SSBU/Piranha Plant

From Dragdown
(Redirected from Piranha Plant)


Overview

Piranha Plant
Weight:112
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3-17F Intang.)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-30F Intang. (Neutral)
3-21F Intang. (Directional)
Fastest OOS:Grab, FAir, UAir (10F)
Overview
Piranha Plant focuses on mid-range setplay and poking with the goal to force the opponent to jump, then subsequently hit the opponent using its strong anti-airing options for combos, juggling and killing.

Ptooie is Plant's most recognizeable move, with its immense strength and multipurpose utility. While highly committal, it's a dangerous anti-air, and when thrown, uniquely covers the space up and in front, making it difficult for aerial-savvy opponents to run their usual gameplan VS Plant. It also functions as a pseudo-counter via Ptooie trades, and the massive shieldstun makes it a great lockdown tool, as Plant can easily run up and pressure/punish the opponent for blocking it. However, for how powerful the move can be, it's very slow and telegraphed, as well as having notable weaknesses, meaning this move should be used sparingly.

Poison Breath (PB) is a unique, knockback-less move that does massive damage should the opponent linger too long inside. It's useful for area denial, and as a result one of Plant's more common ways of forcing the opponent to jump. It's heavily dependent on how the opponent chooses to play around it, though, as the lack of knockback can lead to opponents disrespecting and running in, punishing the lag of the move. It also has unique ramifications in specific matchups, as it destroys a few projectiles.

Plant's plethora of anti-airs are another notable aspect of the character. UTilt and UAir are both quick and intangible combo/kill moves that are deceptively safe, USmash is one of the strongest of its kind and Ptooie has impressive range, combo ability and decent kill power, as well as opportunity for trades. Plant also has more unconventional antiairs, such as DA, a disjointed, forwards-travelling move that hits surprisingly high up, SH NAir which provides similar utility to DA, albeit with more upwards range, active frames and combo ability, and DTilt has surprising utility due to Plant's low-profile crouch and the low profile of the move.

Sadly, despite having some great moves, Plant is brought down significantly by a severe lack of good approach options and its tools for keeping the opponent off the ground are not that great. Its best poking tools are FAir and DTilt, both of which possess unimpressive range and frame data, and DA can only get Plant so far. As such, Plant struggles often VS many keep-out oriented characters due to these unsafe approach tools and generally weaker keep-out gameplay compared to the rest. When Plant does score a hit, its great advantage can shine and steal stocks, but in return its disadvantage is also quite dreadful, namely in part to awful ledge options and 2-frame.

Summary
Piranha Plant is a mid-range setplay oriented fighter that primarily wins by causing jumps and anti-airing the opponent.
Pros Cons
  • Great Anti-Airs: Plant's large amount of high-hitting, intangible/disjointed moves make it difficult to jump on top of it without significant risk.
  • Explosive Advantage State: If Plant gets a hit, even with something as trivial as Jab, it can very easily rack up massive damage with tech chases, ledgetrapping or juggling.
  • Strong Setplay: Hitting Ptooie on shield or successfully setting up PB in a good position allows Plant to maintain a strong upper hand VS the opponent most of the time.
  • Safe Edgeguarding: Ptooie is a rather safe edgeguard tool, great for sniping opponents with little commitment, and Long-Stem Strike (LSS) is also one of the best edgeguard tools in the game. It has armorA state where a character takes damage but not knockback, huge range, angle-ability and kill power; certain characters can barely escape good LSS usage.
  • Pop Quiz!: Plant is among one of the rarest characters in the game, and as such, matchup knowledge is very low. This allows you to abuse knowledge checks and strong moves more often than you'd think against certain players, especially those who recklessly approach you.
  • Sluggish Movement: Plant has middling runspeed, awful walkspeed, middling airspeed and awful air acceleration. Despite having a good SHFF for baiting purposes, Plant can't reliably move to avoid attacks or gain better position.
  • Poor Approach Options: Plant's frame data, range and poor mobility make it exceptionally difficult in some matchups to approach, thus forcing a defensive playstyle a majority of the time, with minimal approaches.
  • Exploitable Disadvantage: Every aspect of Plant's disadvantage is highly exploitable, ranging from an awful 2-frame, telegraphable Up-B, poor ledge and landing options.
  • Mediocre Diagonal Anti-Airs: Surprisingly, despite being THE anti-air character, Plant's diagonal anti-airs aren't great. Its best diagonal anti-airs are either large commitments (Ptooie throw, DA and NAir), or have poor range (RARA tech that allows for approaching your opponent with your back turned, out of a forward run. UAir and FTilt).
  • Hard to force jumps: Ironically, Plant isn't all that great at forcing jumps, so people that know the matchup won't be jumping nearly as much unless properly conditioned to do so, which can take more effort than you'd like.
  • High Commitment: Most of what Plant uses is pretty committal. Its least committal tools are FAir and DTilt, and the frames aren't great for their mediocre range.
  • Poor Out of Shield: If Plant is forced to shield, it has below-average options for OoS, as its fastest attacks are frame 10 with poor range or blindspots. Thus, Plant relies more on punishing what the opponent does AFTER hitting shield, or trying to roll/jump away.
  • Combo Fodder: Plant's weight, size and bizarre hurtbox shifts lead to many easy combo opportunities especially in certain situations.



Normal Attack

Jab Sequence

+ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 2.4 2-3 20 361/180 -13 to -12 N/A

The second longest-reaching frame 2 jab in the game, and one of the most rewarding jabs especially for how fast it is. A great up close poking tool, shield pressure tool and check for dash ins. Jab 1 by itself is extremely good for being frame 2; use this in situations where you are too close to the opponent for comfort, and you'll almost always out-frame them. This means you don't always have to shield up close in scramble situations unless the opponent is above or behind you.

You can also hold Jab 1 for Plant to do it repeatedly. This is surprisingly useful, as it is great for stopping people dashing in if they want to overshoot a punish on a retreating FAir or similar. Holding Jab 1 out can also beat certain projectiles consistently, such as all grounded versions of Terry's Power Wave.

Jab 1 into Jab 2 at fastest is a true blockstring. With delays, you can pressure the opponent's shield to catch OoS options, or scare them into staying in shield and mix into Grab or reset pressure with another Jab 1. The gentleman combo overall is surprisingly safe for a full jab combo, as it ranges from -13 to -15 on block, with the ability to delay all 3 hits, and utilize Plant's unnaturally fast frame data with Jab 1 and Grab for genuine pressure. Mastering the delays, switching up hits and your punishes (they don't have to be limited to another Jab or Grab!) is key to allowing Plant the ability to pressure and score more consistent damage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 20/18 25/20 N/A N/A 4
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 2.2 2-3 21 361/180 -15 to -14 N/A

Provides slightly more reach than Jab 1, but by itself it is nothing special. It is primarily just filler in the full jab combo or pressuring on shield, however mashing for Jab 2's extra range can punish things Jab 1 otherwise cannot.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 18/15 30/25 N/A N/A 3
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 4.4 7-8 26 361 -13 to -12 N/A

Has low endlag and knockback, which almost always causes tech chases unless the opponent is really floaty, like Jigglypuff. Otherwise, you get a lot of opportunities to tech chase. The basic options include simply reacting and punishing, normally with DA or DTilt, but a consistently strong punish against tech towards and tech in place is PB. Plant has enough time to throw out the projectile, AND still punish, which nets absurd damage. Good followups after PB include Jab, Grab or DTilt. Should the opponent tech AWAY after Jab 3, it is usually difficult to gain a punish unless the opponent has bad tech rolls, such as Little Mac. However, this still is beneficial, as they're willing to give up stage control to avoid a punish, and Plant gaining stage control is extremely important.

