WickedUMD
Smash Rookie
- Joined
- Dec 5, 2015
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It's Super Effective! Ivysaur 3.6 Matchup Guide
PLEASE DO NOT COMMENT ON MATCHUP SPREADS. IT'S TOO EARLY IN THE META. FEEL FREE TO CREATE A WRITEUP OR OFFER SUGGESTIONS BELOW.
Now that Project M has reached it's final foreseeable iteration, I thought it might be a good time to revive our matchup guide. Mach's is a great start but we haven't updated it in a year and a half. Alot has changed over that time so let's do this!
I will continue to reformat, add information, update matchup difficulty, and more. Comment with suggestions, opinions, commentary you would like to add, etc. Let's get that meta going!
If you would like to contribute a write up, please follow this format:
Summary:
What's the gist of this match up?
Difficulty: (Ivy%:Opp%)
How hard is the matchup? Why?
Stages: Pick [Stage 1] and [Stage 2], Ban [Stage 1] and [Stage 2]
What are the best and worst stages? What features are beneficial/detrimental?
What things you should look for to succeed? How will we win neutral? Best punishes? Kill setups and moves? General strategies?
What things you shouldn't do or fall into? How do you DI typical combos?
Cool things you might want to add that didn't fit above categories.
What's the gist of this match up?
Difficulty: (Ivy%:Opp%)
How hard is the matchup? Why?
Stages: Pick [Stage 1] and [Stage 2], Ban [Stage 1] and [Stage 2]
What are the best and worst stages? What features are beneficial/detrimental?
- Feature 1. Explain.
- Feature 2. Explain.
- etc.
What things you should look for to succeed? How will we win neutral? Best punishes? Kill setups and moves? General strategies?
- Strategy 1 (short and sweet sentence). Explain.
- Strategy 2. Explain.
- Etc.
What things you shouldn't do or fall into? How do you DI typical combos?
- Strategy 1. Explain.
- Strategy 2. Explain.
- Etc.
Cool things you might want to add that didn't fit above categories.
Super Effective x4
Bowser
Summary:
A very polarizing matchup, but if played correctly is heavily in Ivy's favor. Get Bowser in the air and combo him into oblivion.
Difficulty: (65:35)
It is difficult because of Bowser's armor and crouch cancelling, but when you work around those, Bowser has very few options to compete.
Stages:
How to Win:
What to Avoid:
A very polarizing matchup, but if played correctly is heavily in Ivy's favor. Get Bowser in the air and combo him into oblivion.
Difficulty: (65:35)
It is difficult because of Bowser's armor and crouch cancelling, but when you work around those, Bowser has very few options to compete.
Stages:
How to Win:
- Get Bowser in the air. Combo him to death from there.
- Vinewhip to victory. Fatties are very easy to land vinewhip on due to the sweetspot's position in the z-axis. Combine that with Bowser's weight and it will be a very easy move to land at many percents.
What to Avoid:
- A grounded Bowser. Crouch cancel will beat jab until almost 100% so approaching is a dangerous proposition. Razor leaf from a safe distance and watch out for armored dash attack.
- Bowser dsmash near the ledge. The disjointed hitboxes, kill power, and armor combine for a deadly move in a position where we lack alternate options. Bait it out and punish.
Dedede
Summary:
A very good matchup for Ivy because of our ability to heal off Waddles. Razor Leaf snuffs out DDD's approach and neutral game and vinewhip is a potent kill move. Just be cautious of the hammer.
Difficulty: (65:35)
One of our better MUs if only because of how well we counter DDDs strengths.
Stages:
How to Win:
A very good matchup for Ivy because of our ability to heal off Waddles. Razor Leaf snuffs out DDD's approach and neutral game and vinewhip is a potent kill move. Just be cautious of the hammer.
Difficulty: (65:35)
One of our better MUs if only because of how well we counter DDDs strengths.
Stages:
How to Win:
- Play the neutral game. DDD has very few options against RL, especially when thrown at forehead height. His ftilt has massive range on it and will eat RL so don't assume that approaching is safe. Dash attack will also armor through the leaf so make sure that you get a hit confirm before charging in.
- Vinewhip his fat ass. Fatties have it hard due to the location of the sweetspot hitbox. Frequently you can catch them jumping from the ledge, especially on the tri-plat stages.
- Rack up damage offstage. DDD does not die. Try to kill him off the top with a uair or seedbomb but if that doesn't work your next best bet is to rack up the damage. His recovery is very linear which means you will get multiple bairs off stage as DDD tries to recovery. Build up that damage here before going for the kill.
- The hammer. That thing is huge and powerful and will outspace most of our attacks and get early kill.
- DDD gimps. His bair has a massive hitbox that will knock us off our line for an easy kill. Be intelligent about your use of dair stalling and save the jump. If you can tether reel in, go for a dair meteor as DDD tries to recover.
- Dair every waddle you get your hands on. This will limit DDDs mobility in neutral and also give you tons of health and solarbeam charge.
Donkey Kong
Summary:
Difficulty: (65:35)
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: (65:35)
Stages:
How to Win:
What to Avoid:
Extras:
Ice Climbers
Summary:
The goal here is to split them up. Razor leaf should do a good job shield poking Nana to help you get separation.
Difficulty: (70:30)
Stages:
How to Win:
The goal here is to split them up. Razor leaf should do a good job shield poking Nana to help you get separation.
Difficulty: (70:30)
Stages:
How to Win:
- Razor Leaf. It's not even fair. IC's main neutral options are wavedash and icicles but RL will usually clip Nana since her shield is delayed a few frames and it also pushes the icicles back without clanking. Figure out Icicle timing and fast fall inbetween them to get Razor Leaf at ground level.
- Approaching. Don't even bother. IC's have great movement and CCing, stay away space fairs and throw Razor Leafs.
- Grabbing or getting grabbed. There's no good reason to grab when the ICs are together because the other will punish you. On the flipside if you are getting grabbed, you're not spacing well enough. Nana is able to kill off the top or the side if Popo lands the grab. DI accordingly based on stage position.
- If you kill Popo, beware of Nana who is programmed to attack still. Go for dairs or uairs on her to restore health and build charge.
Olimar
Summary:
A silly match full of PM jank and ridiculous edgeguards.
Difficulty: (70:30)
This may not be our best matchup as many once thought, but Ivy can do a number on loose Pikmin with synthesis and dair. The neutral is a mixed bag and is still evolving but the edgeguards always will comes easy for both characters.
Stages:
How to Win:
Olimar's strategy largely depends on the Pikmin in his lineup. Oli's Pikmin become considerably scarier as they blossom so if you can eliminate them to prevent this, that may help your cause. You can look at the little light on Oli's head to see what Pikmin is next in line.
A silly match full of PM jank and ridiculous edgeguards.
Difficulty: (70:30)
This may not be our best matchup as many once thought, but Ivy can do a number on loose Pikmin with synthesis and dair. The neutral is a mixed bag and is still evolving but the edgeguards always will comes easy for both characters.
Stages:
How to Win:
- PM jank to victory. Synthesis will blow away any Pikmin not following Oli around. If they are attached to Ivy or roaming around, synthesis will send them flying. Dairing the Pikmin will also build charge and health if you can get the sweetspot. If you have solarbeam, synthesis can no longer be used to knock off Pikmin and good Oli's will use this opportunity to punish a risky nair. Do so from a safe distance.
