Ivysaur
in Project M and Project+
Ivysaur SSBB.png
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Ivysaur (SSBB)
Ivysaur (SSBB)
Stub.png

Ivysaur is a playable character in the Brawl mod Project M. It has been separated from the Pokémon Trainer and so fights alone. It has also been given significant buffs.

Attributes

Changes from Brawl to PM

Ivysaur was buffed greatly from Brawl to PM.

  •   Neutral attack (which now hits just twice) and all tilts and throws were significantly buffed; they are much better at popping out foes for combos and have higher potential than in Brawl, increasing Ivysaur's damage racking capabilities.
  •   Most vine attacks are stronger, and have different effects when hitting at the tip: while some attacks become more powerful, others become weaker for increased combo potential. Some notable examples include Ivysaur's non-tipped forward aerial, which has weakened power for starting aerial combos, along with its back aerial and down smash, which are much stronger in all aspects.
  •   Up tilt has been sped up.
  •   Forward smash can now be angled.
  •   Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that flowers 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).
  •   New neutral special: Synthesis and 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-guarding 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.
  •   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.
  •   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.
  •   Down special is now 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.
  •   Razor Leaves vanish upon making contact with a surface, worsening their overall durability, and only one can be out at a time.
  •   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.
  •   New on-screen appearance: Ivysaur unplants itself from the ground.
  •   Pokémon Trainer victory pose replaced has been removed.

In terms of cosmetic changes, Ivysaur is now a separate character from the Pokémon Trainer, like Charizard and Squirtle, with the Trainer being completely absent from regular battles. Like these Pokémon, it now has more significant palette swaps, which are: a Green Team one based on its 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.

Revisions

2.6

  •   Forward tilt links more reliably and has slightly less range behind it.
  •   Up smash sweetspot's shield damage is increased.
  •   Down smash start-up is faster.
  •   Neutral air hitbox size increased, landing hitbox better for comboing.
  •   Standing grab and pivot grab have slightly increased vertical range.
  •   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 tricks and follow-ups.
  •   Grab pummel deals slightly less damage.
  •   Razor Leaf (projectile) does less damage per hit.
  • {{nerf|Down tilt range reduced.
  • {{buff|Down tilt second hit sends at an upward angle,which can lead to many tricks and follow-ups.
  •   Fastfall speed slightly increased.
  •   Jab range is better overall while Jab 1 IASA is worse.
  •   Dash Attack animation is faster, strong hit duration is shorter.
  •   Forward air downward range decreased; animation slightly faster overall; all hits send opponents vertically.
  •   Back air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall.
  •   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.
  •   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.
  •   Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range.
  •   Synthesis/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.
  •   Solarbeam now takes 22% to fully charge.
  •   Charged Synthesis/SolarBeam transition to Special Fall can now grab ledges backward.
  •   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.
  •   Vine Whips sweetspot hitbox size decreased, grounded Vine Whip now matches aerial Vine Whip (has an extra active frame).
  •   Fixed a glitch where the Vine Whips "hop" wouldn't happen immediately after hitstun.
  •   Seed Bomb can be angled to the left or right (less so while in the air), aerial Seed Bomb no longer pushes Ivysaur downward.

3.0

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

3.01

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

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack Double Hit 3% then 4% (7% total) Ivysaur strikes with its vines twice. The second hit has stronger horizontal knockback.
Forward tilt Grass Cutter 7 hits, 13% total Leans forward spinning his leaves, cutting consecutively. The last hit is the strongest.
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.
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.
Dash attack Tackle 12% (clean), 10% (late) Slides and tackles the foe. The sweetspot has a diagonal angle with powerful base knockback.
Forward smash Double-Edge 15% Catapults forward with its vines. Decent knockback; can be used for edgeguarding on-stage. Can be angled.
Up smash Spore Sap 12% (sides), 9% (center) Generates an explosion from its bulb. The lateral hitboxes have a diagonal angle, while the center flowers the enemy and heals 9% to Ivysaur (which also increases along with the attack's charge, for a 12.3039% when fully charged).
Down smash Vine Spin 14% (center), 12% (tip) A quick, single horizontal spin with both vines. Has a semi-spike trajectory akin to Jigglypuff's down smash.
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.
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.
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.
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 smashes enemies and can be quickly L-canceled for follow-ups. Ivysaur starts fast falling when the move is executed.
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.
Grab Bind Stretches its vines and binds the opponent. Has shorter range than other extended grabs, but less ending lag.
Pummel Absorb 2% Pressures the opponent. Heals 1% to Ivysaur every time it is used.
Forward throw Ivy Toss 11% Tosses the opponent forward with its vines.
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.
Up throw Bulb Catapult 10% Puts the foe over its bulb, then throws upwards with its vines. Can chaingrab fastfallers.
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.
Floor attack (front) Spinning Get-up 6% Get up with an horizontal spin swinging its vines.
Floor attack (back) Get-up Whip 6% Hits to both sides with its respective vines.
Floor attack (trip) Trip Whip 5% Similar the back floor attack.
Edge attack (fast) Ledge Sweeper 8% Climbs the edge and then swings a vine.
Edge attack (slow) Rising Bash 10% Gets up with a headbutt.
Neutral special Synthesis/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 reflected, but can be absorbed by PSI Magnet and Oil Panic. Ivysaur falls helpless after firing the beam.
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 shields.
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.
Down special 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.
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.

In competitive play

Notable players

Palette swaps

 
Ivysaur's palette swaps in PM

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.
  • SolarBeam is one of the two only moves that can be absorbed but not reflected, the other being Zero Suit Samus's down smash. SolarBeam is however the only projectile with this feature.
  • Seed Bombs use the same graphic as Deku Nuts.
  • 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.
  • In older versions of Project M, Ivysaur's SolarBeam was shot out of its mouth.

External links