ok so a friend of mine asked me to look into this thread so here i am
i will edit this post as i go, i cannot work without editing posts
i will fix your ****, just make sure that you make the images or i'll ivysaur solarbeam you irl
(I AM NOT KIDDING EITHER.)
Edit: also people who still use the acronym iasa should be shot and killed, not even kidding
standards``````````````````````
Jab 1: hits on 2-4
FAF: 16
jab2: hits on 14-16 (TECHNICALLY IT HITS ON FRAMES 6-8 BUT THIS IS REAL LIFE NOT YOUR FANTASY PSA BULL****)
FAF: 33
ftilt: hits on 5, 7, 9, 11, 13, 15, 17
FAF: 40
important note about ftilt: there is a weird as **** hitbox behind ivysaur on frame 17 (the strong hit) that only does 2% damage. I don't know why. 17 is the "strong" hit.
uptilt: hits on 9-15
FAF: 29
Note: there's two 8% hitboxes and a 9% hitbox
dtilt: hits on 8-9, 12-14
FAF: 32
Note: first hit has three 2% hitboxes and two 3% hitboxes (stronger ones are at the tip)
dash attack (lulz): hits on 4-6, 7-20
FAF: 35
Note: lets not talk about this move.
smash attacks~~~
forward smash: hits on 15-18
FAF: 60
notes: move ONLY has two hitboxes. this surprises me. Also it releases immediately after charge. as in, if you charge the move, as soon as you let go of A, hitboxes are out and happenin'.
down smash: hits on 10-11
FAF: 48
Notes: it
still sucks. not even the gods of smash can save this move. It's so bad, even its sound effect sucks. Deals more damage closer to Ivysaur (which makes no sense if Ivy is meant to be a zoning seige cannon, but then has a godawful down smash that encourages you to be closer to do anything useful with it) /rant
up smash: hits on 13, 14-19
FAF: 47
Note: the first hitbox on frame 13 is coded as a flower hitbox and will heal Ivysaur for 9% if she's taken 9 or more damage. the second hitbox is just a regular hitbox. Hitting someone with another flower effect hitbox will increase the duration of the flower up to a cap
The flower can be removed quicker by moving the control stick, it's quite possible for someone with godlike reflexes to remove the flower and only take 1% damage.
Ivysaur's flower is intangible and unable to be hit during the frames the hitbox is active
Edit #2833425: I am going to have a nap. I have come to the realization that this game is as bad as brawl.
Edit: WHY DOES IT FEEL LIKE EVERY MOVE HAS FRAME SPEED MODIFIERS PMBR STAHP
specials~:
11100000010011111111111111000000
11100000000011111111111111000000
Neutral special: hits on 2-3
heals on: 15, 51, 87, 123, 159... (every 36 frames) It takes basically 3 seconds to heal 5%
FAF: 57
Damage: 4/2/0%
Notes: ok this is a weird one. The PMBR used windboxes that deal damage. This is unheard of in Brawl at least, and actually a unique way to give knockback to a move
with damage without flinching (contrast fox's blaster which can't knockback because it's got 0/0 BKB and KBG). The hitboxes with damage are supposedly unshieldable, however they are actually shieldable. It's probably just a weird interaction between windboxes and having the shieldability bit set on (unshieldable attacks WILL cut through counters like butter as well; thankfully these attacks are rare and are usually set only to pummels (infinite lulz) and final smashes (thats what the random binary is above, I have left it for you guys to guess which bit determines if an attack is shieldable or not)
SOLARBEAM: hits on 20-28, 29-41
invincible: 20-41
FAF: 84
Notes: Well. As terrible of a character PM ivysaur seems to be, I have to hand it to them. This attack is AMAZING. They sure went out of their way to give Ivysaur something that feels really, really epic. FYI, that invincibility is actual invincibility. It's the same as when someone jumps off the respawn platform
The move is absorbable, but cannot be reflected, similar to Zero Suit Spammus's down smash.
Solarbeam is able to be used when you've healed 18% damage through neutral B, up smash etc
RazOr Leaf: appears on 22-74
rehit rate: 13
FAF: 44
Notes: The rehit rate just means it hits every 13 frames. The hitbox is always active as long as the projectile exists, as soon as it hits something, the rehit rate will count down & 13 frames later it'll hit again. The move has more hitlag and a higher than normal SDI multiplier making it relatively easy to SDI (REHIT RATE EXAMPLE PLS READ. IF THE MOVE HITS ON SAY, FRAME 49, IT WILL NOT HIT AGAIN UNTIL FRAME 62 ON THE PERSON WHO GOT HIT.)
Vine Whip: Hits on 20-25
FAF: 48
Notes: surprisingly boring. updated damage values are 18% (tip) and 13 everywhere else
Bullet Seed's replacement
: appears on: 10-??? (does this ever end? I DONT THINK IT DOES LOL)
I CANT FIND THE HITBOX DATA :<
ok, so it acts like Snake's mortar. the stun hitbox probably lingers but cbf finding
Edit#2378326732 ok it lasts 8 frames. So as soon as it collides with a surface that isn't a object, then from 1-8 it has hitboxes
Aerials~~~~~~~~~~~~```~~~`` etc
nair: hits on 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29
FAF: 42
notes: boring, but practical
fair: hits on 15-19
FAF: 36
notes: why does this exist...?
bair: hits on 7-10, 16-19
updated damage values 8/7/5/5
FAF: 41
Notes: first hit has fixed knockback
uair hits on 9, 10, 11-14, 15-28
FAF: 37
Notes: frame 9 is the only frame the heal hitbox is out. It's relatively strong and has extra shield damage at +9 (all of the flower hitboxes share this trait but with different intensities). The move forces Ivysaur into fast fall. Frame 10's hitbox does the most damage and knockback. The hitbox after this has an angle of 630 and deals 6%. I have no idea what this means. lmao.
It could be treated as an autolink angle where it sends people in the direction that ivysaur is moving (which would almost always be down), or perhaps the angle is treated as a proper spike. I would place my bets on 630 being a "spike" angle.
Regarding the hitbox frames, there's no way for me to 100% know when everything is, this is my best educated guess for upair as it's confusing as ****. 9 is the heal hitbox (also the smallest!), 10 is the strongest hitbox, 11-14 is probably the spike, and 15 onward is the meteor smash. Oh. Ivy's bulb is intangible for a short period of time too. Idk how long.
dair: hits on 8, 9-10
FAF: 37
Notes: This resets your aerial momentum. Yes, upairing and then down airing will change your momentum back to normal. You will also probably be dead. Looks and feels inferior to up air. mehhhhhhh
intangibility moves
spotdodge: 2-17 (meh)
forward roll: 4-19 (meh)
back roll: 4-19
air dodge: 4-29
get up (stand; back): 1-22
get up (attack; back) 1-when hitboxes end (not up to this)
get up (roll forward; back): 1-21
get up (roll backward; back) 1-22
get up (stand; stomach): 1-22
get up (attack; stomach): 1-when hitboxes end (not up to this)
get up (roll forward; stomach): 1-22
get up (roll backward; stomach): 1-22
tech: 1-20
tech roll: 1-20
ledge attack <100%: 1-22 (hitboxes start 24)
ledge get up: 1-30
ledge roll: 1-29
ledge jump: 1-15
ledge attack >100%: 1-29 (hitboxes on frame 29)
legde get up: 1-55
ledge roll: 1-61
Ledge jump: 1-19
trip: 1-6
trip stand: 1-17
trip attack: 1-8 (hitboxes on frame 19)
trip roll (both ways) 1-10