- Edgeguard. Oli notoriously has one of the worst recoveries in PM. No longer do we benefit negating his Pikmin but that doesn't severely hinder our edgeguard game. Bair will cover most of Oli's extremely linear rocket as will a dsmash at the ledge. As usual, refresh invincibility to force the high recovery and then ledgehop bair on to stage.
- Bair walls. This will simply just outspace anything Oli has to offer (mostly fair and bair). Use that space to your advantage and rack up damage.
- Getting juggled. Ivy struggles to get down in this matchup as she has poor options for hitboxes below her and Oli can put great hitboxes above him.
- Getting edgeguarded. Olimar's fsmash send Pikmin flying at a brutal angle for Ivy, in the area that she needs to tether. Make sure to avoid this, especially if you've burned your double jump and find a safe way to get to ledge.
- Grab range. Oli has one of the better grabs in PM so while spacing bair, fair, and dtilt are great options, beware the grab range and active duration of the grab box. However, Olimar is possibly the only character in the game that does not get grab armor.
Olimar's strategy largely depends on the Pikmin in his lineup. Oli's Pikmin become considerably scarier as they blossom so if you can eliminate them to prevent this, that may help your cause. You can look at the little light on Oli's head to see what Pikmin is next in line.
- White - These Pikmin do massive damage as they attach themselves to you. After a few seconds they will self distruct causing additional pain
- Red - They just do decent damage and knockback on smashes
- Blue - These will buff Oli's grabs and throws
- Yellow - These signifcantly boost the speed of aerial attacks
- Purple - These are the powerhouse Pikmin that do loads of knockback and damage on a singular hit
Super Effective x2
Charizard
Summary:
This is a fun, combo-heavy matchup
Difficulty: (60:40)
Stages: Pick Green Hill Zone and Smashville
This is a fun, combo-heavy matchup
Difficulty: (60:40)
Stages: Pick Green Hill Zone and Smashville
- High ceilings. Zard is gonna kill off the top with fair and uair>up b. The side b and fsmash both will kill off the sides but are much more telegraphed.
- Platforms are scary. Charizard has many attacks with absolutely massive hitboxes that cover whole platforms. It's a pretty bad idea to be above Zard in the first place so best to avoid triplats
- Zone. Approaching can sometimes be tough with Zard's large hitboxes. His dtilt is about the same range as ours, his ftilt and jab can snuff out approaches from diagonally above. Our best bet is Razor leaf camping a dtilt footies until we find an opening. At that point we can combo real hard. Seed bomb is great for controlling space above us.
- Hit hard. Zard is so big and decently heavy that we should be getting massive combos off hit confirms. Fair>nair>utilt is super effective and can lead to even longer strings. Go ham! Dtilt to vine whip is an effective finisher.
- Gimp. Bairs beat Zard's glide attack while on stage dsmash is very difficult to sweetspot and therefore easy to dsmash. You can also try retethering above the stage to avoid the hitboxes on up b. Zard is gonna live a long time against us if we can't kill him off the bottom.
- Tech dthrow in place and jab. It's faster than Zard can react and punish.
- Being above Zard. He has great vertical combos and finishers on Ivy plus fantasic anti-air options including usmash, utilt, and jab. He can high fast with fly and finish with uair to up b.
- DI and tech. Duh. Zard has a very solid pillar combo game so when you get daired, tech that. DI uair to the sides
- Throw combos. I see too many people DI bthrow in and get faired. There's no reason to DI that way and put yourself in a place to get hit by a kill move, DI behind until you know it is not a bthrow. For uthrow, it will kill at high percents and it sends you at a 45 degree. No DI is usually the best but slightly DI the angle and aim for the corner blastzone. Also do not get grabbed under a platform because uthrow will kill about 10% earlier.
Game and Watch
Summary:
This matchup is all about spacing. G&W can beat us with CC if we try to go in so instead zone him with Razor Leaf, and space with fair, bair, and dtilt.
Difficulty: (60:40)
It's not too bad as G&W struggles with our neutral game. His punishes are great but on the whole we should win this.
Stages:
How to Win:
This matchup is all about spacing. G&W can beat us with CC if we try to go in so instead zone him with Razor Leaf, and space with fair, bair, and dtilt.
Difficulty: (60:40)
It's not too bad as G&W struggles with our neutral game. His punishes are great but on the whole we should win this.
Stages:
How to Win:
- Zoning and spacing are your friends. Primarily SH fair while either fading back afterwards or WDing back. G&W has nothing to combat this besides measly bacon strips.
- Take stage control. Our zoning and spacing tools work extremely well so the best way to secure this matchup is by taking space away from G&W.
- Dtilt to uair/seedbomb. This is a fantastic option to get kills off the top. He is just heavy enough to stay in range.
- Uair spike his up b. It should trade which is a winning one for Ivysaur.
- Ledgehop bair. By refreshing invincibility you can both land on stage and put out a sweeping hitbox where G&W is forced to recover high. This is very effective at racking up percent and eventually getting a kill.
- Letting G&W get in. He has great combos and punish game so do not overextend. Be patient and just apply constant pressure with our disjoints.
- Watch out for crouch cancel. Dtilt is one of G&W most potent killing moves against us. A misspaced fair will almost certainly get punished by CC dtilt. Stay out of dtilt range.
- The fall off nair. G&W can use this to cover our tether with its massive hitbox.
- Always be prepared to tech a potential dthrow. React to other throws accordingly, but this is the most important. Mix up your roll directions to avoid getting DACUSed.
Ganondorf
Summary:
Ganon is powerful, but if you can avoid his aerials, his neutral is not enough to really threaten Ivy. Watch out for those fairs and bairs though.
Difficulty: (60:40)
Getting gimps are very easy and disjoints and projectiles give Ganon trouble.
Stages:
How to Win:
What to Avoid:
Extras:
Ganon is powerful, but if you can avoid his aerials, his neutral is not enough to really threaten Ivy. Watch out for those fairs and bairs though.
Difficulty: (60:40)
Getting gimps are very easy and disjoints and projectiles give Ganon trouble.
Stages:
- Larger stages. Ganon is dominant on small stages due to his incredible kill power. He most frequently kills off the sides which is also where we are most likely to kill. Large side blast zones are the way to go.
- Fewer platforms. Platforms are typically beneficial for Ivysaur, but in this matchup it is one of the few that benefit our opponent more. Ganon has very few movement options and his ability to cover entire platforms with sweeping uairs do much more damage than they are worth for us.
How to Win:
- Control neutral. Ganon does not have many safe approach options. Razor Leaf should control space in this match more than almost any other. Spacing fairs is typically a safe option.
- Punish hard. Ganon is heavy so your attacks will not knock him too far away. Nair has great combo ability and bair gimps should come easily.
What to Avoid:
- Wizard's Kick. This move should give you nightmares. You think Razor Leaf is perfectly safe until Ganon throws out a WizKick, eats right though that poor piece of lettuce, and kicks you in the face for a kill. Always keep yourself in a position to shield after throwing out a leaf.
- If you screw up enough to get grabbed by Ganon at kill percents, always DI the dthrow towards center stage and DI the followup upwards to increase your survivability.