In fact, Jab 3 on shield is one of Plant's most common knowledge checks, as a lot of people are too slow to punish it. However, being -13, if you're up against a person that actually knows the punishes, make damn sure you mix up, especially if the OoS option is dangerous.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 60 70 N/A N/A 5

Rapid Jab Attack

+ ×4...

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 0.6 6, 10, 14 17 361 NaN N/A

Rapid Jab is much less used, but it still has its merit in damage output, as it is one of the higher damaging rapids in the game. Use this at high %s where Jab 3 won't do much of anything, unless you still want to use Jab 3 for it's lower launch angle in edgeguard setups. Don't ever use it for pressure, as it's death on block 95% of the time. Rapid Jab rarely, if ever, kills.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 8 10 N/A N/A 6
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 3.4 6-7 41 50 -29 to -28 N/A

Description


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 40 150 N/A N/A 4


Dash Attack

Dash/Run State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 10.0 7-9 48 45 -28 to -26 N/A
Late 7.0 10-14 48 45 -28 to -24 N/A

The glue that holds Plant's moveset together. This pot/pipe dropkick gives Plant a pretty nice burst range, working in tandem with its poking tools and midrange setplay. While not to be used often, this move shines in its ability to diagonally anti-air and keep the opponent on their toes.

  • As a diagonal anti-air, its much more effective than one may initially think. Not only does it hit fairly high, but its actually slightly disjointed as well, giving it the ability to beat even the likes of Link's NAir. It is also great against most sword aerials, in particular those than start upwards and arc downwards, as DA in the proper position can reach the opponent before the sword fully arcs down. Unfortunately, it's much less useful VS moves like Mythra's FAir, as they start low and will cleanly beat out DA.
  • It's base knockback is absurdly high even at 0%, basically giving you free stage control or edgeguards at any point. Land this once and you can usually set up an edgeguard or ledgetrap situation, even if it does launch fairly high. It almost never kills unless the opponent DIs poorly, though.
  • It can crossup on shield up close, but a majority of characters can punish it, so if they're aware of their punishes, you can take severe damage or even lose stocks. If it doesn't crossup, even worse.
  • The endlag of the animation is actually a low profile, which is surprisingly useful in specific situations, namely VS select projectiles like Joker's Eiha/Eigaon. If you miss the punish, but they committed to that move prematurely, you can usually punish with Jab, Grab or even DSmash/USmash in some cases.
  • DA is also very common in tech chases for punishes due to its range and longevity, as well as after hitting someone's shield with Ptooie Throw. The latter is a common knowledge check that a lot of opponents fall for, so try abusing it whenever it is possible. Otherwise, mix up VS more aware opponents.
  • Premiere ledgetrapping tool, as you can easily cover ledge roll and neutral getup on reaction from roll distance.
  • Not very vulnerable to low-profiles thanks to its DLC hitbox, but it can still whiff against things like Pikachu's landing BAir or Luigi's landing lag on Green Missile, so be careful when punishing much flatter pancaking.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 100 43 N/A N/A 12
Late 100 43 N/A N/A 9


Tilt Attacks

Forward Tilt Sequence

+ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 5.5 7-8 28 366 -14 to -13 lips intangible 7-8

One of Plant's worst moves. It rarely kills, is shorter than Dtilt, not very safe, and has an alarmingly large hurtbox extension on frame 6 that makes the move horrendous to poke with, discounting how long the head stays in place afterwards. Still, it has some use, however.As stated before, there is a large hurtbox extension before and after the move comes out. As such, this move is worthless for poking, especially when DTilt is significantly better. There is some use out of No results into FTilt for the grounded boost, though, particularly when too far to start pressure with Jab or you don't want to punish with DA, be it for more damage or the safety.

This move also does not kill at reasonable percents, even at ledge. Don't try it unless you haven't killed them at 170% somehow.As it is a selectable hit move, you can choose to end it at just FTilt 1, which is much safer than FTilt 2 at -14, which then leads to mixups of doing Jab or Grab (if close enough), and DTilt or FTilt 2 at a distance. FTilt 1 is actually pretty bad at connecting into FTilt 2, particularly on reaction. Not only is hitlag low, but the hitstun is also extremely low. In fact, FTilt 1 NEVER connects to FTilt 2 at 0% on select characters, such as Kazuya, as they can shield FTilt 2 then get a punish. Combined with low knockback and being only +0 on hit at 0%, it's quite useless for low %s outside of some niche combos as a finisher. FTilt 1 also is incapable of jablocking opponents, so don't even think about using it for that. One other use case for this move that's actually decent, is as a diagonal anti-air. While the disjoint is basically unusable for a lot of sword character aerials, more stubbier characters can have trouble dealing with this move, in spite of the hurtboxes. Try it against Jigglypuff's jump-ins.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 20 20 N/A N/A 6
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Attack 6.0 5-6 32 361 -20 to -19 N/A

Description


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Attack 40 117 N/A N/A 7

Up Tilt Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up Tilt 7.0/9.0 6-13 27 85/90 -13 to -5/-11 to -3 head intangible 6-13

Plant's fastest anti-air at frame 6, with a really silly caveat. Due to a screw-up in the code, on frame 5, there is an obscenely tall hurtbox extension that significantly hampers this move as an anti-air, especially when it's Plant's fastest. Despite the setback, it is still really good, but be prepared to lose really bizarre interactions if you time it in specific ways.

