Super Smash Bros. Ultimate

Ivysaur (SSBU)

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This article is about Ivysaur's appearance in Super Smash Bros. Ultimate. For other uses, see Ivysaur. Also, for information about Ivysaur in regards to Pokémon Trainer, see Pokémon Trainer (SSBU), Squirtle (SSBU), and Charizard (SSBU).
Ivysaur
in Super Smash Bros. Ultimate
Ivysaur
PokemonSymbol.svg
Universe Pokémon
Shares character slot with Pokémon Trainer
Charizard
Squirtle
Other playable appearance in Brawl


Availability Unlockable
Final Smash Triple Finish
Ivysaur (SSBU)

Ivysaur is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Along with the Pokémon Trainer, Ivysaur is classified as fighter #34.

Ivysaur's English and Japanese voices are now provided by Justin Anselmi and Inuko Inuyama, its current voice actors as of Pokémon the Series: XY.

Changes from Super Smash Bros. Brawl

Ivysaur was previously considered the worst Pokémon in the Pokemon Trainer's party and one of the worst characters in Brawl (especially if judged as a standalone fighter), due to its large amount of significant weaknesses, namely short range on its attacks, notable KO problems due to laggy finishers, bad aerial game, terrible recovery and one of the worst special movesets in the game. Likely as a result of this, Ivysaur has been heavily buffed in its transition to Ultimate.

Ivysaur's biggest buffs come from the adjustments to the Pokémon Trainer's mechanics alongside universal gameplay changes. The type effectiveness mechanic (which previously gave Ivysaur a disproportionate weakness to the common flame-type attacks throughout the cast) has been removed, while the elimination of stamina allows Ivysaur to stay in the fight without weakening its moves. The removal of edgehogging, the introduction of ledge trumping, and the various changes to tether recoveries have substantially toned down a critical weakness in Ivysaur's recovery, due to its reliance on one. Ivysaur's air speed is also much higher and it can switch to Charizard at any time in the air to return to the stage. The changes to SDI also heavily benefits Ivysaur's multi hit moves as they are more reliable than previously.

Ivysaur's entire moveset has also been modified and is significantly more useful overall. The addition of a finisher and the changes to neutral infinites makes its neutral attack more consistent, while down tilt now consists of only one hit that semi-spikes. Some of Ivysaur's notoriously weak attacks, such as down smash and back aerial, have had their power increased, with down smash now having a sweetspot that can KO at realistic percents. Ivysaur's entire aerial game has received several improvements: it has a new, disjointed neutral aerial that performs much better than its old one, which was previously a situational move that was easy to escape. Up and down aerials' momentum changes are less extreme, and down aerial's infamously weak and hard-to-sweetspot meteor smash has been buffed significantly, losing its sourspot and now functioning as a powerful edgeguarding tool, while the changes to grounded meteor smashes grant it extremely rewarding setups at a wide percent range, including into up smash. In addition, Ivysaur's throw game has been heavily improved as it now has a KO throw in the form of back throw, alongside increased followups from up throw and down throw due to the changes to hitstun canceling. Lastly, its entire special moveset has been improved: Bullet Seed now has a finisher, Razor Leaf's infamously unreliable trajectory is now more consistent, which makes it a noticeably better projectile, and Vine Whip no longer causes helplessness, which grants Ivysaur a new offstage attack and combo finisher.

However, Ivysaur still retains many key flaws from Brawl. Many of Ivysaur's weakest attacks are still ineffective for KOing despite their buffs, while some (such as forward and back aerials) send at a diagonal trajectory that make them mediocre for edgeguarding. It has also received a few nerfs: Bullet Seed has had its maximum damage output significantly reduced, and Vine Whip has lost its grounded hitbox that leads into the vine. Ivysaur is still one of the few characters entirely dependent on a tether recovery, giving it notable problems offstage, which is further harmed by tethers no longer being usable out of an air dodge. Some of Ivysaur's stronger kill moves such as up smash, forward aerial and up aerial are weaker and finally, the reduction to Ivysaur's weight and the removal of momentum canceling hinders its survivability.

Regardless of its nerfs, Ivysaur has improved dramatically since its introduction in Brawl, especially in relation to the rest of the cast, and is generally agreed upon to now be the Pokémon Trainer's best Pokémon, as opposed to the worst as in Brawl. It now performs more effectively as a character in the Pokémon Trainer's party, fulfilling the role of the "zoning" fighter with disjointed range on its attacks, a conventional projectile, and setups into its powerful bud-based moves.