Extras:
Ness
Summary:
Difficulty: (55:45)
Stages: Ban FD
How to Win:
Difficulty: (55:45)
Stages: Ban FD
How to Win:
- SDI on point. Between fair and PK Fire, you should be ready to SDI Ness' multihits or you're going to be taking a hard punish.
- Pay attention to DJC habits. Ness will often approach through double jump canceled aerials and specials.
- Lock down on edgeguards. If the Ness comes too close to stage go out and close down their angles with a bair. Hit them before launching if possible as the hitboxes can trade through the bair. Do not overcommit to one option, it is best to reset the situation and rack up damage then to let them get back into neutral. Dsmash is another good option though be aware of platforms they can reach or drift to.
- PK Fire. It does a number on Ivy since it will be activated by the leaf and Ivy's movement isn't super fast
- Getting uaired. This is one of Ness's most potent kill options in the matchup. The real thing Ivy needs to avoid is the setups into it. DI dthrow away, avoid being daired while grounded, and be sure to tech aerial dairs, SDI away on fair, etc.
- Losing in neutral. Both characters punish eachother very hard. The matchup is mostly in Ivy's advantage due to a slight edge in edgeguarding, but the majority of the game will be decided by whole lands the first hits in neutral.
Peach
Summary:
This battle is likely to turn into a campy mess as Peach struggles to approach and gimp Ivy. Be prepared for alot of turnips coming your way and avoid them off stage.
Difficulty: (60:40)
Stages:
How to Win:
This battle is likely to turn into a campy mess as Peach struggles to approach and gimp Ivy. Be prepared for alot of turnips coming your way and avoid them off stage.
Difficulty: (60:40)
Stages:
How to Win:
- Punish her float. Peach plays like to float at a 45 degree angle above you because many characters do not have the means to hit there. Ivysaur is different because this sits right in sweetspot vinewhip area. Make them
- The offstage turnip. Peach can't really gimp or punish tether characters so expect Peach to be throwing the kitchen sink at you offstage. Save the jump and dair stalls and don't be afraid to fade back to avoid an item.
Sonic
Summary:
Difficulty: (55:45)
Stages:
How to Win:
Extras:
Difficulty: (55:45)
Stages:
How to Win:
- Beat Sonic's negative disjoints. Most of Sonic's attacks will lose to ours. Using nair defensively is a great option. Using nair offensively is a good options. Using nair is good. Use nair.
- Bair and dsmash. Sonic has a great up b, but it sends him directly upwards at which point he is pretty vulnerable. Keep hitting him off the ledge and build up that damage to the point when it should be an easy kill. Know the Sonic cannot throw out an attack and grab ledge at the same time so dsmashing Sonic's spring should always be safe with the proper timing.
Extras:
Yoshi
Summary:
Difficulty: (55:45)
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: (55:45)
Stages:
How to Win:
What to Avoid:
Extras:
Even Matchups
Ivy
Summary:
The ditto is kinda lame but still interesting.
Difficulty: (50:50)
Might be a bold estimation, but I'm sticking by it.
Stages:
The ditto is kinda lame but still interesting.
Difficulty: (50:50)
Might be a bold estimation, but I'm sticking by it.
Stages:
- Whatever you are most comfortable on.
- Nair. Not only is it a great combo tool, but will eat Razor Leaf, beat most moves out of sheild, and break combos.
- Utilt at low percents. Doesn't work due to Ivy's floatiness and will be punish with a nair.
Ike
Summary:
Ike and Ivy is a very strange PM matchup. While Ivy is strong in neutral, Ike can put on decent sheild pressure and get kills off throws while living a long time.
Difficulty: (55:45)
Both characters put in work against each other but it balances out decently well. Spreads will be very stage dependent.
Stages: Pick Battlefield and Smashville, Ban FoD and WW
Ike and Ivy is a very strange PM matchup. While Ivy is strong in neutral, Ike can put on decent sheild pressure and get kills off throws while living a long time.
Difficulty: (55:45)
Both characters put in work against each other but it balances out decently well. Spreads will be very stage dependent.
Stages: Pick Battlefield and Smashville, Ban FoD and WW
- Tradeoffs everywhere. Ike and Ivy is a convoluted matchup, both characters kill well off the sides and the top and recover well also. Big stages, especially those with walls can allow Ike to live for quite a while but Ivy also survives past the standard fthrow>fair Ike kill moves.
- Small is generally bad. Ike can cover alot of space with fsmash and fair so small stages are the most obvious to avoid. Try to stick with the neutral stages.
- Use Razor Leaf to interrupt Ike's Quick Draw. This is his most threatening movement option and we can take away the meat of it by putting out a hitbox. This lets us win neutral and dictate the match. Ike does have decent disjoints however to cancel the leaf so don't become predictable. The moral here is don't put too much effort into approaching. Interactions will often be won by who baits out an attack first since Ike has a strong DD grab and slow aerials. Avoid overcommitting in the neutral game and get hit by Ike moves. Roll behind is even a decent option.
- Edgeguarding. It is probably best for Ivy to go for a far offstage bair before Ike can really toy with his recovery options. If that's not possible Ike will have basically three options; side b on stage or ledge, walljump, and up b. Ivy bair does a decent job covering the first option. Ike will wall jump often far deeper than Ivy can go so if you can't catch them before they use it, you're better off just repecting it and finding another recovery punish on stage or by holding ledge. Up b is interesting in that they can put the sword hitbox decently far on stage and then go to ledge or on stage. If they go deep enough, retether and roll might be enough to get the kill. Otherwise a fair at the ledge might be the optimal punish. If they go on stage, punish like Sheik with a dair into something.
- Beware of grabs. Ike has pretty poor out of shield options, but can punish hard if he lands a grab. Try to cross up his shield at every opportunity to avoid this. He will frequently jab>grab as well. If you get grabbed, DIing properly is important to taking the least damage. At low percents DI behind for the dthrow, while closer to kill percents you'll want to DI down and away from center stage an prepare for the followup fair or bair.
- Getting fmashed at the ledge. Ike's will WD back and just throw this stuff out, don't fall for it cause it's an easy kill. Don't get baited into high commitment moves with limited options.
- Being above Ike. His uair is both fast and powerful and his utilt serves as a solid anti-air option where his arm is invulnerable. Preserve your double jump and use dair and uair to find a way back to the ground
- Any fancy tether tricks. Ike's bair is absolutely savage if you fade back and nair will hit us at a horrible angle. Eat the fair or dair on stage and DI properly to reset to neutral.
Jigglypuff
Summary:
Difficulty: (55:45)
Stages:
How to Win:
What to Avoid:
Difficulty: (55:45)
Stages:
How to Win:
What to Avoid:
- The utilt. Easiest combo into rest ever and this will kill us very very early.
- You can punish a missed rest using the synthesis windbox to push Jiggs offstage.
Link
Summary:
Difficulty: ??
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: ??
Stages:
How to Win:
What to Avoid:
Extras:
Lucas
Summary:
Lucas has an extremely similar neutral game to Ivy. He relies on dash dance PK Freeze and nair combos. Just watch out for that dair. It can combo into itself and into a usmash.