  • Head intangibility makes UTilt beat a lot of moves, even some sword normals. It can also reach the lower platforms of (Small) Battlefield, but nowhere else, being useful for safe punishes/pressure in that scenario.
  • Amazing combo potential, but you need to know how and when to combo from either the sweetspot (head) or sourspot (stem). Note that the stem has priority, meaning opponents inside of you will always be hit by the stem.
    • The stem sourspot is +10 on hit, which allows for another UTilt or an UAir. It may also lead to Ptooie, but that depends how far they are inside. While a third UTilt is not true per se, it'll most likely be inescapable, then you can either attempt to catch mashing with UAir, Ptooie, or wait and see/punish what the opponent does. If you do UAir afterwards, doing a SHFF will frametrap and allow you to catch airdodges with a punish of your choosing. It can keep comboing for a long while, and at around 100-110% or so you can squeeze in a true FH > DJ UAir for a real kill confirm/
    • The sweetspot's only +2 on hit at 0, so its far less useful as even frame 4 airdodges get out of another one. At higher percents however, this hitbox becomes extremely capable. Look for it around 25%; it'll lead into either itself, UAir or Ptooie, as it's around +11 on hit by then. By around 70%, anti-airs with the sweetspot are barely going to lead into anything if at all, so salvage the juggle state instead.
      • An extra thing to note is that the long active frames of UTilt can give it significantly more frame advantage than normal. This is rarely seen on the ground, but common in anti-airs. There's nothing unique you get, but it can extend % ranges a bit and make it easier to execute combos.
  • UTilt is also a pretty good kill move with the sweetspot. Expect it to kill at around 130% on midweights or so. Sourspot will only start killing at around 180%, unfortunately.
  • One really annoying feature of this move is the hurtbox extension on frame 5 of the move. It is taller than Plant itself, making it MUCH easier to lose anti-air interactions you otherwise could've won. In spite of being Plant's fastest anti-air, you mainly want to try hitting with the later active frames to prevent this, as well as salvaging more frame advantage for combos. Even still though, it can be good as an emergency anti-air due to its speed.
  • Using UTilt on the ground is not recommended, particularly against smaller characters. Even those as small as Ness can make SSBU have significant trouble hitting them on the ground.
  • One odd quirk of the move is how much it covers Plant's body for a long 8 frames. This makes the move surprisingly effective at forcing clanks to protect yourself, even from low-hitting attacks. It even has unexpectedly good usage VS specific burst options. Try it against Steve's Minecart.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up Tilt 55/28 100/120 N/A N/A 7/9

Down Tilt Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Down Tilt 6.0/7.0 9-11 27 73/78 -10 to -8 N/A

Low-hitting poke that is Plant's most consistent combo starter. It provides slightly more range than FTilt, is -10 on shield and one of Plant's safest buttons on whiff, and as such, one of Plant's major crutches in neutral. It is also Plant's optimal punish after jablocks, for damage.

  • While the range is mediocre, it can be salvaged as a counter-poking tool. Essentially, most attacks in the game extend the character's hurtboxes forward; aim for these hurtbox extensions rather than the character themselves. This will allow you to pick up punishes much more, and condition the opponent into trying to bait your pokes more and whatnot.
  • If it hits on block, it's pretty safe, especially when spaced. A lot of characters just can't directly punish DTilt OoS from a distance, so they often have to punish what you do after. Up close, a lot of characters can grab, Up-B and whatnot, although sometimes if they don't react fast enough, you can get off a Jab anyway.
  • If combined with Plant's short crouch, DTilt makes for a surprisingly effective ghetto anti-air, specifically VS diagonal air approaches or aerial spacing; never try it when an opponent is directly above you. With this in mind, as well as (counter) poking other pokes, DTilt will be one of your most used moves in neutral across many, many matchups.
  • In terms of combos, it is quite useful for them. At 0%, iDA is true on the entire cast, and can give a lot of stage control. SH FAir also works on everyone, and is easier, but does less damage when sourspotted, and the stage control isn't as good. Up close, certain characters can also be hit by FTilt afterwards for slightly more damage but much less knockback. Against a very specific few, however, Dash Grab is actually possible, and can lead to full DThrow conversions. A sheet for which characters get hit by DTilt > FTilt/Dash Grab can be found here.
    • At slightly higher %s, you want to go for RARA tech that allows for approaching your opponent with your back turned, out of a forward run. UAir, as it is by far and away the best followup. While the timing is tight, this allows you to chain multiple UAirs in a row really easily, typically finishing off with Ptooie > FAir. The damage gained can be massive with proper execution, potentially leading to 50-70% depending on weight. Do note, however, that skinnier characters like Joker are able to DI out and avoid UAir, so you'll need to substitute FAir in those situations.
      • For kill confirms, Plant has 2 options. At around 70-90% on midweights, it is actually possible for a RARA tech that allows for approaching your opponent with your back turned, out of a forward run. BAir to be true, and thus kill at ledge obscenely early. The execution is VERY tight, however, as you need to FH for this to work, and execute it quickly. It also won't work on DI out. A more easier confirm that works later is FH > DJ UAir, which works at around 110-130%. Much easier in execution, although still fails on DI out if they're aware. Regardless, it gives Plant a somewhat reliable poke that can lead to stocks.
  • The move can also hit a lot of ledgehangs, primarily by spacing the tip of the leaf. The use cases are not particularly high, although since opponents are lower at the ledge, it can allow for easier followups and confirms. On very specific characters where DTilt can work up close, FSmash actually works as a kill confirm at around 50% on large characters like Donkey Kong. This also applies to 2-framing as well. A reference on what characters are hit on ledge by DTilt can be found here.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Down Tilt 55 85 N/A N/A 7


Smash Attacks

Forward Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.0/19.0 21.0/26.6 charged 16-17 52 45 -24/-22 to -23/-21 -21/-17 to -20/-16 charged head intangible 16-17

Niche attack, but not without its benefits. Mainly a hard callout or whiff punish tool, and when charged and sweetspotted, Plant's strongest kill move.

  • Effective for hard callout diagonal anti-airs, due to hitting decently high with intangibility on the head. Use it against people mashing shorthop aerials.
  • In rare cases it may be used as a poke of sorts, especially since it's reasonably safe on shield when spaced. Just make sure they're not expecting you to use this, or you'll eat a huge punish.
  • The optimal kill move after a shieldbreak, when sweetspotted, and in some cases, jablocks as well. Do note that larger characters will get hit by the sourspot usually, as sourspot takes priority.
  • Can actually hit some ledgehangs with the sweetspot, see here.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
25 103/99 N/A N/A 11/13 14/18 charged

Up Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Launcher 3.0 4.2 charged 12-15 52 75/105 -36 to -33 -35 to -32 charged head intangible 12-18
Head 12.0 16.8 charged 16-18 52 90 -26 to -24 -24 to -22 charged head intangible 12-18

2-hitting bite upwards, and not actually that great of a move. It has much to be desired as an OoS due to horrendous horizontal range and mediocre frame data, and it is inconsistent in general thanks to a poorly made launcher hit.

