I don't know too much about Wario or Mewtwo but I know that the Ivysaur matchup is difficult for the many of same reasons that the Link matchup is, yet with some extra Ivysaur specific things that make the matchup a living nightmare for everybody involved. She doesn't completely invalidate G&W now like she did in 3.02, but it's at least 50/50 in 3.5 despite being the least fun thing I've ever had to deal with.
Link has the ability to toss out all sorts of non-absorbable hitboxes while still having big disjoint to challenge your aerials, which makes advancing safely towards him a frustrating ordeal due to G&W's lacking approach options. Patience is a very important part of this matchup since Link has nothing that he can really do to make G&W
need to approach him (other than the timer), so G&W usually has the option to just run away from him until he leaves a hole in his defenses on most stages.
Ivysaur can also box G&W out with non-absorbable projectiles while having big disjoint to challenge his aerials, but unlike Link, she
can actually force G&W to approach with Synthesis healing. Combined with her ability to keep G&W at bay, he doesn't fare well against her in neutral. Playing this matchup as G&W requires a strange and constantly shifting balance of patience with aggression in neutral while also being able to maximize on punishes as much as possible since the window for punishing a good Ivysaur does not appear very often. While being able to "maximize on punishes as much as possible" sounds like a really obvious thing to do as G&W, I say this because G&W can realistically kill her at any % off of a single punish in neutral. There are some
really stupid things that work on Ivysaur that every G&W should be aware of when playing against her.
Here's some important things to keep in mind when playing against Ivysaur:
- Crouch canceling any of her moves leaves her at a disadvantage most of the time. See this really cool thread for details.
- Her recovery options are easily covered due to how tether mechanics work.
- Her shield is easily pressured. Her fastest options OoS include jump > N-Air (9 frames) or release > jab (10 frames), grab is 14 frames.
- You can bucket Solar Beam.
- SDI her B-Air in the direction opposite to the direction that she is traveling vertically.
Don't make the mistake of running away from Razor Leaf. Razor Leaf gradually moves slower as it travels further, so if you can stay close enough to her for it to travel past you as you shield or crouch cancel the initial hits then you can punish her while she's still stuck in Razor Leaf's very high endlag. If you try to shield or crouch cancel it from too far away then you will just end up eating hitboxes for long enough to get grabbed. Ivysaur has very good throw followups, so make not getting grabbed one of your highest priorities.
I've also heard rumors that Ivysaur can choose to either tilt or smash Razor Leaf and adjust the speed at which it travels before it reaches the end of its range (it travels the same distance regardless), so you might need to be careful about this when trying to stay close to her.
Staying very close to her can otherwise be quite rewarding for G&W because Razor Leaf becomes much less threatening at that range. There's a certain position near Ivysaur that's close enough to her to keep you safe from Razor Leaf's lingering stunlock while also being far away enough to be outside of the followup range of her SH B-Air or SH F-Air. From this range you can steadily approach her and crouch cancel her B-Air once she pulls it out. She'll try to hit you with B-Air a lot, so if you keep yourself on the ground then you can always punish her for hitting you with a B-Air.
Remember to SDI the first hit of B-Air to avoid the second hit if she catches you in the air. You should
SDI up if she's using a falling B-Air and
SDI down if she's using a rising B-Air. If she's using B-Air at the peak of her jump then your only hope is to SDI away and pray that you escape in time.
Ivysaur will use her D-Air to aid her recovery, which leaves her wide open to easy edgeguards. I believe she can do this twice per airstate before the stall stops working, but it doesn't really matter if you just touch her even once while she's offstage.
If G&W hogs the ledge while Ivysaur is tethered to it then she will be forced to do a ledgejump after hanging below the ledge for a while. This puts her right above him, which leaves her vulnerable to Up-Air or reverse F-Air (the hitbox above G&W that sends behind him). Ledgehogging might prove difficult if the Ivysaur uses Down-B to cover the ledge while she's recovering, but since she's already left very vulnerable to gimps while offstage you should be able to punish her for trying that.
I've played against some dedicated Ivysaurs before and I've had the pleasure of being able to talk about the matchup with them for a while. I've done some research on this character and have actually found that a lot of people have very mixed opinions about this matchup; even other Ivysaurs. Dakpo once thought that the matchup was borderline unwinnable in 3.02,
but seems to find it far more manageable now.