Difficulty: (45:55)
Stages:
How to Win:
What to Avoid:
Extras:
Lucas has an extremely similar neutral game to Ivy. He relies on dash dance PK Freeze and nair combos. Just watch out for that dair. It can combo into itself and into a usmash.
Difficulty: (45:55)
Stages:
How to Win:
What to Avoid:
Extras:
Luigi
Summary:
Luigi can be a pain for everyone's favorite leafy dinosaur. You will really need to understand this matchup in order to beat quality Luigis.
Difficulty: (45:55)
Stages:
How to Win:
Luigi can be a pain for everyone's favorite leafy dinosaur. You will really need to understand this matchup in order to beat quality Luigis.
Difficulty: (45:55)
Stages:
How to Win:
- Utilize disjoints. Luigi is a salt-inducing character due to his ability to escape or break combos. Ivy's fair offers plenty of space to keep away from his hitboxes so be sure to use all of it.
- Know Luigi's recovery gave. Luigi can recover from almost anywhere but his aerial mobility is incredibly slow and predictable. Side b is very easy to punish with bair. It will likely not kill, but you should rack up as much damage offstage while you can. Use this time to heal and set up.
- Luigi's dangerous neutral. He has many options against Razor Leaf such as down b or wavedash shield that give Ivy trouble. Furthermore once he gets in his crouch cancel game is a big threat. Wavedash>jab>up b is a potent kill move, especially on Ivy so be prepared in neutral. Dash attacking into shield can get you up b'd as well.
Pit
Summary:
Difficulty: (45:55)
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: (45:55)
Stages:
How to Win:
What to Avoid:
Extras:
Roy
Summary:
Difficulty: (45:55)
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: (45:55)
Stages:
How to Win:
What to Avoid:
Extras:
Squirtle
Summary:
Squirtle is a slippery little **** who can easily get in and out on us due to armor and mobility.
Difficulty: (45:55)
Razor Leaf is not very effective () in this matchup due to withdraw's armor and bubble. It makes the neutral tough to win in addition to Squirtle's strong gimp game on Ivy and early kills off the top.
Stages: Battlefield, Yoshi's (Melee)
Squirtle is a slippery little **** who can easily get in and out on us due to armor and mobility.
Difficulty: (45:55)
Razor Leaf is not very effective () in this matchup due to withdraw's armor and bubble. It makes the neutral tough to win in addition to Squirtle's strong gimp game on Ivy and early kills off the top.
Stages: Battlefield, Yoshi's (Melee)
- Small stages limit Squirt's movement. The key is limiting his movement. Also the close blast zones allow for early kills. Bair is good for killing Squirt off the sides and dtilt sets up kills off the top.
- Avoid walled stages. Squirtle has alot of recovery mixups that he can use such as a wall cling.
- Low ceilings are bad. Squirtle primarily kills off the top with usmash in this MU.
- Platforms benefit Ivy more.
- Dealing with withdrawl. If Squirt lands it on shield, be prepared to shield the followup aerial. Armor allows it to go through most of Ivy's attacks with few consistent exceptions. One of the better options is dair which can recover health and lead to followups. Simply jumping over is another strong option.
- Play in close. Don't give Squirtle room to move around
- Tech bubble beam.
- Sweetspot dair on Squirtle's recovery. It is one of the few options that we can punish waterfall with.
- Overusing Razor Leaf. Squirtle has alot of options to deal and punish RL. We need to play in close to limit his movement.
- Watch out for wavedash grabs. Squirtle gets alot off of grabs for floaties. Dthrow is a strong kill but can be mixed up with fthrow into usmash. DI fthrow down and away to get the tech.
- Footstooling withdrawl puts Squirtle in a long endlag.
- Squirtle's shellshift has 15 frames of endlag, but has a small hitbox which can combo into kill moves.
- He can recover under stages like Smashville or Battlefield.
Toon Link
Summary:
Difficulty: (45:55)
Stages:
How to Win:
Difficulty: (45:55)
Stages:
How to Win:
- Refresh ledge invincibility. Toon Link has a great recovery but it is very punishable if Ivy does the right things. Bomb jumping will build damage itself but Tink is forced into two options once he nears the ledge. These options do not cover great distances, one being the up b and the other being a tether grab. Refreshing invincibility lets you bair while drifting on stage or dair the ensuing attack. If you read the tether it puts Tink into a vulnerable ledge situation where you can dair the slow reel or punish the auto hop.
- Dthrow to usmash. On stages with low ceilings, this will kill many floaties.
- Being item camped. Between arrows, bombs, and boomerangs, Tink can zone just as well or better than Ivy. Don't get hit because that usually is Tink's combo starter and it builds up damage. Approaching with a well spaced fair is optimal with Tink's short sword range.
- Dair. This is a fantastic kill move off the top with a long hitbox duration. Avoid situations where raw fairs can be thrown out near leadges or with AGT bombs.
Wario
Summary:
Wario is often compared to a more power Puff. His aerial mobility is insane and allows him to space his attacks like no one else. Luckily this falls into Ivy's wheelhouse, full of disjoints and projectiles. The key to this matchup is to zone him out.
Difficulty: (55:45)
We can do some things to Wario and he can do some things to us. We need to use our disjoints to their fullest potential to gain the slight advantage.
Stages: Pick FD and Smashville, Ban Battlefield and Wario Ware or Yoshi's Melee
Wario is often compared to a more power Puff. His aerial mobility is insane and allows him to space his attacks like no one else. Luckily this falls into Ivy's wheelhouse, full of disjoints and projectiles. The key to this matchup is to zone him out.
Difficulty: (55:45)
We can do some things to Wario and he can do some things to us. We need to use our disjoints to their fullest potential to gain the slight advantage.
Stages: Pick FD and Smashville, Ban Battlefield and Wario Ware or Yoshi's Melee
- Avoid platforms. This is one of those matchups where platforms are just more beneficial to Wario. He can pull so much crap with his shoulder bash with minimal endlag and also mix up his bite and fair. It's just a bad place to be.
- Big stage are good for zoning. If we are doing a decent job controlling space, a big stage is a better place to do it. If Wario is managing our zoning well, choke him out on a smaller stage.
- Zoning. Make use of Razor Leaf, dtilt, and SH fair to really control the area around Wario. He will almost always be in the air so pay attention to his jumping patterns and stay patient.
- Use the correct throws. At ~50% dthrow will not have followups anymore. When this happens, start either throwing offstage or getting uthrows to build up charge. Uthrow combined with Wario's floatiness gives you time to synthesize and threaten space with seed bomb.
- Ivy gimps. Uair spike will usually trade with up b. Bair will out range shoulder bash. You should be using ledgehop bair on to the stage alot after refreshing invincibility.
- Bite. This move is really good and has a 50/50 mixup to go with it. Always try to DI away whichever direction he throws you or you will get faired and wafted. Either way, DI upwards after the throw. At low percents however, try do DI in to take the single uair and avoid the fair strings. Most importantly, just do not sit in shield in the first place. It's not really that good anyways. Also don't be on platforms.
- Hitting a grounded Wario. This is why we should avoid going in at low-middle percents. Wario will CC the **** out of our attacks. Jab also has a decently high hitbox that can knock us out of the air if we get too close. Space yourself accordingly.
