- This article is about Ivysaur's appearance in Super Smash Bros. Brawl. For other uses, see Ivysaur. Also, for information about Ivysaur in regards to Pokémon Trainer, see Pokémon Trainer (SSBB), Squirtle (SSBB), and Charizard (SSBB).
Ivysaur is a playable character in Super Smash Bros. Brawl; it is one of three Pokémon that can be played through Pokémon Trainer, the other two being Squirtle and Charizard. Ivysaur originated from Pokémon Red and Blue for the Game Boy as the first evolved form of Bulbasaur, one of the initial Pokémon the player can choose to start out with at the beginning of the adventure. When Ivysaur moves, it sheds very small leaves, similar to Pit's feathers shedding when he jumps.
Ivysaur is perhaps the most difficult Pokémon to play out of the three. It cannot overpower its foes with deadly force like Charizard can, nor can it overwhelm foes with a high rate of attack like the nimble Squirtle. Moreover, Ivysaur is in extreme danger in any recovery situation, as it can be edgehogged fairly easily. Also, Ivysaur's KO moves are all quite limited, and require either good mindgaming or excellent spacing to land safely.
Despite these flaws, Ivysaur can do well when used effectively to frustrate foes. Ivysaur has one of the best damage rackers in the game with its Neutral Special Move, Bullet Seed. Constantly spotdodging or fooling foes to land this move is a top priority for good Ivysaur play, even at higher percents. One hit of the B button can often rack up an easy 30%, and more than 50% when landed right. Ivysaur's grab game can also assist at putting the quadriped in charge - Ivysaur's vines give it one of the best pivot grabs (aside of Yoshi), and its running grab sports decent range as well, but the standing grab, however, has surprisingly low range, and a laggy "miss" animation. Once having grabbed, Ivysaur can use either a Down Throw or a Forward Throw to maintain control of the match. Its Side Special Move, Razor Leaf, also contributes with its good range, speed, and piercing capabilities, but the unpredictable flight path can cause Ivysaur trouble from time to time. Ivysaur actually has a pretty good jab combo too, as it sports decent damage, it begins quickly, is endless, and is a good frontal deterrent to mid-close range attackers. Ivysaur's other primary irritater is its Back Aerial; repeated use of this move can shut down a lot of approaches, but it does little damage.
As previously stated, although damage isn't too much of a problem, KOing can be. Ivysaur's two KOing Smash Attacks are powerful, but slow (with its Up Smash being the most powerful of its kind in the game), and the same goes for its two aerial power moves. Up Aerial telegraphs itself almost as much as Zelda's does, and Forward Aerial only begins to KO at around 130%. Their primary faults are laggy landings should they not end in time. A sweetspotted Vine Whip can make for a superb surprise KO, but its set trajectory is rarely ideal, and being an Up Special Move, it is dangerous to use while in midair. Ivysaur can pop off a Dash Attack for a quick and rather powerful headbutt KO, but getting shielded makes it risky. KOing is worsened by the Pokémon Trainer's Stamina trait, should Ivysaur get tired, and Ivysaur is also burdened with its weakness to fire-based knockback. While Squirtle is the only character in the game to do water-based knockback (discounting F.L.U.D.D.), there are many more characters than just Charizard who utilize fire-based knockback in their more powerful moves (R.O.B., Ike, Snake, Mario, Mr. Game & Watch, etc.), and have an easier time KOing Ivysaur as a result. It also has quite a long rolling dodge animation.
Ivysaur's worst weaknesses, though, are its atrocious air game and recovery. Ivysaur has a tough time using Aerial Attacks against opponents offensively, and is frequently at risk to being pushed to the edge while airborne. Back Aerial and Neutral Aerial can help alleviate the defensive issue, but the Neutral Aerial has low priority, and Back Aerial requires Ivysaur to be facing away from the opponent, which can't always be done when already in the air. Ivysaur has very slow air speed, which also hurts its aerial game. The end result is that anytime Ivysaur is off the stage, the Pokémon is in a bad tactical position, and is generally forced to either begin edge games with Vine Whip and Back/Neutral Aerial, or to simply get back to the stage (the safer option). While its midair jump is decent, Ivysaur relies on its tether recovery, due to its poor air speed. Unfortunately, Ivysaur can easily be edgehogged while attempting to use the Vine Whip to recover, though this can be prevented by shooting a Razor Leaf to clear the edgehogger.
In the end, Ivysaur can best be described as a poor version of Olimar: both are great at racking up damage close-in, and at irritating at mid-long range, but Olimar has a much easier time landing KOs with his superior (and almost-always disjointed) attack options, including better smashes, better aerials, and a better grab.
- Neutral attack - Whips a vine, then another, then extends the range for repeated vine slaps. Normally, 3% damage the first hit, 2% damage the second hit, then 2% alternating with 1% for each other hit. Tired, 2% damage first hit, 1% damage second hit, then 1% for each other hit.
- Dash Attack - Slides along the ground, headbutting foes. A powerful, if somewhat unsafe, KO move above 110%. Normally, 12% sweetspotted, 10% during the rest of the frames. Tired, 9% sweetspotted, 7% for the rest of the frames.
- Forward Tilt - Leans forward and spins the leaves around the main bulb like a helicopter blade, hitting multiple times. Quick on start-up and stops run-ins cold, but requires good spacing to be effective, and has some ending lag. Normally, seven hits of 2% damage for a total of 14% damage. Tired, seven hits of 1%, 1%, 2%, 1%, 2%, 1%, then 1% for a total of 9% damage.
- Up Tilt - Plants vines on the ground and launches body into the air. Normally, 7% damage. Tired, 5%-6% damage.