Aesthetics

  • Change Ivysaur's design and proportions have changed. Its flower bud now has multiple layers of petals and a smoother texture. Its pupils and ears are slightly larger, and its toes are much less pronounced. Its patches have also been re-positioned. It is more vibrantly colored overall, with its skin being a lighter shade of blue and its flower bud being a lighter shade of pink with its leaves being a lighter shade of green. In addition, Ivysaur's teeth and toes are white instead of beige. Due to these changes, it now matches match its appearance in more recent Pokémon games.
  • Change Ivysaur has received three new alternate costumes.
  • Change Ivysaur is much more expressive than it was in Brawl.
  • Change Ivysaur always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Opponents now grab Ivysaur by its body, instead of its flower bud.
  • Change Ivysaur has a new victory animation, where it performs Vine Whip in front of itself a couple of times. This replaces the victory pose where it walks in place a few times.
  • Change The victory pose where Ivysaur backflips now has it land upright, as opposed to landing on its belly.

Attributes

  • Buff Like all characters, Ivysaur's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Buff Ivysaur walks faster (1.05 → 1.1103).
  • Buff Ivysaur dashes faster (1.5 → 1.595)
    • Nerf Relative to the cast however, Ivysaur dashes significantly slower, going from having the 17th fastest dashing speed out of 39 characters to the 56th fastest out of 79 characters. Ivysaur also now has the slowest dashing speed in its party.
  • Buff Ivysaur's air speed is much faster (0.752 → 0.998).
  • Nerf Ivysaur's crawling speed is slower.
  • Change Ivysaur's fall speed is slightly higher (1.35 → 1.38).
  • Change Ivysaur's gravity is higher (0.07 → 0.82).
  • Nerf Ivysaur weighs less (100 → 96), reducing its survivability. While this would reduce its susceptibility to combos, a combination of its higher fall speed/gravity and the removal of hitstun canceling make it more vulnerable to combos than in Brawl while also further reducing its survivability as Ivysaur can no longer take advantage of momentum canceling.
  • Buff The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
  • Buff The removal of type effectiveness benefits Ivysaur significantly more than Squirtle as it improves Ivysaur's endurance against flame attacks, as it was previously notoriously vulnerable to them.
    • Nerf However, this also hinders Ivysaur's endurance against water based attacks (which are slightly more prevalent than in Brawl) and it reduces the KO potential of Ivysaur's grass attacks against Squirtle.
  • Buff The removal of edgehogging improves Ivysaur's tether-dependent recovery.
  • Change The removal of meteor canceling both helps and hinders Ivysaur. While it improves the reliability of its newly improved down aerial, it also makes Ivysaur significantly more vulnerable to meteor smashes as it previously had one of the most lenient meteor cancel windows in Brawl.
  • Buff Forward roll has less ending lag (FAF 33 → 31).
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-15) and back roll has more ending lag (FAF 33 → 36).
  • Buff Air dodge has less startup lag with a longer duration (frames 4-29 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 40 → 56).
  • Nerf Spotdodge has more startup lag with a shorter duration (frames 2-20 → 3-17) and ending lag if it is not cancelled with an attack (FAF 26 → 27).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's infinite has a finishing hit: a double vine slap. This makes it less punishable.
    • Buff Its first two hits can lock opponents due to their altered angles (30° (hit 1), 85° (hit 2) → 361°/180° (both)).
    • Buff Its second hit has less startup lag (frame 7 → 5).
    • Buff Its infinite can be used manually by inputting the attack button a third time instead of automatically transitioning after the second hit.
    • Buff Its infinite connects more reliably.
    • Nerf Its first hit deals less damage (3% → 2%).
    • Nerf Its first two hits have a shorter duration (frames 7-9 (both) → 7-8 (hit 1), 5-6 (hit 2)).
  • Forward tilt:
    • Buff Forward tilt has more range.
    • Buff Its hits connect more reliably.
    • Buff Its final hit deals more knockback (40/30/20 base/100 scaling → 55/136).
    • Nerf It has more startup lag (frame 6 → 10) with its total duration increased as well (FAF 42 → 46).
    • Nerf It deals less damage if all hits connect (14% → 11%).
  • Up tilt:
    • Buff Up tilt has less startup lag (frame 9 → 7) with its total duration reduced as well (FAF 35 → 33).
    • Nerf It has less horizontal range.
    • Nerf It deals less knockback (50/60 base/100/90 scaling → 85/61).
  • Down tilt:
    • Change Down tilt hits once instead of twice.
    • Buff It has less ending lag (FAF 38 → 32).
    • Nerf It deals less damage (2% (hit 1), 5% (hit 2) → 5.5%) and knockback (60 base/100 scaling → 50/65).
  • Dash attack:
    • Change Dash attack has a new animation, with Ivysaur performing a shoulder charge/headbutt.
    • Nerf Its clean hit has less knockback scaling (70 → 57).
  • Forward smash:
    • Buff Forward smash has less startup lag with a longer duration (frames 17-19 → 15-20).
    • Nerf Its clean hit deals less knockback (20 base/99 scaling → 45/78) and can also no longer lock or trip opponents at lower percents due to its higher base knockback.
    • Nerf It has a sourspot towards the end of the move that deals less damage (16% → 14%).
  • Up smash:
    • Change Up smash has a new animation where Ivysaur jumps up before the move comes out.
    • Buff It has a larger hitbox (11u → 13u).
    • Nerf It deals less knockback (80 base/90 scaling → 78/78), no longer being the strongest in the game.
    • Nerf It no longer grants intangibility to the bottom of Ivysaur's bulb.
  • Down smash:
    • Buff Down smash has three different hitboxes instead of dealing consistent damage (8% → 12% (far)/10% (mid)/8% (near)). The weakest hit of the attack is identical to its former counterpart.
    • Buff Its new sweetspots are semi-spikes (361° → 34°/30°).
    • Buff Its new sweetspots deal more knockback (40 base/80 scaling → (45/84)/(50/77)).
    • Buff It has less startup (frame 16 → 13) and ending lag (FAF 55 → 46).
    • Buff It has more range.