- Don't get edgeguarded. Wario has alot of tools to do this including offstage waft, forced autohop waft, dropzone nair, bair, dair if we sit in tether, dair us if we go on stage, bite in to more disgusting things, and more. Moral of the story is don't let it happen. Clear the ledge with a Razor Leaf or a well-timed fair and tether from a safe distance and angle.
- Watch out for Wario's gigantic freaking get up attack.
Zelda
Summary:
This is a weird and unexplored matchup. Zelda has a great zoning tool in Dins but is very good at snuffing out approaches too. Ivy wins with disjoints but landing kills can be a challenge given how difficult it is to combo Zelda.
Difficulty: (45:55)
Zelda generally seems to win in neutral with telecancelling and Dins as well as in tight with get off me moves like Nyrus. She has potent kills with lightning kick and utilt so there is a possibility this matchup is much worse, but that remains to be seen.
Stages:
This is a weird and unexplored matchup. Zelda has a great zoning tool in Dins but is very good at snuffing out approaches too. Ivy wins with disjoints but landing kills can be a challenge given how difficult it is to combo Zelda.
Difficulty: (45:55)
Zelda generally seems to win in neutral with telecancelling and Dins as well as in tight with get off me moves like Nyrus. She has potent kills with lightning kick and utilt so there is a possibility this matchup is much worse, but that remains to be seen.
Stages:
- Short sides. If you fail to get the kill off the top around 80% Zelda will probably be living until 140% when you can eventually kill off the side. Better to keep them short to limit her recovery ability.
- Spacing. Zelda has decent disjoints but they lock her in place. Full hop fair is a great pressure tool that can lead to uair kills with bad DI and dtilt can also lead to uair kills at 90%. Make sure your best spacing comes here but it is a challenge to kill her once she gets much higher. Floatiness means she can jump out of combos that kill off the top but her low aerial mobility makes her difficult to kill off the sides, coupled with her fantastic recovery.
- Find ways to confirm kills. They are few and far between in this matchup. Last hit nair or uair spike into usmash will likely be the most reliable, but the approach is dangerous. If you can get an opening, tke advantage.
- Tether to refresh invincibility then waveland and punish. Zelda's recovery is ridiculous long but very high commitment. If we show we have control of ledge they will go high or go on stage where we can punish.
- Using Razor Leaf. This is one matchup where the leaf can do more harm than good. Nyrus reflects it creating two active hitboxes. Approach through Ivy's disjoints, do not rely on RL hit confirms.
- Dins and telecancelling. These moves are brutal in neutral with the ability to shield grab, poke shield, and add damage. Find ways to not get hit by these. Dins hitbox gets neutralized if you hit it which makes approaching Zelda much easier.
- Nyru's from the ledge. Zelda's love this crap, just respect her when she's on the ledge. Try to bait it out and punish the end lag.
Zero Suit Samus
Summary:
A rare battle of tether characters. Alot of this game will come down to edgeguarding but neutral is very intricate
Difficulty: (45:55)
This matchup can be sometimes hard in neutral against a campy ZSS. We benefit from her lack of reliable kill moves.
Stages: Ban GHZ and PS2
Extras:
A rare battle of tether characters. Alot of this game will come down to edgeguarding but neutral is very intricate
Difficulty: (45:55)
This matchup can be sometimes hard in neutral against a campy ZSS. We benefit from her lack of reliable kill moves.
Stages: Ban GHZ and PS2
- Small stages seem preferable. Ivy has trouble in neutral mostly so small stages give our disjoints plenty of stage control. WW is a favorite of ZSS, but may be a good stage for Ivy. Subject to change.
- Avoid walled stages. ZSS has way too many wall jump shenanigans and it is a huge boost to her already great recovery.
- Winning neutral. It's not easy in this matchup laser and leaf will clank. We need to be within range to bair or nair through the laser. Use these aggressive options when you have stage control as they can be avoided through dash dance. Jab and ftilt clanks are ways to maintain position without giving up ground. ZSS's blaster is a confirm into her approach and combo game so make sure to avoid getting hit. Dtilt's range is not as effective in this match given ZSS side b and fsmash, but it is a potent combo into kills at a wide range of percents due to her weight.
- Approach from above. It will be interesting to see if this holds up in the meta long term given a solid up b and utilt, but nairs and uairs from above seem to be effective approach options that set up into combos.
- Get creative with edgeguards. ZSS is tough to kill with her extra jumps and offstage options but a ledgehop bair is good for covering the high approach while a falling nair or dair can be a crafty way to get the kill when tethered.
- Getting comboed. Easier said than done but ZSS has a very good combo game with unreliable kills. If we DI correctly, it makes our survivability much greater. Most of her moves have followups but mixing up DI in to stay above as opposed to in front is optimal.
- ZSS shenanigans. Her offstage game is very strong, especially when coupled with a wall jump. She has ways to get hitboxes out as we are holding ledge so don't get caught off guard.
- Autohopping on stage. ZSS's most potent kill moves are bair and fair, both of which are pretty free in the lag if you land on stage. Against fair it is possible to SDI down and buffer roll. Against the bair, make sure you are DIing upwards when this happens.
Extras:
- ZSS has two laser models: the fast/far one with little stun and the big/slow one with alot of stun. The longer charge creates more stun but the model only changes at max charge.
Not Very Effective x2
Kirby
Summary:
Difficulty: (40:60)
Stages:
Difficulty: (40:60)
Stages:
- Go small. Duh. Kirby can recover from nearly anywhere as long as he has jumps, so closer sides will make that less useful and make his gimps on Ivy less effective.
- Take the easy kills. Dtilt to uair at ~70% or dthrow to vinewhip in the same range is going to be the most reliable kill options. Get them early before Kirbs can jump out of it and it gets much harder.
- Get out of dthrow tech chases. After about 30% Ivy can nair or jump out of dthrow before hitting the ground.
- Don't get inhaled. For the love of god, this might be the most broken mechanic in the game as Kirby gets a free solarbeam from inhale and has arguably better setups into it than Ivy. He can also taunt cancel to drop the hat in a heartbeat so he can get another. Don't get inhaled. If you do, then immediately uair body spike upon release and get a punish.
- Getting gimped. Kirby, much like DDD has a strong gimp game against Ivy because he can go far offstage and catch us with a bair. In addition, they can force the auto hop and uair for a kill over 100%, so play the offstage game very carefully.
Lucario
Summary:
Lucario's neutral is interesting in that he struggles to get in, but one stray hit on shield and your opponent's eyes will just light up.
Difficulty: (45:55)
Stages:
How to Win:
Lucario's neutral is interesting in that he struggles to get in, but one stray hit on shield and your opponent's eyes will just light up.
Difficulty: (45:55)
Stages:
How to Win:
- Control the neutral. Lucario has few options to actually approach. Use Razor Leaf to control space and watch out anytime that Lucario down b's, especially with an aura charge, because they can go invulnerable through the leaf if timed correctly and then cancel into an attack.
- Getting hit. Sitting in shield is the least safe option here.
Mario
Summary:
Difficulty: (40:60)
Stages: Ban FD
How to Win:
Difficulty: (40:60)
Stages: Ban FD
How to Win:
- Juggle with sourspots. Mario is that weird weight where he doesn't really get comboed too bad, but he lack disjoints, especially below him. Uair and usmash have very large disjointed sourspots that can rack up damage and give good stage control.
