Soooo... Crouch canceling is one of Ivysaur's problem
Let's see what we can do about it.
First things first, if you haven't already, read this, specifically the part where he explains the difference between Crouch Cancelling and ASDI down.
tl;dr, if you're actually crouching, it's CC. Else it's ASDI down. CC>ASDI down. So basically, as long as you hit the opponent during another move, they don't have access to CC, the worst they can do is ASDI down.
Except that's not what happens in practice. Ivysaur has an unusually large amount of multihit moves, some of which allow the victim to crouch cancel after getting hit. We'll get to that in a minute.
There are three possible outcomes when somebody is crouch cancelling, or ASDIDing a move : either they simply flinch, and are able to counterattack extremely fast, or they are knocked down, and forced into a tech chase situation (which is not beneficial to us, as Ivysaur's movement speed and very high startup on average makes her a sub par tech chaser), or they are actually knocked back. If they are knocked back while crouch canceling, they will receive reduced knockback.
There are a couple factors which affect CC and ASDID. Among them, whether you are standing on a flat, a downwards slope or an upwards slope, whether your move is fresh or stale, its knockback and its angle.
But the two major ones, those that you have to care about, are the opponent's weight, and %. To give you an idea, Ivy's fair forces a tech chase on CCing Sheik at 79%, on CCing Bowser (heaviest character in the game, weight 114) at 93%, and on CCing Puff (lightest character in the game, weight 60) at 65%. It's linear, so there is a way to calculate exactly by how much you need to multiply the values I'm going to give you below, but I have not calculated it yet.
Tests were done on Sheik, who has the average weight for a PM character (90, the average being 91). I can confirm that falling speed is not a factor, I have the thresholds with Zelda tested for several moves. Zelda has the same weight as Sheik, but has a different falling speed. The thresholds were the same every time. You can find the complete list of the weights of all the characters in PM here.
Generally speaking, a higher threshold means you want to crouch cancel/ASDI down this move, a lower threshold means this move is good against CC/ASDI down.
So let's get to the tedious part now. This is a wip, doing the first half of Ivy's moveset took me about three hours of discontinuous work. If you want to contribute, here's how to test this properly. Go to training mode, so that your moves don't stale. Pick Ivysaur and pick Sheik for the cpu. Activate controlled CPU in the AI options. To test CC thresholds, hold down as Sheik. To test ASDI down thersholds, taunt as sheik, and during the taunt, hold down as sheik. It might be a little trickier with some moves (ex bair1/bair2), be a bit creative with your setups and use a variety of stages. Just make sure you don't use stages with slopes.
There are four columns, 2 for CC and 2 for ASDI down. flinch threshold means, after this percentage, Sheik does not flinch anymore, she suffers a knockdown and is forced into a tech chase situation. Knockdown threshold means, after this percentage, Sheik is not knocked down, instead, she suffers knockback.
Move|Crouch cancel flinch threshold|Crouch cancel knockdown threshold|ASDI down flinch threshold|ASDI down knockdown threshold|Commentary
jab1|N/A|N/A|N/A|N/A|jab1 has constant knockback, and will always cause a flinch on CC and ASDI down. CC gives more frame advantage.
jab2|93%|>200%|N/A|0%|on ASDI down, jab2 always produces knockback, meaning if the victim doesn't CC the first hit, the second is safe on hit
ftilt|51%|149%|51%|149%|**** this move you can actually CC it after getting hit by it why does it even exist
dtilt|123%|>200%|46%|172%|
dtilt tipper|32%|41%|17%|36%|
utilt|72%|100%|3%|15%|this move is exceptionally good against ASDI down compared to CC
dash attack sexkick|26%|59%|N/A|0%|always produces knockback on ASDI
dash attack meaty|140%|192%|140%|192%|the meaty is extremely susceptible to both CC and ASDI down.