Aerial attacks

  • Buff All aerials except neutral aerial have less landing lag (28 frames → 13 (forward), 10 → 7 (back), 22 → 11 (up), 28 → 13 (down)).
  • Neutral aerial:
    • Change Ivysaur has a new neutral aerial: it now points its bud towards the screen and spins its leaves, hitting 8 times.
    • Buff It has more range and its hitboxes are disjointed.
    • Nerf It deals less damage if all hits connect (2% (hits 1-7) → 1% (hits 1-7), 2% (final hit), total: 14% → 9%).
    • Nerf Its last hit deals less knockback (10 base/220 scaling → 30/200), removing its ability to lock at very low percents and hindering its KO potential.
    • Nerf It has more startup lag (frame 4 → 7).
    • Nerf It has more landing lag (11 frames → 16).
    • Nerf It auto-cancels later (frame 35 → 41), no longer doing so in a short hop.
  • Forward aerial:
    • Buff Forward aerial deals consistent damage (12%/10% → 12%).
    • Nerf It deals less knockback (35 base/103 scaling → (51/46/45)/(76/81/90) and the sourspots take priority over the sweetspot.
  • Back aerial:
    • Buff Back aerial's second hit no longer has a sourspot.
    • Buff It deals more damage (2% → 3% (hit 1), 2%/3% → 6% (hit 2)) with knockback on the second hit compensated (10 base/(160/170) scaling → 25/110).
    • Nerf Its first hit has more startup lag (frame 4 → 7).
    • Nerf Both hits have slightly less range.
    • Nerf It can no longer auto-cancel in a short hop due to Ivysaur's higher gravity and faster falling speed.
    • Change Its first hit has more knockback scaling (20 → 27).
    • Change Its first hit sends opponents at a slightly more horizontal angle (80° → 76°).
  • Up aerial:
    • Buff Up aerial no longer causes Ivysaur to fast fall, instead just giving it a moderate amount of downwards momentum. This makes it less risky to use offstage. Ivysaur can still fast fall manually when using up aerial, allowing it to mix up its positioning when using the move.
    • Buff The removal of hitstun canceling combined with the lower landing lag grants it much more juggling potential on stages such as Battlefield.
    • Nerf It deals slightly less damage (16% → 15%).
    • Nerf It no longer grants intangibility to the bottom of Ivysaur's bulb.
    • Change It has altered knockback (32 base/97 scaling → 64/72), improving its juggling potential but hindering its KO potential.
  • Down aerial:
    • Buff Down aerial's sweetspot deals more damage (8% → 10%), dealing as much as the sourspot.
    • Buff Its sweetspot deals more knockback (20 base/80 scaling → 27/80 (grounded), 9/98 (aerial)).
    • Buff Its sweetspot is larger (2.2u → 4u).
    • Buff Its sourspot meteor smashes opponents like the sweetspot (50° → 270°).
    • Buff Its sourspot can lock opponents.
    • Buff It no longer halts Ivysaur's horizontal momentum as much.
    • Buff The removal of meteor canceling improves its reliability off stage.
    • Buff Due to the removal of hitstun canceling, its strong meteor smash capabilities can be used to set up tech traps against opponents who are launched off the ground.
    • Nerf Its sourspot deals less knockback (32 base/92 scaling → (17/9)/62), hindering its KO potential.