- Down Tilt - Whips two vines quickly along the ground, hitting twice with good range. 2% damage on first hit, then 5% damage on second hit, for a total of 7% damage.
- Forward Smash - Plants vines on the ground and launches the body forward. Great range, decent knockback, and returns to starting position afterwards, but comes with minor lag during start and finish. 16% damage uncharged, 22% damage fully charged.
- Up Smash - Launches a burst of spores from the bulb. Appears to be Seed Flare, due to the colour of the spores. The strongest Up Smash in the game in terms of knockback, decent range, and a disjointed hitbox. The hitbox also covers Ivysaur's sides to an extent. Has a high start-up lag. Best used while baiting a spotdodge/air dodge. 17% damage uncharged, 23% damage fully charged.
- Down Smash - Quickly whips out vines across the ground simultaneously on both sides. Decent range and start-up speed, but horribly low damage and knockback for a Smash attack, and comes with minor ending lag. Has a high chance of causing the opponent to trip. 8% damage uncharged, 11% damage fully charged.
- Ledge Attack - Ivysaur returns to the stage with a vine flick. Good range and speed. 8% damage.
- 100% Ledge Attack - Ivysaur craws up onto the stage with a somewhat slow headbutt. 10% damage.
- Floor Attack - Whips vines to one side then the other while returning to feet. 6% damage.
- Trip Attack - Whips vines. 6% damage.
- Neutral Aerial - Points head diagonally downwards and flattens leaves against body, spinning. Hits multiple times, the last hit having moderate knockback. Has mild spike properties underneath its hind legs; useful while edgeguarding. Has low priority. 10% damage.
- Forward Aerial - Slaps forward with a vine, with decent damage and knockback, with a hitbox that ranges from above its eyes, to well in front, to underneath its head. Hits opponent either forward or upward depending on where the vines strike. 12% damage.
- Back Aerial - Turns its top toward the front of the screen, extends two vines far behind it, and spins. Very fast with long range, but very low damage and knockback. A great stall/wall tactic despite low damage returns. Does 2% damage on first hit and 3% damage on second hit, for a total of 5% damage.
- Up Aerial - Shoots a burst of spores out of the bulb with high knockback. Shoots Ivysaur downward. Little more than a slightly faster aerial Up Smash. It is the third most powerful Up Aerial in the game (only Zelda's and Bowser's are stronger). 16% damage.
- Down Aerial - Turns upside-down and uses the same basic attack as Up Aerial, shooting a burst of spores out of the bud with decent knockback. It cancels aerial momentum entirely, and spikes if the opponent is touching the bud, but it is difficult to land. Horrid lag-time on all sides makes this move extremely situational, for surprise use only. 8% damage.
Grabs and Throws
- Pummel - Vines squeeze opponent. Very slow. 3% damage.
- Forward Throw - Grabs opponent with vines and tosses them forward. 8% damage.
- Back Throw - Grabs opponents with vines, does a full spin, and tosses them back. A powerful throw with primarily horizontal fling. 10% damage.
- Up Throw - Grabs opponent with vines and bounces them into the air with the bud on its back. Not quite as powerful as Back Throw, but strong. Good for Bullet Seed combos. 10% damage.
- Down Throw - Grabs opponent with vines, does a flip, and smashes them to the ground. Good for follow-ups. 10% damage.
|Ivysaur's Special Moves|
|Standard Special||Bullet Seed|
|Side Special||Razor Leaf|
|Up Special||Vine Whip|
|Down Special||(Pokémon Change)|
|Final Smash||Solar Beam (of Triple Finish)|
|Pokémon Trainer's Special Moves|
|Standard Special||(differs between Pokémon)|
|Side Special||(differs between Pokémon)|
|Up Special||(differs between Pokémon)|
|Down Special||Pokémon Change|
|Final Smash||Triple Finish|
- Up - Spins its bud, and shakes off some leaves.
- Side - Stands on front legs and walks around while saying "Saur, Ivysaur".
- Down - It spins around and extends its vines doing a dance, throwing around some leaves while saying "Ivy, Ivy".
Role in The Subspace Emissary
While in the ruins, Lucas and Pokémon Trainer discover Ivysaur in trophy form at the end of a torch-lit hallway. Pokémon Trainer then easily captures it, adding it to his team. Since Ivysaur is not seen again in a cutscene, it is the only character that is not seen outside of its trophy form during cutscenes in The Subspace Emissary (not counting the credits).
- A Seed Pokémon that is the evolved form of Bulbasaur. It has a flower bulb on its back, the weight of which has made it develop strong legs and hips. If the blossom gets too big, the Pokémon can't stand on two legs alone. At a certain level, it evolves into Venusaur. When this happens, the bulb absorbs nutrients and blossoms into a large-petaled flower.
- Unlike other characters, when Ivysaur crouches repetitively, the animation doesn't completely finish; the bud on its back will stand up straight.
- If one tries to grab Ivysaur, they will be grabbing its bud even when grabbing in front of it. This suggests the bud is intended to be the "head" target for Ivysaur rather than where its actual head is.
- When Pokémon Trainer loses a match and Ivysaur is with him, Ivysaur is seen sitting and clapping, which may mean that Ivysaur's bud is still light. It is said that when the bud was light, Ivysaur was able to walk on two legs. Also, when Ivysaur does its side taunt, it stands on two legs, which supports this theory further.
- Ivysaur is the only character that is never seen outside of trophy form during cutscenes.
- It is not explained why Ivysaur is a trophy in the Subspace Emissary.
- Ivysaur's Up Smash is the most powerful attack out of the Pokémon Trainer's three Pokémon and it is also the most powerful in the game, KO percentage wise.
- Ivysaur can dodge Zero Suit Samus' grab in a neutral stance.