fsmash (uncharged)|52%|131%|20%|72%|
dsmash (uncharged)|76%|>200%|23%|>200%|
usmash (uncharged)|39%|61%|0%|15%|
usmash sweetspot (uncharged)|2%|8%|N/A|0%|As expected, this is Ivysaur's best move against crouch cancel and ASDI down
nair last hitbox|27%|105%|27%|118%|you can CC in between the hits.
nair landing hitbox|118%|142%|118%|142%|you can CC in between the hits, but the landing hitbow is weaker against CC than the last hitbox
fair|121%|>200%|56%|>200%|
fair tipper|80%|104%|7%|26%|good against ASDID, bad against CC
bair1|N/A|N/A|N/A|N/A|constant knockback. will always flinch on CC/ASDID.
bair2 close hit|62%|185%|25%|87%|if they CC/ASDID'd the first hit they will CC the second hit
bair2 far hit|94%|>200%|41%|>200%|^
dair|78%|156%|29%|68%|
dair sweetspot|34%|78%|0%|22%|
uair|61%|79%|19%|32%|
uair sweetspot|26%|36%|N/A|0%|
uair belly stomp|165%|>200%|81%|132%|It's actually detrimental to CC/ASDID this move below the flinch threshold, if they do, they receive increased hitstun.
The things we can take away from this data so far :
-nair sucks against CC and ASDI down, in case you didn't already know. Opponents can actually CC the nair on hit, on reaction, and avoid most followups under 120%. However, if they do CC it, you can not-fastfall on purpose and let all hits connect, which will force a tech chase situation. It's better than the alternative, even though it's not exactly good.
-both dash attack and usmash are great moves against CC, making the gatling combo a prime answer to CC.
-dtilt tipper also wrecks CC, and even if they don't CC it it's still a great move. Conclusion : spam the hell out of it.
-Ivy's jab combo is surprisingly good : most jabs you can react to them and ASDI down after getting hit by the first jab then punish after the last jab. Ivysaur's jab2 always knocks back on ASDI down, which is a great thing to have. You can't afford to wait between jabs though, else the opponent will be able to CC and punish the jab2.
-utilt is good at punishing, but should not be used as an opener because the risk involved with being CC'd is too great.
-ftilt sucks for yet another reason.
-more to come !
Enjoy !
Let's see what we can do about it.
First things first, if you haven't already, read this, specifically the part where he explains the difference between Crouch Cancelling and ASDI down.
tl;dr, if you're actually crouching, it's CC. Else it's ASDI down. CC>ASDI down. So basically, as long as you hit the opponent during another move, they don't have access to CC, the worst they can do is ASDI down.
Except that's not what happens in practice. Ivysaur has an unusually large amount of multihit moves, some of which allow the victim to crouch cancel after getting hit. We'll get to that in a minute.
There are three possible outcomes when somebody is crouch cancelling, or ASDIDing a move : either they simply flinch, and are able to counterattack extremely fast, or they are knocked down, and forced into a tech chase situation (which is not beneficial to us, as Ivysaur's movement speed and very high startup on average makes her a sub par tech chaser), or they are actually knocked back. If they are knocked back while crouch canceling, they will receive reduced knockback.
There are a couple factors which affect CC and ASDID. Among them, whether you are standing on a flat, a downwards slope or an upwards slope, whether your move is fresh or stale, its knockback and its angle.
But the two major ones, those that you have to care about, are the opponent's weight, and %. To give you an idea, Ivy's fair forces a tech chase on CCing Sheik at 79%, on CCing Bowser (heaviest character in the game, weight 114) at 93%, and on CCing Puff (lightest character in the game, weight 60) at 65%. It's linear, so there is a way to calculate exactly by how much you need to multiply the values I'm going to give you below, but I have not calculated it yet.
Tests were done on Sheik, who has the average weight for a PM character (90, the average being 91). I can confirm that falling speed is not a factor, I have the thresholds with Zelda tested for several moves. Zelda has the same weight as Sheik, but has a different falling speed. The thresholds were the same every time. You can find the complete list of the weights of all the characters in PM here.
Generally speaking, a higher threshold means you want to crouch cancel/ASDI down this move, a lower threshold means this move is good against CC/ASDI down.