Throws/other attacks

  • Grabs:
    • Buff Standing grab has less ending lag (FAF 50 → 42).
    • Nerf Pivot grab has more ending lag (FAF 36 → 45).
  • Pummel:
    • Change Pummel's animation has changed. Ivysaur now headbutts the constricted opponent.
    • Change It deals less damage (3% → 1.3%), but is faster.
  • Forward throw:
    • Change Ivysaur now rams the opponent instead of tossing them with its vines.
    • Buff Forward throw hits twice instead of once and deals more damage (8% → 5%/5%, total: 10%) with knockback on the second hit compensated (60 base/55 scaling → 80/60).
    • Nerf It releases opponents later (frame 16 → 17) and has more ending lag (FAF 34 → 38).
  • Back throw:
    • Change Ivysaur does not spin, but the throw has a more pronounced animation.
    • Buff Back throw deals more damage (10% → 12%).
    • Nerf It releases opponents later (frame 18 → 20) with the total duration compensated (FAF 34 → 36), making it easier to DI.
  • Up throw:
    • Nerf Up throw hits twice instead of once, but deals less damage (10% → 4%/5%, total: 9%) with knockback on the second hit not fully compensated (70 base/72 scaling → 75/95), hindering its KO potential.
    • Nerf It releases opponents later (frame 13 → 20) and has more ending lag (FAF 28 → 40).
  • Down throw:
    • Buff Down throw has altered knockback (83 base/50 scaling → 44/122) improving its combo potential at lower percents and improving its KO potential at higher percents.
    • Nerf It deals less damage (10% → 7%).
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%).
  • Edge attack:
    • Change Edge attack deals more damage than the previous fast edge attack, but less than the previous slow edge attack (8%/6% (fast), 10% (slow) → 9%).
    • Buff It has less startup lag (frame 24 → 21) and one more frame of intangibility (frames 1-22 → 1-23) compared to Ivysaur's previous fast edge attack.

