HenryXLII
Smash Journeyman
Did a fair amount of games with Piranha Plant, and this is what I found so far.
Fast Fall City
-Holly fast falling Batman! This has got to be the most awkward weight I have ever felt with a character in this game. Easily the first thing to notice, and Plants will probably be combo food.
The Gas
-Poison Gas is actually busted. It causes shield damage, and if you grab them while they are blocking you can get 60% just by holding them in the gas. I think this is without a doubt the strongest part of Piranha's tool kit.
-One weakness of the gas is obviously that is causes no knockback. So if they are shielding it, they are by no means trapped, and can still avoid your grabs. The point still stands that landing a grab in this gas is absurd.
-Poison Gas obscures your next movement! Your opponent will be forced to read what you come out of the gas with, and if you are feeling cheecky you can get a down B in.
Kill Options
-Down B probably will not be that great of a move. The kill power is absurd, but it is very easy to react to. You also have to commit to the whole thing, and changing direction mid charge takes some delicate timing, as if you land on your side you are committed to that angle.
-Up Smash surprisingly sucks, at least in range. I never feel comfortable throwing out this move, and have found no uses for it. Perhaps it can used at the end of a Nair drag down?
-Nair drag downs seem like you can get almost anything out of. Forward tilt is the easiest one I have found, but I bet a Smash attack can be squeezed in there, especially if buffered.
-Grab range is really bad. Which is to be expected, but still shield grabbing does not even feel like an existent defensive option unless your opponent has presented themselves to you on a silver platter.
-Throw game is actually pretty decent, Forward and Back get good distance off stage, and Up kills at higher percents. Thank goodness, as this character will probably have to rely on a kill throw.
-No real intuitive kill options outside of Up throw and Back air. I expect this to change as the character's meta develops.
Off Stage
-Edge guarding is actually pretty good. Aerials have range, and the fast fall speed helps.
-Recovery is pretty great, like a horizontal K.Rool only fast and steerable. You can actually land on stage if your opponent does not react fast enough.
-When people get caught in your Up B's hitbox, they tend to stay there. Surprisingly consistent hitbox
-Neutral B is very good at covering ledge options, especially on battlefield. If you let them hit you with get up attack or jump down aerial, the ball will actually land ontop of them and deal heavy knockback.
-Be very careful using Down B off stage, it extends Piranha Plant's hitbox quite a bit and you can get spiked from all the way across the pit.
Collective impressions: This character feels pretty awkward as expected and has some really jank set ups. But actually making good plays with it feels very satisfying. I think that Poison Gas is by far the best and most unique part of the plant's tool kit, and will play a key role in determining it's viability. I won't say anything on how good I think the character is, as it is way too early. That said, I don't think this is the most intuitive character in the world, and it will take alot of practice and labbing to get it to a consistent level. I really look forward to seeing what set ups people come up with, especially if there are any good ones for Down B.
Personally I really enjoy the character, and it will probably be in my line up. Seriously, those win screens are god tier.
Happy smashing everyone!
Fast Fall City
-Holly fast falling Batman! This has got to be the most awkward weight I have ever felt with a character in this game. Easily the first thing to notice, and Plants will probably be combo food.
The Gas
-Poison Gas is actually busted. It causes shield damage, and if you grab them while they are blocking you can get 60% just by holding them in the gas. I think this is without a doubt the strongest part of Piranha's tool kit.
-One weakness of the gas is obviously that is causes no knockback. So if they are shielding it, they are by no means trapped, and can still avoid your grabs. The point still stands that landing a grab in this gas is absurd.
-Poison Gas obscures your next movement! Your opponent will be forced to read what you come out of the gas with, and if you are feeling cheecky you can get a down B in.
Kill Options
-Down B probably will not be that great of a move. The kill power is absurd, but it is very easy to react to. You also have to commit to the whole thing, and changing direction mid charge takes some delicate timing, as if you land on your side you are committed to that angle.
-Up Smash surprisingly sucks, at least in range. I never feel comfortable throwing out this move, and have found no uses for it. Perhaps it can used at the end of a Nair drag down?
-Nair drag downs seem like you can get almost anything out of. Forward tilt is the easiest one I have found, but I bet a Smash attack can be squeezed in there, especially if buffered.
-Grab range is really bad. Which is to be expected, but still shield grabbing does not even feel like an existent defensive option unless your opponent has presented themselves to you on a silver platter.
-Throw game is actually pretty decent, Forward and Back get good distance off stage, and Up kills at higher percents. Thank goodness, as this character will probably have to rely on a kill throw.
-No real intuitive kill options outside of Up throw and Back air. I expect this to change as the character's meta develops.
Off Stage
-Edge guarding is actually pretty good. Aerials have range, and the fast fall speed helps.
-Recovery is pretty great, like a horizontal K.Rool only fast and steerable. You can actually land on stage if your opponent does not react fast enough.
-When people get caught in your Up B's hitbox, they tend to stay there. Surprisingly consistent hitbox
-Neutral B is very good at covering ledge options, especially on battlefield. If you let them hit you with get up attack or jump down aerial, the ball will actually land ontop of them and deal heavy knockback.
-Be very careful using Down B off stage, it extends Piranha Plant's hitbox quite a bit and you can get spiked from all the way across the pit.
Collective impressions: This character feels pretty awkward as expected and has some really jank set ups. But actually making good plays with it feels very satisfying. I think that Poison Gas is by far the best and most unique part of the plant's tool kit, and will play a key role in determining it's viability. I won't say anything on how good I think the character is, as it is way too early. That said, I don't think this is the most intuitive character in the world, and it will take alot of practice and labbing to get it to a consistent level. I really look forward to seeing what set ups people come up with, especially if there are any good ones for Down B.
Personally I really enjoy the character, and it will probably be in my line up. Seriously, those win screens are god tier.
Happy smashing everyone!
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