- Dtilt and fair. These are the two moves that do well against Mario and pop him up for juggles. Bair and nair work well for eating fireballs and adding damage but watch out for the CC.
- Go deep for gimps. Mario has a pretty predictable recovery. Cape stalls him and down b gives him a little boost but both largely leave him in the same place. Bairs huge hitbox is perfect for that.
- Mario's crouch cancel. It's too good. Stay at a safe distance.
- Mario's fireballs. Mario can heavily outcamp Ivy so stay close. Nair is a solid option to eat fireball and approach. You can jab to clank fireballs and hope they eventually get bored of camping, but yeah those things suck. Watch out for CC if you use it to approach. Don't shield too much because Ivy is liable to get shield poked and Mario uses this opportunity to approach.
- Be careful when clearing the ledge. Ivy's typically throw a leaf and then tether, but Mario has a solid bair which will go right through the leaf and likely gimps so play it from a safe distance.
- Mario grab. At high percent, dthrow to fair is a completely free kill. At low and mid percents try to DI just very slightly behind him so that Ivy optimizes her distance and combo break with nair to avoid the chain grab.
Meta Knight
Summary:
Difficulty: (40:60)
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: (40:60)
Stages:
How to Win:
What to Avoid:
Extras:
Mewtwo
Summary:
Difficulty: ??
Stages:
Difficulty: ??
Stages:
- Go small, with high ceilings. We aren't going to gimp Mewtwo, but he sure as hell can do that to us. Primarily his kills will come from bair gimps or the super free uthrow.
- Dthrow to vinewhip. Mewtwo is one of those floaties who just can't get away in the 80% area. He's floaty enough that this can kill very well. The tough part is landing the grab.
- Teleport. This approach is crazy, but Ivy has the tools to deal with it. Using nair defensively is a safe way to call out this move. Bair is a decent way to space since Mewtwo's tail is not disjointed like Ivy's vines.
Pikachu
Summary:
Difficulty: (40:60)
Stages:
How to Win:
What to Avoid:
Difficulty: (40:60)
Stages:
How to Win:
What to Avoid:
- Pikachu usmash. This is an easy combo into thunder and gets very early kills.
R.O.B.
Summary:
Difficulty: (40:60)
Stages:
Difficulty: (40:60)
Stages:
- Ban the big stages. This goddamn robot does not die off the side til like 170%. Go small.
- Get those gimps. Surprisingly we can gimp flying robots. His recovery is very linear so it's very predictable where ROB will be. Place a bair, ledgedash>dsmash, or dair to knock him back. You might have to do this twice.
- The laser and top. These are two things that can interrupt our tether recovery. Also the fall off fair or nair covers our tether reel.
- Always be wary of his air wavedash. Both the boosted nair and fair have great priority and we don't have many options. The endlag is low enough that shielding the attack and rolling might be best. Either hit him before the attack begins or run away
- If you want to get rid of the top, throw it upwards. It won't come back down for a while.
Samus
Summary:
Difficulty: (35:65)
Stages:
How to Win:
What to Avoid:
Extras:
Difficulty: (35:65)
Stages:
How to Win:
What to Avoid:
Extras:
Shiek
Summary:
Not the prettiest of matchups. Needles are a real pain in the ass for Ivy because tether requires us to recover so low. It will also snuff out Razor Leaf on stage.
Difficulty: (40:60)
This is going to be tough to win if the Sheik knows what they are doing. Make sure your spacing is on point and avoid gimps as best as possible.
Stages: Yoshi's Brawl, Green Hill Zone
Not the prettiest of matchups. Needles are a real pain in the ass for Ivy because tether requires us to recover so low. It will also snuff out Razor Leaf on stage.
Difficulty: (40:60)
This is going to be tough to win if the Sheik knows what they are doing. Make sure your spacing is on point and avoid gimps as best as possible.
Stages: Yoshi's Brawl, Green Hill Zone
- Avoid platforms near the ledge. This gives Sheik recovery mixups for her typically predictable options. You should be dairing all on stage recoveries.
- Win the spacing game. Bair, fair, and dtilt outrange most of Sheik's options. Dtilt to uair is a solid kill combo around 120%.
- Edgeguard Sheik. Against Sheik the best way to cover options is to hold ledge and force her onto stage. By shooting a seed bomb straight up near the ledge and wavedashing to ledge, invincibility should be enough to hold ledge and seedbomb will either pop up (a bad place for Sheik) or stun for a good punish.
- Getting killed off throws. Two things can happen from Sheiks throw mixups: first you can DI correctly and likely lose positioning but not get followed up which is usually optimal. Secondly you can DI wrong and get slapped our uaired. Figure out what the opponent likes to do but generally your best option will be to DI away from center stage to give yourself the most survivability.
- Needles. Sheik can outcamp Ivy so avoid being 45 degrees below her or on the same horizontal level. Approaching with a high fair is optimal or being at dtilt range.
Snake
Summary:
Difficulty: (40:60)
Stages:
What to Avoid:
Difficulty: (40:60)
Stages:
- High ceilings. You're gonna get killed off the top, like alot.
What to Avoid:
- Getting stuck. Uthrow at almost any low percents will combo into a sticky as well as getting tranqed. Stickies allow for super early kills against us so be prepared to avoid any setups. When you inevitably get stickied, watch out for the grenade to C4 kills.
Not Very Effective x4
Captain Falcon
Summary:
Falcon's speed in neutral absolutely obliterates Ivy's game. His ability to beat Razor Leaf makes the on stage game a challenge but if you can get him offstage, gimps should come extremely easily.
Difficulty: (35:65)
Ivy is a perfect weight for Falcon combos and she dies early from the knee. Ivy can get some quick kills offstage but they are hard to get against a smart Falcon.
Stages: Ban FD and GHZ
How to Win:
Falcon's speed in neutral absolutely obliterates Ivy's game. His ability to beat Razor Leaf makes the on stage game a challenge but if you can get him offstage, gimps should come extremely easily.
Difficulty: (35:65)
Ivy is a perfect weight for Falcon combos and she dies early from the knee. Ivy can get some quick kills offstage but they are hard to get against a smart Falcon.
Stages: Ban FD and GHZ
How to Win:
- Combo hard. Falcon can be comboed by dash attack chains which accumulate damage and give you great stage position. Uairs can build up charge and health. Seed bomb can be used for juggles. Nair is great for breaking up Falcon combos and leading into your own. Dsmash is a fantastic finisher and can catch him when he misses sweetspoting recovery.
- Gimp hard. Uair spikes are extremely potent in the matchup, just aim for the back to avoid the command grab box. Dair, fairs, and bairs offstage are great ways to keep Falcon from coming back.
- Play smart out of shield. Knee is generally safe when followed by a jab so often times the best choice is to roll. Nair is your best attack OoS.
- Throwing out Razor Leafs. Falcon can punish this better than anyone else. He can simply jump over it and knee or just nair right through it. Use it to gain stage control and when it is safe.
