Hello if you've come to this guide thinking something along the lines of "Maybe this will be good," I'm sorry. I'm not the best teacher because I don't pay attention to the things that I do, but if I do something that may help anyone wanting to play Ivy then I'll write it down here. If you have a combo that's not written down yet then comment and I'll add it in and give credit to those who suggested it. For me Ivy is sort of an autopilot character if you have a rough estimate of hit boxes, angles, and knockback of her attacks. Now lets get started on this bad guide on basic Ivysaur combos
I'll continue to update this "guide" over time but if there is anything I missed (So a lot) mention it in the comments and I'll add it.
- - Down throw -> Up B: can be a good option if your opponent DI's away from you at low percents. A sweet spotted Up B gives a lot of knockback making it a kill move at higher percents, but to take advantage of this combo you may have to short hop at about 60-ish% but at higher percents the angle of the down throw gets to be about the same as low percents.
- Down throw -> Fair: Fair is a great option out of down throw and can lead into some other moves (Can't remember at time of writing this) if you L cancel.
- Down throw -> Nair: Nair is a good option just like Fair and can lead into move such as D Tilt (If I remember correctly
- Down throw -> Solar Beam: this is one of the simplest setups for solar beam. Depending on the foe's DI skills and percentage this is an easy move to dodge so try not to always go for it. If the opponent DI's away from where the beam will hit it might be best to either wait it out until they are in the path of it or wait until you have a better chance.
- Down tilt -> jab: this is a good option and can chain together repetitively at low percents, and even higher percents on heavy characters.
- Down tilt -> Grab: I think this works at low percents, can go into any throw (duh).
- Down Tilt -> Dash attack: This is an okay combo on most heavyweights and can lead to some other moves.
- Down tilt -> F-Tilt: this can chain into a dash attack
Up throw is a great move that charges your solar beam, so if you pummel before you up throw you can get a small amount of charge.
- Up throw -> Short Hop-Up air: If sweet spotted up air also charges your solar beam, this small chain will get you to a decent amount of charge and can lead into Up smash.
- Up throw -> Bair: this can lead into a dash attack or a F-Tilt
DA -> short hop Bair: you may have to dash before going into the Bair and then again in the direction they are sent if you want to follow that up with a Fair.
I'll continue to update this "guide" over time but if there is anything I missed (So a lot) mention it in the comments and I'll add it.