  • As an anti-air, it beats a lot from above, but its easy to challenge from the sides especially with disjoints. And if you miss, you're highly likely to be punished. Best used sparingly, when you know the opponent is going to land on you.
    • Also great for sharking platforms/platform tech chases, as it hits pretty much any platform somewhat close to the ground.
  • The launcher is oddly programmed, and as such, has really strange inconsistencies, particularly when facing the opponent. Basically, if an opponent extends a hurtbox towards your front, they may actually be launched AWAY instead of into the 2nd hit, and possibly get you punished, as the back hit of the launcher has priority AND launches "forward", at least for this situation. As such, you may need to reverse USmash to prevent this from occuring.
    • Another benefit of reversing USmash is forcing counters to miss entirely. Since the move is coded to always send "forward" on both hits, you can use the back hit to reverse a counter, then punish accordingly. This is most useful VS counters used whilst landing.
      • A minor disadvantage of reversing USmash however is this'll pull shielding opponents towards you, making you easier to punish. While the horizontal range is too low to make many things whiff due to shield pushback, still worth nothing.
  • As an OoS option, it really falters and is only relegated to punishing burst options or horribly spaced aerials on shield. Don't rely on this, even in situations you think it might work; if it's not a burst option that fails to cross up, or a poorly spaced aerial, use something else.
  • On some characters' damaged shields, it is possible to shieldpoke with the 2nd hit if they don't tilt upwards. This is most commonly accessible after hitting shields with Ptooie Hover, and is especially effective due to it being -2 on block.
  • If the launcher trades with grabs, you can true combo into UTilt for further combos or even kills.
  • See here for kill %s.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Launcher 75 0 N/A N/A 3 4 charged
Head 90 82 N/A N/A 9 12 charged

Down Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit 12.0 16.8 charged 10-11 44 30 -24 to -23 -21 to -20 charged N/A
Second Hit 14.0 19.6 charged 16-18 44 32 -19 to -18 -16 to -15 charged N/A

Plant's best smash attack, and its fastest. One of your go-tos for killing since it's all around a decent move. Back hit is stronger and has disjoint due to the pot being in the z-axis on its first frame. In scrambles, can be worth to mash to try kill the opponent due to its speed and hitting both sides. Also great out of a dash for whiff punishes, at the cost of being a bit slower and less ranged than DA, and the most consistent move to go for if an opponent misses their Up-B OoS.

Great for 2-framing and just hitting ledgehangs in general; see here for which ledgehangs it hits and here for who it 2-frames.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit 25 100 N/A N/A 9 12 charged
Second Hit 25 100 N/A N/A 10 13 charged


Air Attacks

Neutral Air Attack

Aerial State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hits 2.0 8-17 48 367 -13 N/A
Final Hit 3.0 18-19 48 361 -13 N/A

Plant spins and hits multiple times. Unexpectedly consistent combo tool for the most part, as long as you can time your FFs, and a great burst option/diagonal anti-air to mix in alongside DA. Also a valuable landing option.

  • ACs out of FH, can FF a little while after the apex to land faster.
  • Multihits possess a rehit rate of 3, meaning it'll hit every 3 frames. Normally, this allows it to have 5 hits max, counting the final hit, but in practice due to hitbox placements you'll usually get 4.
  • Really good to either whiff punish, diagonally anti-air or burst through opponents. On shield, not only is it possible to cross up, but the multiple hits can catch opponents off-guard if they're expecting a DA, and lead them to getting hit. It also possesses a low profile, which can dodge some attacks, such as Palutena's NAir. Even then, be wary of it being -13 on shield and a bad move to whiff; use sparingly.
  • Rarely whiffs against low profiles in when rising from SH, although extends hurtboxes downwards significantly, either allowing certain moves to anti-air or multi-hits to fail connecting.
  • Has a pretty healthy combo tree and consistently useful at most %s. At 0%, SHFF NAir with the final hit leads into Dash Grab for DThrow followups. You don't even need to cross up for a proper combo, since the hit advantage is quite high. Later on, it sends into tumble, although the multihits usually don't give tech chases on the ground. When it becomes too high for Dash Grab to connect, usually starting at 10% or so, you can start going for either DA or SH FAir for easy enders, or RARA tech that allows for approaching your opponent with your back turned, out of a forward run. UAir for significant amounts of damage. Eventually, it'll only lead to DA or SH FAir, then stop comboing outright.
    • The multi hits by themselves have combo potential, but only starting at around 75%, since Plant is actually significantly minus on hit (starting at -5) with landing NAir multi hits for a while. At around 80%, you can get only Jab, but around 100% is when you can get true Grabs for much more damage, and eventually an UThrow kill. Around 130% will allow DSmash to work, which actually kills a good amount earlier than UThrow in this situation, so remember to use it when you can.
  • NAir is a pretty formidable edgeguard tool, thanks to 12 frames of longevity, Plant's fast falling speed, and the fact it always sends the direction Plant's facing, making it super consistent. And even if you hit only the multi hits for whatever reason, the opponent usually gets spiked, which may lead to much earlier kills than usual. Try it on Roy or Mario's Up-Bs.
  • The move is negatively disjointed slightly, which makes it easy to beat, especially as a landing option or air-to-air. Since Plant's landing is really bad, it's unfortunately your best landing option outside of neutral airdodge. As an air-to-air, its okay, but FAir, BAir and UAir are typically better air-to-airs.
  • As an OoS option it's outclassed by pretty much everything else almost always, unless you specifically want a multihit if you think they'll be caught off-guard if they shield. Otherwise, don't use this OoS.
  • Due to the longevity and covering Plant's body relatively well, this move is decently effective for clearing out weak projectiles. While it's too laggy to use often, it can let you barge through projectiles on ocassion, or beat anti-air projectiles. Try it against Link's Boomerang.
  • Amazing ledgetrapping move, since it's very good at covering lots of options at once. SH rising NAir from roll distance can cover ledge roll, ledge jump and neutral get up, and if you delay it instead of buffering, you can abuse the fact it hits every ledgehang in the game to catch waiting at ledge as well. FHFF NAir is also fantastic for catching jumps, neutral getup and wait on ledge, and you can substitute an empty land to catch a getup attack once you've conditioned them to be afraid of NAir.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hits 10 100 15 1-4, 40+ 2
Final Hit 45 140 15 1-4, 40+ 2

Forward Air Attack

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Forward Air 9.0/11.0 7-9 45 361 -9 N/A

The other poke Plant has. Generally the same in application as DTilt, sacrificing reward for better safety and flexibility, due to being an aerial. Also a go-to OoS in a lot of cases, as it's tied with a few other moves for Plant's fastest, and common combo finisher.

  • ACs out of FH, can FF a bit after the apex to land faster.
  • Good for spacing, as it's usually safe on shield at a distance, especially due to its low-profile on landing.
  • Combos are virtually non-existent. You can get Dash Grab with the sourspot, but the sweetspot yields nothing besides a weak setup into a DA or maybe PB if they're defensive. It eventually sends into tumble, though, and jablocks/tech chases are not difficult to get from this move.
  • Be careful about using this up close, as there's actually a blindspot right in front of Plant. It can whiff on tall and skinny characters, notably, or even in situations where it looks like it hit. To mitigate, hit it as low to the ground as you can.
  • FAir is one of Plant's best OoS options, which isn't great considering it has the aforementioned blindspot, and is only frame 10. Use it if opponents are too far away for Grab to reach.
  • Decent air-to-air from a FH, due to it's reach and being tied for Plant's fastest aerial, albeit quite laggy. Only air-to-air if you're sure it's going to hit, or at least whiff on an airdodge.
  • Terrible out of a SH, so it's niche even for diagonal anti-air purposes.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Forward Air 50/55 60 13 1-2, 36+ 4

Backward Air Attack

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.5 14-15 45 361 -11 N/A

Decent keepout tool, air-to-air and whiff punish, but still one of Plant's worst moves since the hitbox is unusually small, and it is terribly laggy. Use sparingly.

