- 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, known as Fushigisou (フシギソウ, Fushigisō) in Japan, is a playable character in Super Smash Bros. Brawl in a sense; it is one of three Pokémon that are played through Pokémon Trainer, the other two being Squirtle and Charizard. Ivysaur originated from the original Pokémon game for Game Boy as the first evolved form of Bulbasaur, one of the initial Pokémon the player can 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 is can be edge-hogged pre/mid-tether. Finally, Ivysaur's KO moves are all quite limited and require either good mindgaming or excellent spacing to land safely.
Despite its flaws, Ivysaur can do well when effectively using its moveset to frustrate foes. Ivysaur has one of the best damage rackers in the game with its neutral special, Bullet Seed. Constantly spotdodging or fooling foes to land this move is a top priority for good Ivysaur play, even at higher damage percentages. One hit of the special button can often rack up an easy 30%, and upward of 50% when landed right. Ivysaur's grab game can also assist at putting it in charge - Ivysaur's vines give it one of the best pivot grabs this side of Yoshi, and its running grab sports decent range as well (the standing grab, however, has surprisingly low range and a laggy "miss" animation). Once having grabbed, Ivysaur can use either a down or forward throw to maintain control of the match. 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 quite good jab combo too, as it sports decent damage, begins quickly, is endless, and is a good frontal deterrent to mid-close range attackers. Ivysaur's other primary problem is its back aerial; repeated use of this move can shut down plenty of approaches, but does little damage.
As previously stated, although damage is not too much of a problem, KOing can be. Ivysaur's two most KO capable smashes are powerful but slow (with its up smash as the most powerful of its kind in Brawl); and the same goes for its two aerial power moves, meaning that its up aerial telegraphs itself almost as much as Zelda's, and its 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, it is dangerous to use in midair. Ivysaur can pop off a dash attack for a quick and rather powerful headbutt KO, but getting shielded makes it risky. Getting KO's is worsened by the Pokémon Trainer 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 Mario with his 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 KO'ing Ivysaur as a result. It also has quite a long rolling dodge animation, making it vulnerable to punishment by an opponent.
Ivysaur's worst weaknesses, though, are its atrocious air game and recovery. Ivysaur has a tough time using aerials against opponents offensively, and is frequently at risk to being pushed to the edge while airborne. Its back aerial and neutral aerial can help alleviate the defensive issue, but the neutral aerial has low range while its back aerial requires it 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 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 air, or to simply get back to the stage (the safer option). While its midair jump is decent, Ivysaur relies on its tether recovery to return to the stage due to its poor air speed, but can easily be edgehogged while attempting to use the Vine Whip to recover, although this can be prevented by shooting a Razor Leaf to clear the edge-hog off the stage.
In the end, Ivysaur can best be described as a poor version of Olimar; both are great at racking up the damage close-in and at irritating at mid-long range, but Olimar has a much easier time landing KO's 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. Start-up of 7 frames. Normally, 3% first hit, 2% second hit, then 2% alternating with 1% for each hit. Tired, 2% first hit, 1% second hit, then 1% for each hit.
- Dash attack - Slides along the ground, headbutting foes. Normally, 12% sweetspotted, 10% during the rest of the frames. Tired, 9% sweetspotted, 7% for the rest of the frames. A powerful, if somewhat unsafe, KO move above 110%. Hits on frame 4-20
- Up tilt - Plants vines on the ground and launches body into the air. Normally, 7%. Tired, does 5%-6%. Hits on frame 9-14.
- Forward tilt - Spins the leaves around the main bulb like a helicopter blade and leans forward, hitting multiple times. Normally, seven hits of 2% for a total of 14%. Tired, seven hits of 1%, 1%, 2%, 1%, 2%, 1%, then 1% for a total of 9%. Quick on start-up (6 frames) and stops run-ins cold, but requires good spacing to be effective, and has some ending lag.
- Down tilt - Whips two vines quickly along the ground, hitting twice with good range. Does 2% damage on first hit and 5% damage on second hit. Hits on frame 4 and 9.
- 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. Does 16-22% damage. Hits on frame 17-19.
- Up smash - Launches a burst of spores from the bulb. It is the strongest up smash in terms of knockback (the strongest of Pokémon Trainer's attacks), and has decent range and a disjointed hitbox. The hitbox also covers Ivysaur's sides, to an extent. When fully charged, it can KO at 38%. Has a high start-up lag (26 frames). Best used while baiting a spot dodge/air dodge. Does 17-23% damage.
- Down smash - Quickly whips out vines across the ground simultaneously on both sides. Decent range and start-up speed (16-17 frames), but does 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. Does 8-11% damage.
- Ledge attack - Ivysaur returns to the stage with a vine flick. Good range and speed. Does 8% damage.
- 100% ledge attack - Ivysaur craws up onto the stage with a somewhat slow headbutt. Does 10% damage.
- Floor attack - Whips vines to one side then the other while returning to feet. Does 6% damage.
- Trip attack - Whips vines behind it, then in front. Normally, 5% damage. Tired, 3% 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 ledge guarding. Start-up of 4 frames. Has low range. Does 10% damage if all hits connect.
- 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. Does 12% damage. Good Star KO potential. Hits on frame 15-19.
- 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. Start-up of 4 frames.
- Up aerial - Shoots a burst of gas 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). Does 16% damage. Hitbox out on frame 12.
- Down aerial - Turns upside-down and uses the same basic attack as Up Aerial, shooting a burst of gas out of the bud with decent knockback (though similar, it is much weaker than the up aerial). It cancels aerial momentum entirely, and spikes if the opponent is touching the bud (difficult to land). Horrid lag-time (hits on frame 11, but it only ends on frame 63) on all sides makes this move extremely situational, for surprise use only. Does 8% damage.
- Pummel - Vines squeeze opponent. Very slow unless performed in the correct rhythm. Does 3% damage.
- Forward throw - Grabs opponent with vines and tosses them forward. Does 8% damage.
- Back throw - Grabs opponents with vines, does a full spin, and tosses them back. A powerful throw with primarily horizontal fling. Does 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. Does 10% damage. Good for Bullet seed combos.
- Down throw - Grabs opponent with vines, does a flip, and smashes them to the ground. Good for follow-ups. Does 10% damage.
- 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, it throws around some leaves while saying "Ivy, Ivy".
Brawl manual description
A seed Pokémon that excels at attacks that cover it from above.
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).
Ivysaur's trophy is obtained by clearing Classic Mode with Pokémon Trainer and delivering the final hit to Master Hand with Ivysaur.
Ivysaur's trophy in Brawl
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.
- : Pokémon Red/Blue
- : Pokémon FireRed/LeafGreen
- Unlike other characters, when Ivysaur crouches repetitively, the animation doesn't completely finish; the bud on its back will stand up straight.
- If characters try to grab Ivysaur, they will be grabbing its bud even when grabbing in front of it.
- Ivysaur is one of the only characters who never uses its hands for any attack (including grabs), the other being Yoshi (though Yoshi still uses items with his hands).
- It is neither explained why Ivysaur is a trophy in the SSE, nor why it is in the Ruins in the first place.
- Ivysaur has a feminine voice in the Japanese version, but a masculine one in English.
- According to the Pokédex, Ivysaur is supposed to weigh a mere 28.7 pounds. Despite this, Ivysaur is one of the heavier characters in Brawl with a weight value of 100, which is as heavy as Lucario, a Pokémon that is supposed to weigh more than four times as much as Ivysaur.