ivysaur and builds up charge. Charge is shown as a glowing light in Ivysaur’s bulb that grows bigger and fills the bulb when fully charged. Once the charge is full, using the move fires a powerful energy beam diagonally upwards. It can also be charged by connecting with Ivysaur's bulb attack sweetspots (including up smash, up throw, up and down aerials and pummel). Compared to Bullet Seed, Solar Beam is a much more powerful KO move/edge-guarding tool and has much more range. Solar Beam also has intangibility.
  • Nerf Compared to Bullet Seed, Solar Beam has more startup lag (frame 4 (initial hit), frame 16 (seeds) → 20) and it cannot be held greatly reducing its maximum damage output (60% → 25%) and duration (6 seconds → frames 20-41). It is also worse for catching landings if the opponent is directly above Ivysaur and Solar Beam leaves Ivysaur helpless if used in the air.
  • Buff Razor Leaf has a longer duration (frames 22-69 → 22-74), and it can now hit multiple targets and deal damage consecutively. It additionally flies in the same straight path instead of randomly angling, making the move more consistently usable.
  • Nerf Razor Leaf travels much slower covering a significantly shorter distance and it now deals consistent damage (8% (near), 6% (mid), 4% (far) → 3%). It also vanishes upon making contact with a surface, worsening its overall durability, and only one Razor Leaf can be out at a time.
  • Buff Vine Whip's sweetspot is stronger, dealing higher damage (13% → 15%) and knockback. Vine Whip also has more range and can no longer be edgehogged due to Project M's new tether mechanics.
  • Change Vine Whip now plays the ping SFX if the sweetspot connects.
  • Buff Ivysaur has a new down special: Seed Bomb, which sends a powerful projectile vertically similar to Snake's up smash. It releases Stun Spores upon hitting the ground, which stun opponents in range. The move can also be angled left or right slightly. It's great for both punishing aerial approaching foes and catching grounded enemies off-guard. Compared to Pokémon Change, it has much less ending lag (>frame 120 → 58) making it far less punishable.
  • Nerf Unlike Pokémon Change, Seed Bomb does not grant Ivysaur intangibility nor does it reset stale move negation.
  • Change Ivysaur has a new Final Smash Sunny Day. Ivysaur synthesises, heals 66% damage and gains access to three fully charged Solar Beams.

Changes from PM to P+[edit]

Revisions[edit]

v2.6[edit]

  • Buff Forward tilt links more reliably and has slightly less range behind it.
  • Buff Up smash sweetspot's shield damage is increased.
  • Buff Down smash start-up is faster.
  • Buff Neutral air hitbox size increased, landing hitbox better for comboing.
  • Buff Standing grab and pivot grab have slightly increased vertical range.
  • Buff Up tilt horizontal range increased; animation is faster; knockback growth decreased,which is great for comboing into itself
  • Buff Down tilt second hit sends at an upward angle,which can lead to many follow-ups.
  • Buff Fastfall speed slightly increased.
  • Nerf Grab pummel deals slightly less damage.
  • Nerf Razor Leaf (projectile) does less damage per hit.
  • Nerf Down tilt range reduced.
  • Change Jab range is better overall while Jab 1 IASA is worse.
  • Nerf Dash Attack animation is faster, strong hit duration is shorter.
  • Nerf Forward air downward range decreased; animation slightly faster overall; all hits send opponents vertically.
  • Nerf Back air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall.
  • Buff Up air falling hitbox is a spike for the first four frames while shield damage is added to bulb sweetspot and can no longer fastfall during up air to slow decent.
  • Change Down air has a faster start-up but greater endlag, shield damage added to sweetspot and can skip to a 3rd+ "float" effect by holding down during start-up.
  • Change Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range.
  • Buff Synthesis/Solar Beam when uncharged now has a landing cancel, healing starts later in the animation, and holding B to full charge allows you to continue healing until you let go of B.
  • Nerf Solarbeam now takes 22% to fully charge.
  • Buff Charged Synthesis/Solar Beam transition to Special Fall can now grab ledges backward.
  • Change Razor Leaf animation is faster all around, Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on-screen at a time and can now be fastfalled.
  • Change Vine Whip's sweetspot hitbox size decreased, grounded Vine Whip now matches aerial Vine Whip (has an extra active frame).
  • Bug fix Fixed a glitch where the Vine Whip's "hop" wouldn't happen immediately after hitstun.
  • Buff Seed Bomb can be angled to the left or right (less so while in the air), aerial Seed Bomb no longer pushes Ivysaur downward.