  • ACs out of FH, can FF a bit after the apex to land faster.
  • Good keepout tool, as the pure disjoint can beat even some sword moves. Especially useful VS stubbier characters.
  • Decent for air-to-airing due to disjoint and raw power, but similarly to FAir, make sure it'll at least whiff on an airdodge.
  • Has minor combo potential into turn around Grab at 0%, Dash Grab slightly later, then starts tech chases soon after.
  • Low profiles on landing, making it a bit safer on shield than expected, but don't use it for any kind of pressure, since it's still -11.
  • Great cross-up whiff punish if you avoid a laggy move with FH, and good for hard callouts on FHs or ledge jumps.
  • Poor OoS move, as it can whiff on low-profiles and is generally just too slow most of the time.
  • Hits every ledgehang in the game for some reason, and as such can even 2-frame. Niche, but stronger than DSmash, so it has merits if you can land it.
  • Not recommended for edgeguards due to endlag and poor hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
23 105 16 1-4, 43+ 5

Up Air Attack

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up Air 10.0 7-9 39 85 -6 head and upper stem 7-9

Plant's best aerial. It has by far the best combo potential out of all its moves, is intangible, super safe on whiff, and kills. Particularly good out of DTilt.

  • SHACs even with a FF as early as possible. It's in fact less laggier than UTilt, even considering the 4 frames of landing lag, and since it hits higher than USmash, it makes for one of Plant's most formidable anti-airs.
  • Struggles hitting grounded opponents from a SH, so unless the opponent is large, relegate using SHAC UAir for anti-airs. If it CAN hit the opponent on the ground consistently (see here), then you can net huge punishes.
  • UAir especially shines in its combo potential. Landing UAir nets significant reward as it leads to itself multiple times in a row, UTilt or Ptooie. With platforms, its reward blooms exponentionally as you can chain more UAirs or UTilts. Landing UAir > BAir is also a viable kill confirm at ledge, at around 70-85% on midweights.
    • Even at 0%, SH rising UAir can combo if you FF, specifically into UTilt as most escape options, even airdodges, can't get out. If you get the sourspot, you can go into Ptooie and end with FAir or extend with platforms. At higher %s, it combos more naturally.
    • Landing UAir > FH DJ UAir is also a kill confirm, although extremely tight without platform assistance, and may require bad DI without platforms to kill.
  • Using SHAC UAir is also great to simultaneously jump over certain things, like projectiles, grabs, jabs and some tilts, as the low lag will usually allow you to score a punish, depending on how badly they whiffed. Even if you don't anti-air, you still might be safe anyway.
  • Unusually strong kill move, it can rob stocks at pretty early %s especially if high up. Use this move's power and combo potential to condition opponents.
  • Very effective anti-air as the head and upper stem are intangible during the hitbox's duration, and it hits quite high.
  • Alright for air-to-airs sometimes, although be careful if you end up too high from the opponent.
  • Plant's safest aerial on shield, but -6 is still not great. It's only particularly good VS characters that struggle against -6 moves or slower, especially in tandem with Plant's frame 2 Jab, such as Lucas.
  • Horrible range leaves a lot to be desired, and requires practice not only to hit landing UAirs consistently, but also requires RARA tech that allows for approaching your opponent with your back turned, out of a forward run.s in order to properly diagonally anti-air with it, and even then the range is still a bit short.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up Air 40 104 10 22+ 4

Down Air Attack

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 11.0 9-11 45 361/270 -14 N/A
Late 9.0 12-14 45 361 -14 N/A

Plant's worst move. It is purely niche in every aspect it's good in. Only really useful for early stocks with the spike, especially if you can combo from Ptooie rolls.

  • ACs out of FH, can FF a bit after the apex to land faster. Can also SHAC from the heights of slopes, such as those on Yoshi's Story.
  • One of the fastest spikes in the game at frame 9, and a 2-frame tool from FF DJ off ledge. Slight disjoint and the flip hurtbox shiftAn animation causing a character's hurtbox to move a significant amount make it somewhat decent at beating or trading a handful of recovery moves.
  • Late hit is pitifully weak, but maintains the disjoint and sends at a bad angle for recovery.
  • Niche landing option, mostly in part due to it's quicker autocancel time, disjoint and slight activity. Mix this up with NAir for the autocancel to make yourself harder to punish in some situations.
  • Combos with the sourspot are similar to BAir, although it's -3 on hit at 0%. 25% is when you can get Grabs, then later on it'll send into tech chases as usual.
  • Has a kill confirm at 70% with the spike into USmash, but it's not very reliable to go for as you need to hit from high up for the sweetspot, land in time, then USmash. At much higher percents, you can confirm into UAir for kills instead. Overall, not reliable to go for unless you are sure you'll whiff punish something.
  • Overall outclassed by NAir for landing, combos and edgeguarding.
  • Hits every ledgehang in the game, making a devastating regrab punish.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 15/25 92/90 18 1-2, 33+ 4
Late 15 92 18 1-2, 33+ 4


Special Attacks

Ptooie

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 14.0 9> 21 (swallow, loss), 71 (failure) 55 +6~-2 N/A
Throw 18.0 Thrown on 12 (22 at earliest w/ start animation) 42 (forward), 46 (backward) 55 -23 (forward), -27 (backward) N/A

The reason you play this character. It is a very solid anti-air and phenomenal ledgetrapping tool, and has extra quirks up it's sleeve that add a lot more knowledge checks for the opponent to deal with, but its slow speed means you need to use it sparingly, otherwise you'll get punished lots.

  • The ball itself has a 10% threshold, meaning that if it takes 10% or more, it'll be knocked away. For more information and a compilation of moves that knock away the ball, see here.
  • For some reason, Ptooie possesses a 0x SDI multiplier, meaning it is impossible to SDI the move. This aides in combo consistency.
  • Whenever the ball hits a collision or is knocked away by a hitbox, it'll ricochet, and is referred to as Ptooie Ricochet. The ball's trajectory is always the direction the ball it going, which means it'll launch in the opposite direction if it ricochets. If it bounces as a result of hitting something that isn't the opponent, the opponent can still be hit, and launched towards Plant for easy combos, as damage and knockback is reduced during a ricochet (subsequent ricochets reduce damage and knockback further).