Special moves

  • Bullet Seed:
    • Buff Bullet Seed has a finishing hit, making it less punishable.
    • Buff It has less ending lag (FAF 86 → 80).
    • Buff Its late hit deals more damage (1% → 1.3%).
    • Nerf It has more startup lag (frame 4 → 7).
    • Nerf Its maximum duration is shorter (5 seconds → 2).
    • Nerf Its maximum potential damage is lower (~60% → ~20%).
    • Nerf Its near hits deal less damage (2% → 1.5%).
    • Nerf It no longer has intangibility during startup.
    • Change Its seeds have a lower hitlag multiplier (1× → 0.5× (near), 0.8× (far)) but have a higher SDI multiplier (0.1× (near), 0.28× (far) → 0.5× (both)).
    • Change Its seeds have altered knockback (10 base/40 scaling → 15/30).
    • Change Its seeds are larger but less numerous.
  • Razor Leaf:
    • Buff Razor Leaf travels faster.
    • Buff It has less ending lag (FAF 51 → 49).
    • Buff Its tap input variant travels further.
    • Buff Its random trajectory has been made significantly less variable, improving its consistency.
    • Change It deals more knockback (30/18/5 base/50/50/30 scaling → (54/38/30)/(50/40/32)).
    • Change The mid and late hits have altered angles (70°/30° → 55°/40°).
    • Nerf It has more startup lag (frame 22 → 24).
    • Nerf It deals less shield damage (0 → -4/-3/-2).
  • Vine Whip:
    • Buff Vine Whip no longer causes helplessness in the air and can be used repeatedly.
    • Buff It can be angled, allowing the attack's reach to be more vertical or horizontal.
    • Buff Its grounded version deals more and consistent damage (7%-10% → 11%), matching the aerial version.
    • Buff It has less startup lag (frame 21 → 15).
    • Nerf It is less reliable as a tether recovery when used close to the ledge.
    • Nerf Its grounded version no longer has a hitbox directly in front of Ivysaur.
    • Nerf It has a shorter duration (frames 21-24 → 15-17).
    • Nerf Its aerial version's sweetspot has less base knockback (80 → 70).
  • Pokémon Change:
    • Buff Pokémon Change is much faster due to no longer having to load the next Pokémon during every switch, and it can now be used in the air. Like in Brawl, it also offers brief invincibility upon switching out, though the quicker switch time allows it to potentially combo into another Pokémon's moves, or function somewhat as an alternative "air dodge". It also allows the user to choose the recovery that suits a situation best.
    • Nerf Spamming it will grant no invincibility frames for a period of time, and has a cooldown of around 2 seconds. This cooldown can be skipped if a special move is used. Additionally, Pokémon Change no longer resets stale move negation, and if it is performed off the edge of a moving platform, it will no longer skip the ending lag of the switch.
    • Buff It will refresh ledge invincibility if used in the air. This even works if the move is spammed, as the new Pokémon is considered a different character grabbing the ledge. This gives Pokémon Trainer a unique stall option.
  • Triple Finish:

Update History

Ivysaur was nerfed in game updates. Its biggest nerf was to its previously infamous down aerial, reducing the range of its sweetspot and the already low knockback of its sourspot.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Razor Leaf deals less shield damage.

Super Smash Bros. Ultimate 3.1.0

  • Buff Bullet Seed's hits connect more reliably.