So let's get to the tedious part now. This is a wip, doing the first half of Ivy's moveset took me about three hours of discontinuous work. If you want to contribute, here's how to test this properly. Go to training mode, so that your moves don't stale. Pick Ivysaur and pick Sheik for the cpu. Activate controlled CPU in the AI options. To test CC thresholds, hold down as Sheik. To test ASDI down thersholds, taunt as sheik, and during the taunt, hold down as sheik. It might be a little trickier with some moves (ex bair1/bair2), be a bit creative with your setups and use a variety of stages. Just make sure you don't use stages with slopes.
There are four columns, 2 for CC and 2 for ASDI down. flinch threshold means, after this percentage, Sheik does not flinch anymore, she suffers a knockdown and is forced into a tech chase situation. Knockdown threshold means, after this percentage, Sheik is not knocked down, instead, she suffers knockback.
jab1|N/A|N/A|N/A|N/A|jab1 has constant knockback, and will always cause a flinch on CC and ASDI down. CC gives more frame advantage.
jab2|93%|>200%|N/A|0%|on ASDI down, jab2 always produces knockback, meaning if the victim doesn't CC the first hit, the second is safe on hit
ftilt|51%|149%|51%|149%|**** this move you can actually CC it after getting hit by it why does it even exist
dtilt|123%|>200%|46%|172%|
dtilt tipper|32%|41%|17%|36%|
utilt|72%|100%|3%|15%|this move is exceptionally good against ASDI down compared to CC
dash attack sexkick|26%|59%|N/A|0%|always produces knockback on ASDI
dash attack meaty|140%|192%|140%|192%|the meaty is extremely susceptible to both CC and ASDI down.
fsmash (uncharged)|52%|131%|20%|72%|
dsmash (uncharged)|76%|>200%|23%|>200%|
usmash (uncharged)|39%|61%|0%|15%|
usmash sweetspot (uncharged)|2%|8%|N/A|0%|As expected, this is Ivysaur's best move against crouch cancel and ASDI down
nair last hitbox|27%|105%|27%|118%|you can CC in between the hits.
nair landing hitbox|118%|142%|118%|142%|you can CC in between the hits, but the landing hitbow is weaker against CC than the last hitbox
fair|121%|>200%|56%|>200%|
fair tipper|80%|104%|7%|26%|good against ASDID, bad against CC
bair1|N/A|N/A|N/A|N/A|constant knockback. will always flinch on CC/ASDID.
bair2 close hit|62%|185%|25%|87%|if they CC/ASDID'd the first hit they will CC the second hit
bair2 far hit|94%|>200%|41%|>200%|^
dair|78%|156%|29%|68%|
dair sweetspot|34%|78%|0%|22%|
uair|61%|79%|19%|32%|
uair sweetspot|26%|36%|N/A|0%|
uair belly stomp|165%|>200%|81%|132%|It's actually detrimental to CC/ASDID this move below the flinch threshold, if they do, they receive increased hitstun.
The things we can take away from this data so far :
-nair sucks against CC and ASDI down, in case you didn't already know. Opponents can actually CC the nair on hit, on reaction, and avoid most followups under 120%. However, if they do CC it, you can not-fastfall on purpose and let all hits connect, which will force a tech chase situation. It's better than the alternative, even though it's not exactly good.
-both dash attack and usmash are great moves against CC, making the gatling combo a prime answer to CC.
-dtilt tipper also wrecks CC, and even if they don't CC it it's still a great move. Conclusion : spam the hell out of it.
-Ivy's jab combo is surprisingly good : most jabs you can react to them and ASDI down after getting hit by the first jab then punish after the last jab. Ivysaur's jab2 always knocks back on ASDI down, which is a great thing to have. You can't afford to wait between jabs though, else the opponent will be able to CC and punish the jab2.
-utilt is good at punishing, but should not be used as an opener because the risk involved with being CC'd is too great.
-ftilt sucks for yet another reason.
-more to come !
Enjoy !
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