Ptooie Hover

  • Can be B-reversed/wavebounced. While it seems trivial, B-reversing the move actually is quite powerful, as Ptooie Hover always sends the direction Plant is facing, allowing unreactable DI mixups in combos or for kills, and for capitalizing off of trades much more effectively.
  • While the ball spawns on frame 8, the hitbox is frame 9, don't be fooled.
    • As such, if Plant is hit on frame 8, the falling ball won't have a hitbox still.
  • Hold the B button to keep the ball hovering. It moves up and down in a set cycle, jittering a bit to the sides. Release the button to drop the ball. If no direction is inputted and the ball reaches Plant, it will cause a Ptooie Swallow, which can be used for fakeouts. When not holding B, the ball can still be thrown.
  • Has absurdly high hitlag and is a projectile, giving it ridiculous combo potential especially due to the low endlag of the Ptooie Loss animation (when the hovered ball hits something and Plant isn't throwing). Typical enders include FAir or BAir, while you can choose to extend with delayed SH UAirs.
  • Since the ball spawns above, and can increase in height, it's a pretty solid anti-air, albeit a committal one. It is usually preferred to use UTilts or UAirs for their much lower commitment, but Ptooie is still usable for it's kill power, consistent combo potential, height and ability to trade.
  • During the hover, if Plant is hit, the ball will simply fall to the ground. This allows Ptooie to act as a pseudo-counter, known as a Ptooie Trade. Normally, it simply launches the opponent away, but B-reversing can cause the opponent to launch with you, with you often having the frame advantage. This is risky, but can be exceptionally useful for combos by extending into UAir and kill confirms with UAir, BAir, DAir spikes, LSS or even Piranhacopter. Knowing which move to use from a trade depends on knowing the angles that moves send you and the DI your opponent used.
    • Be warned that Ptooie Trades are not entirely consistent, as strong hitboxes that can knock away the falling ball, buffered throws to abuse throw invincibility and spaced moves all beat Ptooie Trades, and often times trading with kill moves will have Plant die before the opponent does, so they are not to be relied on by any means. Due to being frame 9 as well, they aren't to be relied on in many situations to get out of strings.
  • Strangely, Ptooie Hover is very safe on shield, at -2. Combined with its frame 2 Jab, this allows for Plant to start pressure pretty easily and beat out a lot of OoS options by out-framing them.
    • Even more strangely is the fact that the startup of a Ptooie Hover is +6 on block. While really hard to actually react to, you can get a completely unavoidable Grab if right next to the opponent, or blockstring into Jab pressure.
  • Ptooie when B-reversed also makes for a decent reversal in disadvantage, particularly to counter edgeguards and send opponents into the blastzone, or from a ledge drop if an opponent is too close to ledge. If they shield the latter scenario, you can leverage Ptooie's +6 and go for an aerial. Due to how parries function, subsequent UAirs or NAirs after will be un-parriable, forcing them to either take it on shield or get hit.

Ptooie Throw

  • Press any sideways direction to throw the ball. It takes 12 frames to throw, and if the ball hits something before then, it won't cancel the throw animation, but the ball won't be thrown. It is also possible to still swallow the ball before the throw occurs.
  • Depending on the height from holding B, the ball may be thrown at different trajectories. Buffering a direction throws midrange, a high hover throws short range, and a close hover throws long range.
  • The ball gains an extra 4% to it's damage, significantly increasing knockback.
  • The throw's arc causes the move to have a glaring blindspot that's easily abused by small characters, or those with low-profile dashes. Against such characters, it's not recommended to use this move much.
  • The best use case for Ptooie Throws is for midrange setplay and attempting to anti-air/lockdown the opponent. Since the ball travels in an arc coming from above, it's usually quite good at anti-airing diagonally, although strong and large hitboxes can easily beat it out and render it moot. Utilizing throws effectively requires prior conditioning, namely from using your poking and burst options first. If the opponent is trying to bait out a burst option by staying outside burst range, then Ptooie Throw becomes useful.
    • Should the opponent shield, they're in so much shieldstun that Plant can go for genuine pressure options. DA is extremely easy to go for, and lots of opponents don't actually block it if they're unfamiliar with the matchup. Dash Grab punishes those who stay in shield too long, and PB can work similarly, with the potential threat of a shield break as well as a potential high amount of damage.
  • If the throw actually hits, there is enough hitstun to gain combos. DA and SH FAir are easy enders, and you can also go for RARA tech that allows for approaching your opponent with your back turned, out of a forward run. UAir for highly damaging extensions.
  • Ptooie is notorious for its ledgetrapping ability. To properly set up a Ptooie ledgetrap, you must stand a bit outside ledge roll distance, then throw the ball slightly before the opponent grabs ledge, so they don't have time to ledge roll then punish, or avoid it in some other way. To bounce it offstage, buffer the throw; to cover neutral getup and jump, hold it high then throw.
    • Bouncing off the ledge gives a massive 2-frame opportunity, as well as just hitting someone recovering low, whilst bouncing off the platform can allow you to abuse the sheer longevity of the hitbox to easily catch neutral getup and ledge jump. The setup against those ledge options even allows you to combo easily, particularly into Grab or DSmash, in which DSmash will cover ledge roll simultaneously.
  • When launched to the side blastzones, buffer Ptooie then immediately throw it opposite the blastzone, and Plant lives 3% earlier, due to Ptooie's unusually high air brake modifier. This can be crucial for life or death, especially for a character as heavy as Plant.
  • Throwing the ball onstage when recovering can be a decent way of trying to get back to ledge, but be careful about the blindspot, as doing this often can get you punished way harder than simply taking the ledgetrapping, and sometimes, especially from farther ranges, it's practically worthless for how easily avoidable it is.
    • At ledge, ledge drop DJ Ptooie Throw can be an alright way of deterring the opponent, especially if they're throwing out lots of moves, but be careful as Plant extends its lips significantly during the throw, which can lead to strong punishes on you.
  • Using the move under a platform is great for platform pressure. From the middle of lower plats of stages like Battlefield, it can be thrown either side to cover individual tech options, or you can use it on the side of a platform, then simply throw it to cover the entire platform.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 50 80 N/A N/A 25
Throw 50 80 N/A N/A 31

Poison Breath

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Min 1.2, 0.6 21-119 46 361 -22 N/A
Max 2.8, 1.6 21-156 46 361 -22 N/A
Windbox 0 2-15 46 18 N/A N/A

Plant spits out a slow, large and long-lasting cloud of poison. One of Plant's most important moves, even for movement.