Super Smash Bros. Ultimate 4.0.0

  • Nerf Down aerial's sweetspot is significantly smaller (7u → 4u).
  • Nerf Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.
  • Nerf Razor Leaf has more startup lag (frame 22 → 24) with its total duration increased as well (FAF 47 → 49).
  • Nerf Aerial Vine Whip's sweetspot has less base knockback (80 → 70).
  • Bug fix Fixed a rare glitch where Vine Whip would not properly grab ledges.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% Ivysaur whips a vine, then another if the button is pressed again. If the button is pressed repeatedly or if the first two hits connects, it then begins a series of rapid vine slaps, with a finishing hit at the end. The first two hits can jab reset.
2%
0.5% (rapid hits), 2% (finisher)
Forward tilt   1.5% (hits 1-6), 2% (hit 7) Ivysaur leans forward and spins the leaves around its bulb like a helicopter blade, hitting multiple times. Has decent range in front of Ivysaur, but contrary to its looks, the move cannot hit behind Ivysaur. Has a slight amount of startup. Hits 7 times, with the last hit dealing decent horizontal knockback, though with low knockback growth. Ivysaur's only tilt with KO potential, though it KOs very late at around 185% from the edge of Final Destination.
Up tilt   7% Ivysaur pushes its vines against the ground to propel itself upwards. Decent upwards knockback and good upwards range, but it lacks hitboxes beside Ivysaur, making it difficult to hit grounded opponents. Can lead into aerials at low percents. Due to it lifting Ivysaur's hurtbox upwards, it can dodge certain ground-level attacks.
Down tilt   5.5% Ivysaur whips a vine quickly along the ground in front of it. Very fast, can hit opponents hanging on ledges, and deals semi-spike knockback of mild strength, but deals very low damage while lacking followup options due to its ending lag. Useful as a poking option, or as an approach option out of a dash.
Dash attack   12% (clean), 10% (late) Ivysaur leaps forward in a sliding tackle. Fast startup with decent base knockback, which sends opponents diagonally upwards; however, it has significant difficulty KOing due to its angle and low knockback growth, only doing so around 185% from the edge of Final Destination. The late hit of the move deals much less knockback, but at the same angle.
Forward smash   16% (clean), 14% (late) Ivysaur plants its vines on the ground and launches its body forward in a tackle before landing where it started. The move can be angled up or down, though its power does not change. Deals good knockback, is rather fast, and has deceptively good range, although it shifts Ivysaur's hurtbox forward and has noticeable ending lag. The earliest hit deals the most knockback and damage, and can KO at 85% from the edge of Final Destination.
Up smash Exploding Flower 17% Ivysaur looks upward and, after a brief pause, launches a burst of spores from its bulb above itself. A very powerful move that deals vertical knockback. It is Ivysaur's most damaging regular attack and one of the strongest up smashes in the game, but it has extremely high startup and ending lag, making it suited for hard punishes. Additionally, while it has a large hitbox, it lacks in horizontal range. KOs at 83% on Final Destination.
Down smash   12% (far), 10% (mid), 8% (near) Ivysaur quickly whips two vines across the ground simultaneously, one in front of it and one behind. Ivysaur's fastest smash attack both in terms of startup and endlag, making it rather safe. However, it deals relatively low knockback and damage for an attack of its kind. The tips of Ivysaur's vines deal the most knockback and damage, and they can hit opponents hanging on ledges. The sweetspot KOs at 105% from the edge of Final Destination.
Neutral aerial   1% (hits 1-7), 2% (hit 8) Ivysaur spins with its bud facing towards the screen, hitting with its leaves. The leaf hitboxes are disjointed. Hits 8 times, with the last hit dealing moderate knockback. Due to its speed, duration and coverage, it is a good move for aerial contesting or approaching. It has noticeable landing lag and cannot autocancel from a short hop, but has deceptively low ending lag, allowing Ivysaur to use another aerial before landing when done from a full hop.
Forward aerial   12% Ivysaur slaps forward with a vine. Good overall coverage in front of Ivysaur, though it has some slight startup. Deals diagonal knockback and can true combo into angled Vine Whip at low percents. It can also combo into itself at low percents, though this is not guaranteed. At mid percents, it can potentially chain into an up aerial. Due to its upward angle, it has difficulty KOing offstage, but can KO earlier if the enemy is close to the top blast line. Autocancels from a short hop.
Back aerial   3% (hit 1), 6% (hit 2) Ivysaur spins around vertically and hits behind itself with two vines, one after the other. The first hit is very weak and designed to combo into the second hit, which deals weak diagonal knockback. The first hit can start guaranteed combos once Ivysaur lands, though this may be difficult due to how fast the attack transitions. It has great horizontal range and low landing lag, making it well-suited for spacing. It can set up into itself and other moves, although this is not guaranteed. Additionally, it is very weak, and has significant difficulty KOing due to its angle.
Up aerial   15% Ivysaur shoots a burst of spores upwards from its bulb, which causes Ivysaur to move downwards slightly. If done near the peak of a full hop, Ivysaur will not experience much downwards momentum. A damaging move with a large hitbox above Ivysaur alongside powerful vertical knockback and little startup lag; it is one of the strongest up aerials in the game in terms of damage and knockback. Autocancels from a full hop, and has low landing lag, allowing it to be used in a short hop fast fall to challenge opponents on platforms. Despite its power, it deals low damage to shields.