v3.0[edit]

  • Buff Forward tilt back hitbox and the innermost front hitbox have increased SDI multipliers.
  • Buff Forward air damage increased by 1%.
  • Buff Back air send off hits have increased base knockback, and the inner trajectory has been lowered.
  • Buff Back air outer hitbox damage increased to 5%.
  • Buff Down air damage increased and homogenized against grounded and aerial targets to 7%.
  • Buff Back throw knockback growth increased.
  • Buff Down throw knockback growth increased.
  • Buff Vine Whip's sweetspot hitbox size slightly increased.
  • Buff Vine Whip's sweetspot damage increased to 18%.
  • Buff Up throw knockback growth decreased,so it makes it easier to go for a back aerial at higher percents.
  • Buff Up throw angle increased to send slightly behind Ivysaur,which perfectly sets up a back aerial gimp.
  • Buff Neutral air final hit knockback growth decreased,which makes it more reliable for repeated hits,or follow-ups.
  • Buff Fall speed slightly increased, and fastfall speed increased.
  • Nerf Forward tilt endlag increased.
  • Nerf Forward tilt's back final hitbox damage decreased to match earlier weak hits.
  • Nerf Down air ending lag increased.
  • Nerf Down air sweetspot size decreased, with the sweetspot deeper inside Ivysaur.
  • Nerf Forward throw knockback lowered to match v2.6 back throw.
  • Nerf Seed Bomb seeds rise slower, do not go as high, and fall more slowly as well.
  • Nerf Forward air startup increased.
  • Change Increased aerial drift strength and decreased aerial friction.
  • Change Slightly decreased grounded friction.
  • Nerf Down tilt's 2nd hit now only pops up at the outer 2 hitboxes instead of outer 3 hitboxes.
  • Change Forward air hitbox angles have been noticeably lowered to send further horizontally.
  • Change Forward air base knockback increased, knockback growth decreased.
  • Change Back air closer endlag mostly reverted to v2.5. Still allows a small window to short-hop Back Air autocancel.
  • Change Up air sweetspot knockback growth and damage increased. Hitbox size decreased, with the sweetspot deeper inside Ivysaur. Sourspot angle decreased.
  • Change Up air no longer halts horizontal momentum on fall.
  • Change Up air meteor hitboxes redone - now two side-by-side hitboxes that maintain horizontal coverage with negative disjoint on the bottom.
  • Bug fix Grabs - outer 2 of 5 boxes on standing and pivot grab + outer 1 box of 3 on dash grab are ground-only to alleviate chain grab issues.
  • Change Synthesis/Solar Beam startup hit is now a relatively weak wind box.
  • Buff Synthesis/Solar Beam max charge lowered from 22% to 18%.
  • Change Aerial Synthesis/Solar Beam land-cancels only if the Special Button is not held.
  • Change Razor Leaf checks if existing leaf is out on frame 1 instead of 15.
  • Change Razor Leaf hit refresh rate is slower, damage per hit is increased by 1, and hit angle is increased to send further vertical.
  • Change Razor Leaf is slowed down to v2.5 timings while float physics are also reverted to v2.5, but the move lasts 5 frames longer.

