SSBU/Piranha Plant/Techniques

In this section, you can find universal and character-specific techniques for Plant. Each technique is ordered from most useful to downright useless, as some have difficult execution or grant little reward.

=Universal Tech=

Execution
As Plant is about to land while in its charging state, the player must input a jump, which should cancel the animation instantaneously.

Application
Charge Jump Cancel is very useful as it improves Plant's movement when using. Since the player is no longer stuck in the animation, they now have the ability to follow up with no limitation.

Weaknesses
This universal tech can only work if a double jump is saved, otherwise there is no other hindrance when executing this technique.

Execution
To get into position of crouch ledge slip, the player has to input a dash and then buffer a crouch to make sure Plant is not falling off the stage.

Application
This helps greatly with Plant for edge guarding, Plant's becomes a lethal tool, sending opponents towards the blast zone or semi-spiking if it trades.

Weaknesses
The player going for Crouch Ledge Slip is giving up ledge trapping and going for a deep edge guard against your opponent.

=Character-Specific Tech=

Execution
The timing to execute Spallow is frame-perfect and can only be perfected through muscle memory. The player must first input a short hop, and twenty-two frames afterwards they would input their neutral special button. Fifty frames after the initial jump input they must throw into a desired direction. If the player has done it in succession, the would be thrown at a lower arc and the player skips the spit animation and goes straight into the swallow animation.

Application
The end-lag of is reduced by a lot and the arc is much lower, making it somewhat safer to use Spallow during neutral. It can also be used to help ledgetrapping as it'll be easier to roll off or be a lasting hitbox, depending on what the player desires.

Weaknesses
The set-up to make Spallow work makes 's startup already more committal, trading for a longer startup for less end-lag.

Execution
Plant's has a mechanic where it stops air momentum temporarily, which can only be done once before reaching the ground. Once used in the air, the player must immediately input a jump and at the same time. Doing so successfully will result in a floatier jump.

Application
Character-specific techs from here on out start to become less useful, as one realistic example that effectively uses Toxic Boost is when Plant is near the blastzone

Weaknesses
The use of Toxic Boost is very niche, and within the grand scheme of things, does not provide any meta-breaking movements for Plant. The player is in a more limited position as they no longer have a double jump or a stalling tool, they are also stuck in the animation while executing tech, making them an easier target.

Execution
This technique is where Plant positions itself against the opponent where it enters the swallow animation. The active hitbox of hits the opponent, and if done in succession, removes the cool down to spit another.

Application
Getting the interaction to occur is quite rare as it varies between each character's hurtboxes, but if this special interaction is executed, the player is given a lot of reward as they net a lot of damage and a potential stock.

Weaknesses
trading is a last ditch effort for Plant as it requires positioning and commitment. The likelihood of P2E happening from trading is almost nonexistent.

Execution
The player must FH:, buffer throw, and then input. Doing so in succession will result in Plant cutting straight to its idle animation with a lingering hitbox on where it stands.

Execution
Performing this is stage dependent, as some ledges does not allow for Plant to go a full 180. The player must be placed pixel-perfect where they are close enough to ledge that they do not fall off the stage. A perfect execution is when Plant is aimed directly downwards or at an unusual angle.

Execution
This only applies to certain characters, one of them being Samus. In order to pull this technique, the Plant must face away from the ledge and the Samus must run into the Plant. If Samus is inside Plant when Plant grabs, they must buffer a down throw; this will cause Samus to bounce off the ledge, creating unusual combos.