Down aerial   10% Ivysaur turns upside-down and shoots a burst of spores downwards from its bulb, similarly to up aerial. Ivysaur's descent is stalled slightly when this move is used. Like up aerial, it is a powerful aerial, dealing decent knockback for a meteor smash, while having fast startup and an extremely large disjointed hitbox. The move has a sweetspot closer to the bulb that deals much more knockback, though the sourspot still meteor smashes. It is capable of hitting opponents easily out of a short hop, even from above platforms; at higher percents, it will cause grounded opponents to launch off the floor, allowing Ivysaur to punish missed techs and/or tech-chase with a multitude of moves, including any ground move or Bullet Seed. At even higher percents, up aerial will work as a KO combo at 130%, while up smash can act as a potent hard read from a wide range of percents. Its enormous hitbox allows it to hit most characters below the stage before they can even sweetspot the ledge. As a result, down aerial is one of Ivysaur's most useful aerial moves.
Grab   Ivysaur extends its vines forward to grab an opponent with them. Above average range, but has rather high ending lag for a standard grab.
Pummel   1.3% Ivysaur headbutts the opponent while holding them with its vines.
Forward throw   5% (hits 1 & 2) Ivysaur holds the opponent in front of itself with its vines and headbutts them forward. The headbutt can affect bystanders. Has too much base knockback for combos and too little knockback growth to KO, hence its only use is to send opponents offstage.
Back throw   12% Ivysaur swings the opponent with its vines while turning around, tossing them backwards. This causes Ivysaur to turn to face the other direction when it is used. Deals good diagonal knockback, being Ivysaur's most powerful throw in terms of damage and knockback, and KOs rather early at 109% near the edge of Final Destination.
Up throw   4% (hit 1), 5% (hit 2) Ivysaur holds the opponent above itself with its vines and hits them with its bud, sending them upwards. Has combo potential at low percents, allowing combos into Bullet Seed or up aerial at 0%, or up aerial or Vine whip at around 30%. After 45%, it loses combo potential due to its knockback growth.
Down throw   7% Ivysaur holds the opponent above itself with its vines and slams them into the ground while doing a frontflip. Ivysaur's best combo throw, which can start combos into up aerial or dash canceled up tilt at 0%. At around 60%, it can lead into Vine Whip, which can KO at around 83% if the sweetspot lands. Surprisingly, this is also the strongest down throw in the game, being able to KO middleweights at around 161%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Ivysaur gets up with a horizontal spin, kicking to each side.
Floor attack (back)
Floor getups (back)
  7% Ivysaur whips both sides with its vines as it gets up.
Floor attack (trip)
Floor getups (trip)
  5% Ivysaur stands up and hits both sides with its vines.
Edge attack
Edge getups
  9% Ivysaur climbs up and swipes a vine in front of itself. This is the fastest edge attack of the three Pokémon, coming out on frame 21 (as compared to Squirtle's frame 28 and Charizard's frame 24).
Neutral special Bullet Seed 3% (startup), 1.2-1.5% (seeds), 2% (contact), 3% (final seed) Ivysaur sends a barrage of seeds ascending from its bulb. Ivysaur will continue the move while the button is held, for up to 2 seconds. The seeds deal less damage the further they travel before hitting. There is a hitbox on Ivysaur's body and at its sides when the move is started, to launch opponents into the seeds, and there is also a hitbox on Ivysaur's body during the move, for the same purpose. The last seed Ivysaur fires deals greater knockback, to launch opponents away. The move has a maximum damage output of about 19.4%. Overall, the move is useful for deterring aerial approaches, or racking up damage through combos into it.
Side special Razor Leaf 8% (clean), 6% (mid), 4% (late) Ivysaur flings a single spinning leaf forward as a projectile, which can hit multiple opponents. The leaf has a random moderate curve to its trajectory, though this effect is significantly less noticeable than in Brawl. If the move is performed with a tap input, the leaf's distance and speed are increased. It deals low knockback, making it useful for setting up combos and even KO confirms with up aerial and Vine Whip.
Up special Vine Whip 11% (general), 13% (sweetspot) Ivysaur whips a vine diagonally upwards. The move functions as a tether recovery, and does not cause helplessness. The vine can be angled diagonally forward by holding the directional input forward, and will otherwise aim upwards. Ivysaur will gain a slight upwards boost when the move is used in the air, but only once until it grabs an edge or lands. As an attack, the vine has moderate knockback, but there is a sweetspot at the tip of the vine which deals powerful knockback. Some of Ivysaur's aerials and throws can lead into the sweetspot, allowing for strong combos.
Down special Pokémon Change   The Pokémon Trainer calls Ivysaur back by throwing a Poké Ball at it, and then sends out Charizard.
Final Smash Triple Finish ~50% total The Pokémon Trainer sends out both Squirtle and Charizard, and all three Pokémon perform a combination attack involving powerful trapping attacks with long horizontal range. For Ivysaur's contribution to the attack, it uses Solar Beam, a long beam of solar energy that traps opponents for repeated damage.

