Ptooie is Plant's most recognizeable move, with its immense strength and multipurpose utility. While highly committal, it is 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 is 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 is useful for area denial, and as a result one of Plant's more common ways of forcing the opponent to jump. It is 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, intangible combo/kill moves that are deceptively safe, USmash is among one of the strongest of its kind and Ptooie has impressive range, combo ability and decent kill power, as well as the opportunity for trades. Plant also has more unconventional antiairs, such as DA, a disjointed, forwards-travelling move that hits surprisingly high up, SH NAir 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.
Unfortunately, despite having some great attacks, Plant is brought down significantly by a severe lack of good approach options and its tools for keeping the opponent off the ground are generally very high commitment. Its best poking tools are FAir and DTilt, both of which don't possess impressive range nor frame data, and Dash Attack 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 keepout 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.
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Pros | Cons |
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Normal Moves
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To edit frame data, edit values in SSBU/Piranha Plant/Data. |