  • Can be B-reversed/wavebounced. This is particularly useful with the charge as it allows Plant to jolt its air movement quickly, giving an otherwise sluggish character some form of movement. It is exceptionally useful for landing by diverting your future position, and baiting attacks, particularly anti-airs.
  • DJing just before landing during the charge state will land and cancel the charge state, leaving you completely actionable. Useful for getting punishes from whiffs caused by a B-reverse/wavebounce.
  • Cloud increases in size, damage, speed and longevity the more it's charged.
  • Has a windbox with no utility.
  • Does no knockback, but covers a large amount of space for a time, making it great for corner pressure, and ocassionally whiff punishes from afar, as it may condition the opponent to either lose stage control or try punish you.
    • Must be used cautiously, as the lack of knockback and high endlag makes you completely prone to punishes, especially with the hurtbox extension.
  • Great for ledgetrapping, but must be set up well before the opponent grabs ledge, otherwise they can escape easily and you'll have a harder time catching them. If you can't PB before they grab ledge, then it's usually not worth it; stick to just using Ptooie for the initial ledgetrap.
  • While it's reflectable, you can use the lack of knockback against them to punish reflect attempts, in exchange for a high amount of damage taken.
  • While not common, this projectile has a few noteworthy interactions with some projectiles. Most notably, it drastically skews the Olimar matchup in Plant's favour, as all of his Pikmin-based moves that make them projectiles will result in Pikmin stopping and dying. For more info, see here.
  • Spitting the poison will cause Plant to stall in the air one time. This can be useful to mix up your falling when recovering or landing, although it is pretty niche.
    • Spit poison in the air, DJ, then immediately spit again, and Plant will gain a small height boost. This is known as 'Toxic Boost'. While niche, there may be situations where you wouldn't be able to recover from the corner otherwise.
  • If a counter is activated by this move, the counter will turn towards the center of the projectile. Unaware opponents can leave themselves open on accident if they don't know this.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Min 0 0 N/A N/A 2
Max 0 0 N/A N/A 2
Windbox 0 BKB + 30 FKB 100 N/A N/A N/A

Piranhacopter

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 1.2 13-14 135 145 N/A N/A
Hit 2 1.2 15 135 100 N/A N/A
Multihits 1.2 16-55 135 367 N/A N/A
Penultimate Hits 4.0/0.8 56-61 135 60/367 N/A N/A
Final Hit 4.0 62-67 135 60 N/A N/A

Plant's recovery move. It goes far, but is absurdly exploitable due to speed and poor hitbox placement. With proper maneuverability though, Plant has one of the better superheavy recoveries out there.

  • Unviable OoS.
  • When moving straight up, can recover from even the lowest points of any stage without a DJ.
  • Sideways movements decrease height. Optimize these movements when recovering from the corners of the screen as to not fall short.
  • Head is exposed whilst recovering, but tilting shifts the hitboxes as well. Use tilting to defend yourself if you need to.
  • Learning to maneuver Piranhacopter is important, as linear recoveries can easily get you killed. Learn to know when to fly past ledge, when to fake out flying past ledge and changing your flight path to throw off the opponent.
    • Using walls on stages and adjusting if you are flying sideways or not is imperative for preventing 2-framing, as Plant has one of the worst 2-frames in the game. It's especially easier to throw the opponent off on slanted walls, like on Battlefield.
      • Strangely, the 2-frame is not as bad if you grab ledge with a reversed Piranhacopter. Since you can't B-reverse this move, you need to B-reverse the other 2 specials or tilt back witb LSS prior.
  • As an attack, it seems good on paper, but the 3x SDI multiplier means it is pretty easy to fall out of the move if the opponent knows. This makes it unviable as a combo finisher, although it's still okay for kamikaze kills off the side sometimes, as you may drag them too far anyway.
  • When recovering, the opponent may fail and get caught by the attack. You can use this opportunity to try and stage spike them. If close enough to the ledge, you can mix up by either holding down to stage spike, or grab ledge to cause an airdodge if you think they'll tech.
    • If very close to ledge, you can carry them back onstage and either put them into a juggle situation, or punish their punish attempt with UTilt/USmash. This catches a lot of people off-guard since most don't anticipate the low landing lag on Piranhacopter.
  • For some reason this move has variable landing lag. Rule of thumb is that the earlier you land, the lower landing lag you get.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 0 BKB + 40 FKB 100 varies between 16 and 20 depending on how early you land N/A 3
Hit 2 0 BKB + 20 FKB 100 varies between 16 and 20 depending on how early you land N/A 3
Multihits 20 100 varies between 16 and 20 depending on how early you land N/A 3
Penultimate Hits 90/15 60/90 varies between 16 and 20 depending on how early you land N/A 5/2
Final Hit 90 60 varies between 16 and 20 depending on how early you land N/A 5

Long-Stem Strike

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Min 8.4 (close), 12.0 (far) 19-23 (detection), 1-2 (hit) 64 55 -30 (close) -27 (far) Full 15% armor on frame 17> of charge, 12% during lunge, head intangible during lunge
Max 18.2 (close), 26 (far) 68-73 (detection), 1-2 (hit) 115, 120 (tilted) 55 -22 (close), -17 (far), -27 (close, tilted), -22 (far, tilted) Full 15% armor on frame 17> of charge, 12% during lunge, head intangible during lunge

A move that's simultaneously horrible and amazing. It is an extremely terrible neutral tool, but really broken in advantage especially in certain matchups.

  • Possesses %-based armor starting frame 17 of charge (15%), and throughout the lunge (12%). Since the lunge still has armor, it has niches VS some projectiles, particularly Ridley's Plasma Breath, but do note it is weaker.
    • Plant also takes 0.8x less damage when the armor is in effect. For detailed analysis of what breaks LSS' armor and the damage Plant takes, see here.
  • When the lunge is initiated, you may stop it short by pressing A, B or Grab. This is particularly useful in baits and preventing activation of counters.
  • Shortly after the charge startup, you may press a direction to commit to tilting to 1 side. You can release the button to attack at whatever angle you released at.
  • It's too slow to ever be used in neutral unless the opponent is really poor at the matchup. It can be easy to miss, have it shielded and punished, or beaten from the hurtbox extension (the armor is %-based), so using it in neutral is pretty unviable.
  • Armor is also far too slow to ever be a reversal, especially during strings.
  • LSS is downright disgusting as an edgeguard tool, however. Due to the armor, range and ability to angle, a fair chunk of characters have a very difficult time trying to recover against it. Notable examples include Donkey Kong, Chrom, R.O.B., the spacies and the FGCs. It can be reliable for stage spikes as it tends to lead to untechables.
    • Not all recoveries lose hard to LSS, though. Don't try it against teleport recoveries, or any other recovery that moves too quickly, generally.
  • It has some niches as a ledgetrapping tool, but overall is outclassed by Ptooie significantly. LSS won't hit any ledgehangs unless close and tipped over.
  • Somewhat effective as an anti-air, particularly VS floatier characters as they can't land as quickly and thus are easier to aim at. You can also stop the lunge to reduce your endlag and punish baited airdodges.
  • It has some utility as a reversal offstage thanks to its range and armor, but opponents will either counter, or just wait until you get back to ledge and ledgetrap. It's mostly useful for opponents that try to edgeguard you a lot.
    • A quirk of this move is that it'll send the other way if you tilt backwards, frame 1. You can use this to send opponents directly into the blastzone and kill them obscenely early.
  • Can shield break thanks to high shield damage, but only on damaged shields. Not reliable to go for.