3.01[edit]

  • Buff Up air non-L-canceled landing lag value decreased slightly.
  • Nerf Jab 1 and jab 2 had a chance to cause a trip, this has been removed.

v3.5[edit]

  • Buff Ivysaur has a new final smash.
  • Nerf Second hit of back aerial deals more damage at the center rather than at the tip.
  • Buff Back throw does more damage.
    • Nerf However, it deals less base knockback.
  • Buff Up throw now heals 3%.
    • Nerf It now causes less damage.
  • Nerf Forward throw does less damage.
    • Buff However, its knockback has increased.
  • Nerf Vine Whip deals less damage.
  • Nerf Solar Beam takes longer to fully charge.
  • Change Ivysaur receives a new black palette swap.

v3.6[edit]

Beta[edit]

  • Buff Forward tilt now angle-able, better multihit linking and damage, better IASA
    • Nerf However, it has 4 hits instead of 7
  • Buff Forward Smash has a better knockback
  • Buff Neutral Air tweaked to have hitboxes open longer
    • Nerf Removed uppermost hitbox on landing hit
    • Buff Removed the useless, fully overlapped hitbox in the middle of the last air hit
  • Buff Grab Pummel Heals/Charges 2 points instead of 1
  • Buff Up Throw has better knockback growth (120 to 135), Charges 5 points instead of 3
    • Nerf Does less damage (6 points reduced to 5)
    • Change Graphic for charge updates during move rather than after
  • Buff Invincibility starts 3 frames earlier when using Synthesis/Solar Beam
    • Change Moved the Graphic forward 1 frame so the hitboxes appear on the frame the beam has fully expanded
  • Nerf Vine Whip's base knockback from bast to tip changed from 40/40/40/60/80 to 40/40/40/40/80
    • Nerf As well the damage from base to tip changed from 11/11/11/13/14 to 11/11/11/11/15
    • Buff Fixed a bug that caused Vine Whip tether to fail if used near the end of its tether range
    • Change Fixed a visual bug that made two vines appear on Vine Whip if Ivy had tethered to a ledge at least once.
  • Nerf Back air angles reduced by 15% on the first swing and 5% on the second
  • Change Amount charged/healed now accounts for stale moves
  • Change Dash Attack has been given a new animation to differentiate it from running and dashing, in which Ivysaur does a full-bodied lunge. Hitbox and distance properties function the same.
  • Change Added vine motion trails to jab, d-tilt, d-smash, f-air, and b-air.
  • Bug fix Fixed a bug where attempting to heal an amount greater than Ivysaur's current percent wouldn't heal it at all
  • Bug fix Fixed a bug allowing gaining or losing an unrelated amount of charge/health when hitting projectiles

Full[edit]