On-screen appearance

Pokémon Trainer releases Ivysaur from its Poké Ball while saying "Go!" or "Ivysaur!"

Taunts

  • Up taunt: Shakes from side to side, spinning its bud and leaves.
  • Side taunt: Stands on its front legs and walks around while saying "Ivy, Ivy, Ivy." Ivysaur briefly falls over before the taunt ends.
  • Down taunt: Extends its vines into the air and spins around in a dance, while saying "Saur, Ivy, Ivy."

Idle poses

  • Steps from side to side.
  • Looks around, then shakes its body.

Victory poses

During Ivysaur's victory poses, the Pokémon Trainer says randomly either "You all did great!" (male)/"Everyone did great!" (female) or "Way to go, Ivysaur!" (がんばったな、フシギソウ!, while the female Trainer can say がんばったね、フシギソウ!, You did great, Ivysaur!).

  • Left: Runs forward, does a backflip, then strikes a pose.
  • Up: Whips two vines forward, then poses with its vines extended.
  • Right: Pokémon Trainer pets Ivysaur, and it jumps on him, but Pokémon Trainer puts it back down and continues to pet it.
A small excerpt of the title theme of Pokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become the Pokémon main theme and the title theme for the entire series.

Role in World of Light

Finding Pokémon Trainer in World of Light

Pokémon Trainer was among the fighters that were summoned to fight against the army of Master Hands, and he brought his three Pokémon with him.

During the opening cutscene, Ivysaur was sent out by Pokémon Trainer, along with Squirtle and Charizard, shortly before Galeem unleashed his beams of light. Under Pokémon Trainer's command, Ivysaur used Solar Beam in an attempt to fight the beams of light, but this attempt failed. Pokémon Trainer, Squirtle, Ivysaur and Charizard were all vaporized and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.

Pokémon Trainer can be found at the southeast near the maze that resembles Pac-Maze. Defeating him allows access to all of their Pokémon.

Fighter Battle

No. Image Name Type Power Stage Music
33-35
Pokémon Trainer SSBU.png
Pokémon Trainer Attack 7,500 Battlefield (Ω form) Main Theme - Pokémon Red & Pokémon Blue (Brawl)

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Spirits

Ivysaur's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ivysaur in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
125
Petepiranhastrikers.png
Petey Piranha (Mario Strikers) Super Mario Strikers series •Giant Ivysaur Ivysaur (SSBU)
Grab
3,900 Wuhu Island (Swordplay Colosseum) •Item: Soccer Ball •The enemy is giant Country Field: Away Team
181
Tektite.png
Tektite The Legend of Zelda series Ivysaur Ivysaur (SSBU)
Shield
1,600 Hyrule Castle (Battlefield form) N/A •The enemy loves to jump Overworld Theme - The Legend of Zelda
275
Zoomer.png
Geemer Metroid series Ivysaur Ivysaur (SSBU)
Shield
2,100 Brinstar (Battlefield form) •Item: Unira
•Hazard: Sticky Floor
•The floor is sticky
•The enemy is easily distracted by items
•The enemy has increased move speed
Brinstar (Melee)
420
Venusaur.PNG
Venusaur Pokémon series •Giant Ivysaur Ivysaur (SSBU)
Shield
4,500 Garden of Hope (Battlefield form) •Hazard: Poison Floor •The floor is poisonous
•The enemy is giant
Main Theme - Pokémon Red & Pokémon Blue (Brawl)
466 Chikorita Pokémon series Ivysaur Ivysaur (SSBU)
Grab
2,200 Distant Planet (Battlefield form) •Hazard: Slumber Floor •The floor is sleep-inducing
•The enemy can unleash powerful critical hits at random
Pokémon Gold / Pokémon Silver Medley
517
Shaymin Land Spirit.png
Shaymin (Land Forme) Pokémon series Ivysaur Ivysaur (SSBU)
Grab
9,300 Yoshi's Island •Flowery •You constantly take minor damage Route 209 - Pokémon Diamond / Pokémon Pearl
538 Chespin Pokémon series Ivysaur Ivysaur (SSBU)
Ivysaur Ivysaur (SSBU) (×2)
Shield
1,500 Kongo Jungle N/A •The enemy favors neutral specials
•Only certain Pokémon will emerge from Poké Balls (Chespin)
Battle! (Wild Pokémon) - Pokémon X / Pokémon Y
551
Rowlett.png
Rowlet Pokémon series •Tiny Ivysaur Ivysaur (SSBU)
Shield
1,600 Dream Land •Hazard: Heavy Wind •Dangerously high winds are in effect
•The enemy favors side specials
Battle! (Trainer) - Pokémon Sun / Pokémon Moon

Gallery

Trivia