- Getting in edgeguard sitautions. If Falcon is holding ledge and knows how to punish tethers, we are in trouble. Use Razor Leaf or fair to cover ledge as you recover. If Falcon is holding ledge when you tether, you can try to bait the ledge hop by drifting back, but more than likely you will be eating a knee. Accept it, do not try to ledge cancel the autohop because that's how you get reverse kneed to death. Go on stage and DI up and take it like a man. Only get fancy if you're at death percents anyways, otherwise die another day.
Diddy Kong
Summary:
This can be a very challenging matchup for Ivy as Diddy has the ability to outcamp Ivy (a common theme in these tougher MUs) to go along with a strong combo game and great recovery. Ivy certainly has a few tricks up her sleeve as well.
Difficulty: (35:65)
This is difficult on numerous levels. First off is item play, which the Diddy will likely have far more experience with. Approaching is a challenge not only because peanut and banana, but the monkey's strong CC game. Punishes are a fun time though and gimps are very doable so progressing past the tough neutral is essential.
Stages: Pick FoD and Yoshi's Brawl, Ban FD
This can be a very challenging matchup for Ivy as Diddy has the ability to outcamp Ivy (a common theme in these tougher MUs) to go along with a strong combo game and great recovery. Ivy certainly has a few tricks up her sleeve as well.
Difficulty: (35:65)
This is difficult on numerous levels. First off is item play, which the Diddy will likely have far more experience with. Approaching is a challenge not only because peanut and banana, but the monkey's strong CC game. Punishes are a fun time though and gimps are very doable so progressing past the tough neutral is essential.
Stages: Pick FoD and Yoshi's Brawl, Ban FD
- Platforms are a mixed bag. These both extend our combos and offer safety from horizontal spam, however it also offers aerial protection from seedbombs.
- Stage size is a mixed bag too. Both characters can kill in any direction. If you are getting decent gimps, wider stages are beneficial for survivability, but it generally means a more campy playstyle. Kills off the top are possible for both characters around 110%. Stage selection largely revolves around the two playstyles.
- Spacing. DIddy can absolutely brutalize Ivy up close. CCing jab can be done until about 70% but in addition to that is Diddy's fantastic shield to body ratio. Don't hope for any shield pokes and don't think jab is safe on sheild. Mix up between jab grabs and jab to wavedash back. Dtilt is a move that truly outspaces Diddy keeping Ivy safe from CCing. Full hop fair can do the same while keeping Ivy above the peanut and banana.
- Seedbomb in neutral. This is the one place that Diddy can't control, especially from a projectile. Angled seedbomb forces Diddy to stop camping which can provide an opening. Pick up the banana, begin to approach, or get a grab off of their shield. Once again, bair and nair can eat through projectiles in neutral so use it wisely but CCing is a major threat at low and mid percents.
- Uair to uair. Dtilt or fair can also lead into amazing strings if Diddy gets airborne. Diddy's weight allows us to alternate between sweetspot and sourspot uairs while mixing in dash attacks and nairs into combo strings. Punish hard, this is where Ivy's combo game shines.
- Uair spikes. Diddy is one of those characters who are very susceptible to our uair gimps. He is fantastic at living long both off the sides and the top as well as recovering horizontally, but vertical gimps can give him issues whether it's an offstage fair>dair or a uair spike which will trade with the up b at worst. In addition to these gimps, it is also possible to RAR bair Diddy's side b if you can read it.
- Practice your item game. Learn how to effectively use AGTs, picking up items with wavedash, z-dropping and catching. This is especially important for things like bombs, bananas, and the top which stay active for a decently long time. You can catch peanuts out of the air or steal away the banana. Know that when holding an item, you are limited to special moves only. Also know your item ability is probably less than the Diddy so sometimes it's better to throw the banana to a place where Diddy can't get it instead of throwing it back or offstage where he can get it back.
- Diddy hiding behind the banana. Neutral is gonna be rough when Diddy hides under a platform with a banana on the ground while using the popgun. Use item tech safely or approach high where peanuts and banana aren't effective.
- Missing techs. Off bananas, off dair, whatever. Be on point because Diddy can wreck you on missed tech through jab resets, grab, dsmash, or dash attacks. Mix up you tech options because this is an essential part of Diddy's game and important to preventing obvious reads.
- Dthrow chain grabs at low percents. Actually DI forward and nair to break up the chain. At mid to high percents you need to avoid the fair conversion.
- CC dsmash. Diddy can CC alot of our moves so watch out if my approach with a fair.
Falco
Summary:
Arguably slightly easier than Fox but still extremely difficult to win neutral. Ivy has few options to avoid Falco's laser, but if you can get Falco offstage you typically get a dead bird.
Difficulty: (35:65)
The neutral on the whole is about as hard as Fox's. Lasers severely limit Ivy because of the slow jump and bad options out of shield. Off stage kills are much easier to come by though.
Stages:
Arguably slightly easier than Fox but still extremely difficult to win neutral. Ivy has few options to avoid Falco's laser, but if you can get Falco offstage you typically get a dead bird.
Difficulty: (35:65)
The neutral on the whole is about as hard as Fox's. Lasers severely limit Ivy because of the slow jump and bad options out of shield. Off stage kills are much easier to come by though.
Stages:
- Platforms are important. These are key to our movement in the matchup since Falco lasers basically kill everything else Ivy can do. Use the platforms to approach or throw a razor leaf from above.
- Wide sides, but not too large stage area. Falco is not known for his ability to kill off the top. He is more of a threat killing off the sides or bottom with bair or dair.
- Get Razor Leaf out. Movement is challenge in this matchup without using a platform. Ivy needs to time a fast fall razor leaf inbetween lasers since it will go through them. If it clips Falco, that's what you can approach and go ham on combos.
- Get him offstage. Between the short length of firebird, long startup, and the lack of an active hitbox, Falco should be dead anytime he has to resort to this. Cover the illusion options with Razor, dtilt, bair, or nair and try to get him without a jump. Go for the sweetspot dair on firebird for charge and kills.
- Uair strings. It's a great way to build up damage, heal, and get solarbeams. It's a kill option at very high percents and can also be used to spike offstage. Uthrow uair is a kill over 100%.
- Being on the same horizontal as Falco. His lasers will completely ruin all movement. Powershield lasers, get on a platform, anything. Find a way to get a Razor Leaf out on ground level and pray it connects. If you can get that, you can go to town with combos, but until then it will be hard to come by an opening. Fair or razor leaf from above until you can land a hit confirm.
- Getting pillared. Ivy is floaty enough to be able to airdodge or nair out of Falco pillars. Don't let him build up damage. Make sure you are DIing properly during pillars and teching when possible.
Fox
Summary:
A brutal matchup if played correctly. Fox can shine Ivy into oblivion, uair combo, usmash kill, and laser camp. We need to get Fox offstage at all costs and end the stock when given the chance.
Difficulty: (30:70)
One of the hardest matchups out there. We are just too slow to be able to compete on stage.
Stages: Pick Battlefield and GHZ or FoD, Ban FD
A brutal matchup if played correctly. Fox can shine Ivy into oblivion, uair combo, usmash kill, and laser camp. We need to get Fox offstage at all costs and end the stock when given the chance.
Difficulty: (30:70)
One of the hardest matchups out there. We are just too slow to be able to compete on stage.
Stages: Pick Battlefield and GHZ or FoD, Ban FD
- Look for high ceilings. Fox will most frequently kill off the top with usmash or uair. We need to look for gimps so the most important thing for us is survivability.