  • Buff Forward tilt now has 5 hits instead of 4 and pulls inward.
    • Nerf Removed final hitbox behind Ivysaur.
  • Buff Up throw now Charges/heals 6 points instead of 3.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Ivysaur strikes with one vine, followed by another vine that deals stronger horizontal knockback.
4%
Forward tilt 2% (hits 1-4), 5% (hit 5) Ivysaur leans forward and spins the leaves around its main bulb like a helicopter blade, hitting multiple times. This move can be aimed up or down.
Up tilt 9% (center), 8% (sides) Ivysaur plants its vines on the ground and pushes itself into the air. Has good range, with the central hit dealing straight vertical knockback.
Down tilt 2%-3% (hit 1) , 5% (hit 2) Ivysaur whips two vines quickly along the ground, hitting twice with good range. The first hit has set knockback when hitting at the tip. The second hit has either horizontal knockback if it hits at the center, or drags foes towards Ivysaur if hitting at the tip.
Dash attack 12% (clean), 10% (late) Ivysaur lunges and tackles the foe. Connecting during the early part of the animation deals powerful base knockback.
Forward smash 15% Ivysaur plants its vines on the ground and launches its body forward. Decent knockback (30 base, 100 growth); can be used for edgeguarding onstage. Can be angled up or down.
Up smash 9% (body), 12% (explosion) Ivysaur launches a burst of spores from its bulb. The lateral hitboxes deals strong vertical knockback, while the explosion deals more damage, less knockback, flowers the enemy, and heals 9% to Ivysaur. The percentage healed also increases with the attack's charge, for a maximum of 12.3039% when fully charged).
Down smash 14% (center), 12% (tip) Ivysaur quickly whips out vines across the ground simultaneously on both sides. Has a semi-spike trajectory akin to Jigglypuff's down smash.
Neutral aerial 2% (hits 1-6), 4% (hit 7), 3% (landing) Ivysaur spins while facing diagonally downwards. Hits multiple times with the last hit dealing minor knockback.
Forward aerial 9% (center), 13% (tip) Ivysaur slaps forward with both vines. Has some start-up, but the tip is powerful, while the center can set up combos at low percentages.
Back aerial 4% (hit 1), 5% (hit 2 near), 7% (hit 2 mid), 8% (hit 2 far) Ivysaur spins vertically and hits backwards with its two respective vines. The second hit has a semi-spike angle that can easily gimp recoveries.
Up aerial 7% (bulb interior), 10% (explosion), 6% (descent) Ivysaur shoots a burst of spores out of its bulb and propels itself downward. The bulb interior flowers the opponent and heals 7% to Ivysaur. The descent weakly meteor smashes enemies and can be quickly L-canceled for follow-ups. Ivysaur starts fast falling as soon as the move is executed.
Down aerial 7% (bulb interior), 10% (explosion) Ivysaur turns upside-down and shoots a burst of spores out of its bulb. Similar to its up aerial, but deals slightly less knockback. The regular hit has a more horizontal trajectory for gimps, while the bulb interior powerfully meteor smashes the opponent in addition to flowering them and healing 7% from Ivysaur. The move completely stops Ivysaur's descent, and its quick animation can be combined with Ivysaur's fast air speed to provide a good horizontal recovery option.
Grab Stretches Ivysaur's vines and binds the opponent. Has shorter range compared to other extended grabs, but less ending lag.
Pummel 1% Squeezes the opponent. Heals 1% to Ivysaur every time it is used. The amount charged or healed accounts for stale-move negation.
Forward throw 10% Ivysaur tosses the foe forward with its vines.
Back throw 11% Ivysaur spins, then tosses the foe backwards with its vines. Higher base knockback and knockback growth than the forward throw, and a more horizontal angle.
Up throw 6% Ivysaur puts the foe over its bulb, then bounces them into the air with it. The move charges and heals 6 points every time it is used and will flower opponents. Can chaingrab fastfallers.
Down throw 10% Ivysaur does a flip and slams the foe into the ground with its vines. A good throw for chaingrabbing fastfallers. At higher percentages, or against other characters, it can lead into an aerial, a Vine Whip, or SolarBeam.
Floor attack (front) 6% Ivysaur get up with a horizontal spin, swinging its vines.
Floor attack (back) 6% Ivysaur gets up and strikes both sides with its vines.
Floor attack (trip) 5% Ivysaur stands up and hits both sides with its vines.
Edge attack (fast) 6% (close), 8% (far) Ivysaur climbs onto the stage and swings a vine.
Edge attack (slow) 10% Ivysaur slowly climbs up and delivers a quick headbutt.
Neutral special Synthesis/Solar Beam 4% (charge), 25% (SolarBeam) Holding the special button heals Ivysaur of approximately 1% damage per second and builds up bulb charge at the same rate. The charge start-up produces wind. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 22% or more damage healed, either by the move itself or by bulb attacks and pummel. The SolarBeam has an electric effect and cannot be reflected, but can be absorbed by PSI Magnet and Oil Panic. Ivysaur becomes helpless after firing the beam.
Side special Razor Leaf 3% each hit Ivysaur fires a spinning leaf forward, which hits enemies consecutively when used as a tilt and hits once when thrown as a smash attack. The leaf can be reflected, but cannot be angled and vanish upon hitting a surface, and can pass through foes and shields.
Up special Vine Whip 11% (base), 15% (tip) Ivysaur shoots a vine diagonally upwards. The sourspot can be easily used for repelling airborne enemies or edge-guarding onstage, while the sweetspot deals high knockback that can yield KOs at low percentages. In midair, it gives Ivysaur a boost upward, and acts as a tether recovery.
Down special Seed Bomb 10% Ivysaur fires a flashing seed upwards in a motion similar to its old neutral special. It can be slightly angled sideways in the same way as Snake's up-smash, and keeps momentum when used in midair. The seed then falls down and releases Stun Spores upon hitting a surface. The seed itself has decent vertical knockback, while the spores stuns any opponent in range, being able to punish opponents attempting to dodge Ivysaur. The seed can be reflected, though when doing so, the trajectory will be unaltered; it will just damage Ivysaur if it comes close to the explosion.
Final Smash Sunny Day 25% (each SolarBeam) Ivysaur summons strong sunlight, restoring 66% of damage and giving Ivysaur three SolarBeam charges.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Ivysaur players (PM)