Tech

  • The move can be tilted off the ledge to go offstage. This is especially useful to cover high recoveries easily onstage, then tilt off and cover a low recovery offstage.
  • Performing LSS just before you run offstage will give it a significant momentum boost, which can be useful to catch recoveries in a better position if needed.
  • There is an extremely difficult and inconsistent tech known as 'LowSS'. Essentially, by tilting at ledge in VERY precise positions, you may be able to tilt the move much farther down than intended. There's currently no viable setup, and trying to get it is obscenely difficult, so don't try it, but be aware it exists.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Min 75 55 N/A N/A 9 (close), 12 (far)
Max 75 55 N/A N/A 17 (close), 23 (far)


Grabs & Pummel

Standing Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox N/A 6-7 35 N/A N/A N/A

Tied among many others for fastest grab in the game, and the 3rd longest-reaching frame 6 grab. Unfortunately Plant's best OoS option, but the larger than usual range makes it actually kind of okay sometimes, especially since Plant's throws are actually rewarding.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox N/A N/A N/A N/A N/A

Dash Grab

Dash/Run State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox N/A 9-10 43 N/A N/A N/A

Tied among many others for fastest dash grab in the game. Range is kind of bad on its own, but using the RCBGShorthand for "Roll-Cancelled Boost Grab", a technique used to extend a character's dash grab range. tech gives it HUGE range, as Plant has one of the best RCBGs in the game. Valuable whiff punish tool/burst tool especially with the technique in mind.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox N/A N/A N/A N/A N/A

Pivot Grab

Dash/Run State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox N/A 9-10 37 N/A N/A N/A

Tied among many others for fastest pivot grab in the game. Extremely niche, as Plant has better retreat options like SH FAir. You might see it every now and then for some punish or ledgetrap. For the first active frame, the leaf's in the z-axis, so it's actually somewhat disjointed.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox N/A N/A N/A N/A N/A

Pummel

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 1.4 1 4 361 -2 N/A

Standard pummel for adding damage and unstaling your other moves.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 0 BKB + 30 FKB 100 N/A N/A 3


Throws

Forward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw 8.0 14 32 45 N/A fully invincible 1-14
Collateral Hit 3.0 13 32 361 -14 fully invincible 1-14

Standard throw for stage control or sending offstage, rarely kills with bad DI. No hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw 60 65 N/A N/A N/A
Collateral Hit 50 100 N/A N/A 4

Backward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw 11.0 19 35 45 N/A fully invincible 1-19

Standard throw for stage control or sending offstage, rarely kills with bad DI. The hitbox is good enough to be used effectively against Nana or Luma, so FThrow is important in those matchups.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw 54 60 N/A N/A N/A

Upward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw 12.0 20 50 90 N/A fully invincible 1-20
Collateral Hit 5.0 19 50 90 -24 fully invincible 1-20

Kill throw. Scales nicely with rage, going from 150% on midweights to around 125% or so with max rage. Relatively ineffective VS heavies, especially as DD NAir > DSmash often kills earlier by the time that becomes true. Highest damage of all throws, but not a move you want to stale. Hitbox is in an awkward position for Nana and Luma, but still serviceable. Capable of setting up really niche juggle situations at 0%, but DThrow is more preferrable.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw 82 100 N/A N/A N/A
Collateral Hit 50 100 N/A N/A 6

Downward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw 3.0 31 48 66 N/A fully invincible 1-31
Collateral Hit 2.5 20, 30 48 0 -23, -13 fully invincible 1-31
  • Longest throw animation, useful when there are other projectiles onscreen to abuse invuln.

Plant's best throw. While the DI angles are pretty large, at 0% you can get combos on any of them.

  • DI in: FH forward > Ptooie > FAir OR SH rising UAir > punish what they do next.
  • No DI/DI out: SH FAir OR RARA tech that allows for approaching your opponent with your back turned, out of a forward run. UAir > punish what they do next.

While UAir is generally preferred for damage, it normally won't true combo into anything, and you need to punish what the opponent does next. Ptooie is great against mashing, and SHFF UAir is good against mashing whilst being safe on airdodges, allowing punishes after.

At around 30% is when DI out starts killing it, and you can really only get FAir, but you can start using DThrow for platform tech chases instead, and score punishes with BAir or Ptooie. On DI in at around 80%, it leads to FH RARA tech that allows for approaching your opponent with your back turned, out of a forward run. BAir for a kill at ledge, then at around 110%, FH DJ UAir kills as well, but DThrow's long animation makes it easy to react and DI out in time.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw 80 80 N/A N/A N/A
Collateral Hit 0 100 N/A N/A 4


Misc. Attacks

Footstool Attack

+ Footstool

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Footstool Attack 4.0 12-13 19 90 -1 to 0 head and upper stem intangible 10-13
  • In practice, hits 1 frame later due to the 4 frames of intangiblity when footstooling an opponent.

The most niche of niches, a move you will almost never see in real matches and Plant's secret worst move. Regardless, this move has "utility" if by chance the planets do align. The move's main use is specifically against users of footstool OoS, as it usually beats their options and you can net a short combo. Combos are limited to a single UAir or Ptooie > FAir at low percents. It also never kills, ever. Believe it or not, this move actually can be BEATEN if it successfully occurs. Universally, the entire cast can airdodge out, and while Plant can punish due to Footstool Attack's absurdly low endlag, doing so on reaction is not easy. Certain characters can also escape with other intangible moves, or outright PUNISH Plant before they're hit, with some notable examples being Jigglypuff's Rest or Snake's DAir. See here for more info. Some players may double jump close to the ground for mixups, in which you can actually attempt FS Attacks, but the risk for the sheer lack of reward is never worth it… But, let's face the facts; is there really anything stopping you from going for the meme?


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Footstool Attack 95 80 N/A N/A 5

Ledge Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 10.0 21-23 56 45 -24 to -22 fully intangible 1-23

3rd-longest ledge attack in the game. Naturally risky, but the range allows you to pick up more punishes than you'd think.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 90 20 N/A N/A 10

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 19-20, 24-25 46 48 -19 to 18, -14 to -13 fully intangible 1-25
Down 7.0 19-20, 24-25 46 48 -19 to 18, -14 to -13 fully intangible 1-25

Universal attacks from missed tech to punish over-extensions, and are unsafe. Both facing up and down are the same, just different animations.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7

Trip Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 5.0 19-20, 31-32 50 361 -24 to -23, -12 to -11 fully intangible 1-7

Only accessible from a trip. Since the invulnerability is extremely low, there is little reason to use this, especially since it's very slow.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Piranha Plant/Data.
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