- Wide stage area is bad. Fox can outcamp us and we are not fast enough to punish. There is a tradeoff since wide blastzones usually come with wide stages, but we do not benefit from survivability off the sides as much as Fox benefits from camping.
- Get Fox offstage. Ivy has very high gimp potential in this matchup but getting him offstage is the biggest challenge. If you can land a fair offstage, this will typically combo into another fair or a dair. If you miss, a nair can still catch the illusion. Another option is the onstage gimp where you throw out a Razor leaf to cover the on stage side b and dtilt the ledge. Dair is good to hit firefox offstage but beware of the active hitboxes during startup. When firefox is moving it may be better to dropdown nair than attempt to time a dair. Onstage, dsmash will cover anything not sweetspotted.
- Uair combos. Health is extremely important in this matchup because of how quickly and easily we die. A short string of uairs can give us a full solarbeam charge and heal 20% which can change everything. Uair is also a solid kill option at high percents due to Fox's inability to get far enough away. Uthrow uair is a kill combo over 100%.
- SDI uair. Seriously, if you are ever going to SDI anything, it needs to be first hit of Fox uair. You will do significantly better if you survive uthrow>uair percent.
- Getting laser camped. Ivy is simply not fast enough to catch Fox. We need to play hyper aggressive for this reason. Catch Fox with a Razor Leaf, nair, or fair and go to town on the combos.
- Nairplane. Fox is another character that can just eat right though Razor leaf and punish us for it. Use RL intelligently and from a decent distance. It is tough for us to deal with because of the low endlag but an upward angled ftilt is a good way to snuff this out if you can read it. Also retreating bairs can outspace Fox, just watch out for him CCing.
- Fishing for grabs. Our grab is very challenging to land in this matchup due to Fox's fast options including nair and shine. While we get alot off of throws be smart when using it because missed grab is hugely punishable, especially by...
- The raw Fox usmash. Wavedash back is a very good option when Fox is fishing for this. It puts you in a good place to land a grab and throw them offstage.
Marth
Summary:
This is a very challenging matchup because of Marth's ability to outspace Ivy. His throws can lead into fsmash with improper DI, his nair and fair will eat Razor Leaf, and dtilt or ftilt are very quick options to snuff out our approaches.
Difficulty: (35:65)
One of Ivy's hardest matchups. It's worthy of a secondary. If you are brave enough to fight it, you must be on point.
Stages: Pick Dreamland or Battlefield, Ban FD and Yoshi's Melee
How to Win:
What to Avoid:
Extras:
This is a very challenging matchup because of Marth's ability to outspace Ivy. His throws can lead into fsmash with improper DI, his nair and fair will eat Razor Leaf, and dtilt or ftilt are very quick options to snuff out our approaches.
Difficulty: (35:65)
One of Ivy's hardest matchups. It's worthy of a secondary. If you are brave enough to fight it, you must be on point.
Stages: Pick Dreamland or Battlefield, Ban FD and Yoshi's Melee
- Bigger blastzones, the better. Marth has very early kill potential, particularly off the sides, but once we get to high percents he gets stuck in his famous "Marth zone". The concern with larger stages is it give Marth more room to dash dance.
- Avoid low platforms, go for tri-plats. Marth can space his tipper much easier on stages with lower platforms or when platforms are moving. The high platforms are much safer from Marth's sword. If the stage does not have platforms, then use seed bomb (safely) to mess up Math's dash dance timing.
How to Win:
- Get your gimps. The best option is get bairs off stage, but run-up dsmash is useful against a Marth who doesn't land his sweetspots. If Marth has good positioning on his recovery, refresh ledge invincibility and force an onstage recovery to punish with waveland grab, dair, or nair. Retethering above stage level is a useful trick as well.
- Good spacing. More than any other matchup, spacing is critical against Marth. Getting too close can result in pain. An aerial Marth will typically land with a fair, make sure to stay just outside that range to bait the attack and punish accordingly. Same goes for Marth dash attacks.
- Dtilt. This can combo into uair which kills early on a semi-floaty Marth. At higher percents, seedbomb may also reach.
- Razor Leaf intelligently. Razor Leaf is great for controlling space, especially when Marth is facing away during dash dance. If Marth is facing forward, then he has many options including running shield into grab or an aerial. Pay attention to how they deal with the leaf, primarily if they go aerial or stay grounded and try to punish.
- Use throws properly. Dthrow is most effective at low percents, while throwing for stage control is more effective as followups become less effective. Uthrow can be mixed in when the benefit of stage control is outweighed by need for solarbeam and health. Uthrow can also be followed up with seedbomb to force Marth to drift or jump in a certain direction.
What to Avoid:
- DIing throws wrong. Until about 15%, Marth has a guaranteed fthrow regrab. Each throw does very little damage so the biggest goal here should be to survive the ensuing tippered fsmash. DI up and in to survive the tipper at the ledge. After about 25%, Marth will begin to use his mixup between fthrow and dthrow. Similar to the Sheik mixup, it is generally optimal to DI down and offstage for maximum survivability. If you land onstage, be prepared to tech and mix up the directions as Marth often will go for reads here. As a precaution, DI upwards to prepare for the fsmash at middle to high percents.
- DIing fair incorectly. Always up and away to avoid followups, especially.
- Being above Marth. Utilt and uair far outspace any approach we have from this position. Find a high platform or drift off stage where you can safely come down. Be sure to not let Marth eat your jump, they can land far more damage if you have fewer resources to get down
- Over-reliance on Razor Leaf. Marth's dash dance and aerials allow him to easily maneuver around RL and punish the endlag. If you can land it, it may lead to good openings, but use it safely from a distance.
- Side b to utilt kills. This is a deadly way for Marth to power through the Marth zone. If you get too close a single side b puts you in enough hitstun to combo into utilt which can kill Ivy off the top at higher percents.
Extras:
Wolf
Summary:
Wolf's recovery is not as linear and therefore hard to gimp and is slow lasers can come out much faster than Razor Leaf.
Difficulty: (35:65)
This is not an easy matchup on stage or off stage.
Stages:
Wolf's recovery is not as linear and therefore hard to gimp and is slow lasers can come out much faster than Razor Leaf.
Difficulty: (35:65)
This is not an easy matchup on stage or off stage.
Stages:
- High ceilings. Wolf will kill off the top with fair and usmash while his weight makes him near impossible to kill off the top. Just be prepared to avoid side b's and fsmashes.
- Properly managing lasers. Wolf lasers are killer in neutral since they come out twice as fast as Razor Leafs. Ivy has options to deal with them which should be mixed up since none are truly safe. Nair is a good approach through a laser if you have stage control since they are limited in movement. Jab or ftilt clanks are a good way to neutralize them but beware the Wolf DACUS or dash attack. Shielding works but is vulnerable to grab.
- Find ways to get kills. Wolf like the other spacies is total combo food. Uair strings are great, but don't land Ivy many kills. Ivy's issue is unlike Fox or Falco, Wolf's recovery options are much stronger. Bside to the ledge is anglable and puts out a hurtbox so refreshing invincibility is important
- Getting Crouch canceled. Wolf's weight allows him to crouch cancel most of Ivy's approaches and close range attacks. Space appropriately.
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