  • USA Cala - Ranked 33rd on PMRank 2018.
  • USA Kendrick - Ivysaur/ROB dual main ranked #34 on PMRank 2023.
  • USA Nogh - Ranked 26th on PMRank 2019, now dual mains Ivysaur.
  • USA Sabre - Ranked 2nd in SoCal and 40th on PMRank 2019, and inventor of character-specific tech including the Flop Lock.
  • USA Sothe - Ranked 10th on the PMRank 2019 and a notable inactive on PMRank 2023. Considered the best Ivysaur player in the world.

Alternate costumes[edit]

Project M[edit]

Ivysaur now has more significant palette swaps to be more distinctive in Team Battles. In addition, it has received blue, purple, white, and black recolors. Ivysaur's green color is now their Shiny palette.

Ivysaur's alternate costumes in PM
IvysaurHeadSSBB.png IvysaurHeadRedPM.png IvysaurHeadGreenPM.png IvysaurHeadBluePM.png IvysaurHeadPurplePM.png IvysaurHeadWhitePM.png IvysaurHeadBlackPM.png

Project+[edit]

In Project +, Ivysaur received a complete color revamp, and has a blue skin tone that matches the modern design. Ivysaur also obtains an alternate costume based on the Substitute doll with further recolors, including a pink color based off of the Poké Doll. Ivysaur's third costume is Hex Maniac Ivysaur, inspired by the Hex Maniac Trainer Class as it appears in Pokémon Ruby & Sapphire. The costume includes ghostly effects over the standard leaf and seed effects. The pink Hex Maniac costume has an outfit design similar to the White Mage class from the Final Fantasy series, while the green Hex Maniac costume resembles Grunty from Banjo-Kazooie. The blue costume resembles the Hex Maniac design from Pokémon X & Y.

Ivysaur's alternate costumes in P+

Secret costumes:

Ivysaur Z P+.png Ivysaur R P+.png

Z-Secret Costume: "Clone Ivysaur": Based particularly on both Bulbasaurtwo and Venusaurtwo from Pokémon: Mewtwo Strikes Back.

R-Secret Costume: Cactus/Desert based costume: May have been inspired by desert-dwelling Grass-type Pokémon resembling cacti, such as Cacnea and Maractus.

Trivia[edit]

  • Strangely, Ivysaur and Squirtle are the only characters in Project+ that cannot appear as opponents in All-Star Mode.
  • Ivysaur's Solar Beam has a 2D sprite (that comes from Suicune's Poké Ball move); unlike other objects with this feature, it won't keep facing the screen and will instead remain flat like Mr. Game & Watch.
  • Solar Beam is one of only two moves that can be absorbed but not reflected, the other being Zero Suit Samus's down smash.
  • Seed Bombs use the same graphic as Deku Nuts.
  • Unlike Squirtle and Charizard, Ivysaur's Pokémon Trainer victory pose has not been replaced, making it the only character in the game with just two victory poses.
  • In older versions of Project M, Ivysaur's Solar Beam was shot out of it’s mouth.
  • In The Subspace Emissary, Ivysaur cannot be selected as a playable character during cutscenes; the Pokémon Trainer (who is referred to with Mewtwo's name) will always default to Squirtle prior to Charizard's capture and Charizard after its capture, and Pokémon Change does not exist in Project M.
  • Originally, its Z-Secret costume took visual inspiration from Vileplume who, like Ivysaur, is a Grass/Poison-type Pokémon originating from Pokémon Red & Blue and could be seen as a counterpart to another fully-evoled Grass/Poison-type Pokémon, Victreebel.

External links[edit]